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Changelog

Every update to the game, newest first. The same notes appear in the game, in the New menu.

Version 1.4 · 2026-10-07

The Logbook

A small update to tidy up the house. The game now keeps a logbook: what you're reading right now. On phones, Couleur installs on your home screen and plays full screen, with no bars. And your game fits in a code you can carry from one browser to another.

New

  • **Patch notes**, right here: every new version, what changed and why. A madder dot on “What’s new” until you've read them.
  • **Install Couleur on your phone.** An “Install” button in the menu walks you through it: on iPhone, the Safari steps with its real icons; on Android, a single tap.
  • Opened the game from Instagram or Messenger? The guide notices, and helps you copy the link to open it in the right browser.
  • On a phone held sideways, the browser bars eat up a good part of the height. Installed, the game gets the whole screen back, and that's where it plays best. On a computer nothing changes: the page is enough, and we won't pester you about it.

Saves and records

  • **Export / import your game**, in Options, My game: levels, records, ghosts, pigments and settings fit in one code to copy, then paste elsewhere.
  • On iPhone, the install guide offers to **copy your game** before installing. Importing always asks before replacing anything.
  • On iPhone, the installed game doesn't share Safari's memory: it started from scratch, and you lost your records by trying to play better. The code fixes that, and it also works for switching browsers or computers.

Version 1.3 · 2026-10-07

Face to Face

We watched Splasher frame by frame, notebook open, and came back with a list. This update is that list: you see further, you can tell at a glance what will kill you, secret nooks give themselves away, and all five bosses finally get the entrance they deserve. Octave Grisaille was not consulted.

New

  • **All five boss fights rebuilt.** Every boss now gets a face-off: you catch it doing something awful, it notices you, the room locks and its name splashes across the screen in big blots of ink.
  • **A title card** as you enter each level: its name brushed over three blots of ink that land one after another.
  • **5-5 · The Exam** replaces the tower roof: nothing new, the whole game packed tighter, and two locked rooms to survive for 20 and then 22 seconds while reinforcements drop from the ceiling.
  • **A proper ending.** Saint-Pigment gets its colours back district by district while the credits roll, then we drop by to see Octave Grisaille in his new outfit.
  • A boss only does its full introduction once. Restart the fight and the face-off is over in under two seconds: we know what it's like to sit through the same grand entrance ten times.

Levels

  • **Secret nooks give themselves away**: a rippling curtain of three ink stripes marks their entrance, in every long level that has one.
  • **Nooks become challenge rooms**: the pigment at the end has to be earned. 1-1 (three pits under a low ceiling), 1-2 (a bleach pit in front of the hidden room’s pigment), 1-3 (two bleach puddles in the hidden attic), 1-4 (bleach pits in the hidden loft), 2-1 (a saw on top of the hanging wall), 2-3 (a laser sweeping the pillar behind the start).
  • **Spouts that paint**: in 1-2, 1-3, 2-1 and 3-1, a spout in the wall keeps spraying an inked surface. You can tell from afar where the colour comes from.
  • **5-6 · The Deep End** is twice as long: 95 seconds for a perfect run instead of 46, a flag every eight or nine seconds, and evening light pouring into the tower past the halfway mark.
  • **3-4 · The Great Drum**: a checkpoint halfway through the chase.
  • A hidden pigment used to be hidden, full stop, and we thought that was clever. Splasher does the opposite: it shows you the door and hides the challenge behind it. We copied. What you earn now is not finding the way in, it is coming back out with the pigment.

Bosses

  • **All bosses**: a big chalk reticle closes in on the weak spot as it opens, the weak spot fills up instead of a health bar, the picture freezes for a beat on every hit and the last phase goes “enraged!”. On the final hit, slow motion, then the whole arena bursts back into colour and a geyser carries you to the exit.
  • **The Big Bleacher**: you watch it scrub a dyer through a grate, then the door slams down behind Lou. It is half again as big (too tall to jump over: bounce off madder) and fights in a tiered courtyard with its own backdrop. Phase 2: two workbenches lower on their chains and reinforcements drop from the ceiling. Phase 3: it fires its cannon wherever you are standing.
  • **The Bleach Pump**: its giant silhouette looms over the whole climb and grows as you get closer. It introduces itself by drowning a dyer, every floor fills the screen, and once enraged it fires its valves faster.
  • **The Wringer**: the chase runs through carriages with swinging doors and hanging laundry that shivers as it approaches. One hit from the end, it charges to the edge of a bleach pool, slams into it and rears up: you finish it from above.
  • **The Alembic**: when it overheats, the floor gives way slab by slab instead of flooding all at once, and each slab cracks 0.8 seconds before it opens. Its reinforcements announce themselves as grey drops swelling under the taps.
  • **Octave Grisaille**: the whole room on screen, and Granny in her cage throughout the fight. At the end his machine goes haywire, the Deep End floods up the chimney and you have to climb to the roof with it on your heels. Then Grisaille runs off on foot: it is up to you to corner him under the cage.
  • The rule we set ourselves: nothing kills you without warning. Rocks, slabs, shells, reinforcements: everything shakes, gets hatched or circled 0.8 seconds beforehand. If you still die, you were looking at the timer.

Visuals and camera

  • **The camera pulls back**: 24 tiles tall on a computer, 15.6 on iPhone. It looks ahead when you run and looks down when you fall. Some rooms (nooks, shafts, arenas) are framed in one piece.
  • **More contrast**: what you walk on is darker, the background lighter and calmer.
  • **The washed-out death**: for half a second the world stops and turns grey, Lou comes apart in grey blots, then it is back to the flag.
  • **Readable hazards**: hatched lasers with a white core, a properly chemical purple bath, bright foam on the surface of rising water.
  • **Feedback**: “Saved!” and a burst at checkpoints, meatier impacts, the vial in the counter jumps when you pick up a pigment. The bottom corners of platforms are bevelled.
  • **Chases**: the drum stays in frame, shaking and spitting dust; the surface of the rising bath always stays in view.
  • Squint at a Splasher screenshot: the ground is dark, the background is light, and nothing else matters. Ours was equally pretty everywhere, so nothing stood out. We traded a little pretty for a lot of readable. The gouache has forgiven us.

Interface

  • **On phones**, the pause, back-to-flag and sound buttons shrink (34 px instead of 48) to leave more of the game on screen. The area you can tap stays just as wide.

Multiplayer

  • **The room, redone**: levels sorted by chapter, with the gallery paintings. Only the list scrolls; “Start the race”, “Copy link” and “Leave” always stay at the bottom. On a phone held sideways, players and buttons on the left, levels on the right.
  • Levels outside the story are folded away, and the level the host picks scrolls into view for the guests.

Saves and records

  • **Nothing is erased**: progress, pigments, rescued dyers, records and ghosts are all kept.
  • **But some maps changed**: 1-1, 1-2, 1-3, 1-4, 2-1, 2-3 and 3-4. Your records there were set on the old map: they still count, but your ghost may wander through what is now a wall or a pit.
  • If your ghost walks through a wall, that's not a bug. It's a ghost.

Bug fixes

  • **1-2 · The Sink and the Cellar**: you could skip the cellar without the madder cartridge, with a wall jump against the trapdoor, and end up stuck at the foot of the exit shaft, unable to finish or go back. The guilty step is gone: you climb out of the trapdoor with one last bounce.
  • **Racing on a phone**: “Keep going” and “Leave the race” did nothing (the touch controls sat on top of the window). And a tap on ↺ shorter than one frame now still counts.
  • Whoever found that route in 1-2 deserves a medal, and we deserve a telling-off. So it never happens again, a program now tries every possible jump in every story level, with the real physics, and checks that no ink is ever needed before you pick up its cartridge. It went through the whole game with a fine-toothed comb: only 1-2 was affected.

Version 1.2 · 2026-10-07

The Long Levels

Chapters 1 to 3 each had seven short levels stitched together from pieces. They now have four, handmade, one to two minutes long, each built around one idea, with other routes and nooks you can see before you can reach them. And all the scenery has been recut.

New

  • **Twelve long levels** across chapters 1 to 3, each with five pigments and a dyer to rescue, then the chapter boss.
  • **The Vats**: tubs float and drift with the current. Water fired from a tub pushes it along (you row), madder turns it into a springboard, saffron into an anchor. Plus geysers, and currents that push Lou, the tubs and the drops.
  • **The Drying Loft**: conveyor belts that carry Lou and any ink on them, hot air from blowers, moving walls (stuck on with saffron, Lou rides them up or down), and the great drum rolling after you.
  • A level made of randomly drawn pieces is the same level seven times with different wallpaper. We would rather have four levels that each have something to say. The tub, for instance, has a lot to say.

Levels

  • **Chapter 1 · The Workshop**: The Back Room, The Sink and the Cellar, The Yard and the Attic, The Workshop and the Gates. You discover the inks as you play, and the last level is a little exam before the first Bleachers.
  • **Chapter 2 · The Vats**: The Tub Dock, The Valve Room, The Grates, The Great Vat, which ends in a shaft where the bath rises.
  • **Chapter 3 · The Drying Loft**: The Folding Line, The Blower Room, The Drying Racks, The Great Drum.
  • **New sounds**: water rushing through currents, hot air, the slats of the belts, the “tonk” of a tub, the glug when it sinks.

Visuals and camera

  • **Recut scenery**: platform edges in dressed stone, big stones, bricks, tiles or planks of varied sizes, and the tile grid disappears. Moss, cloth or ivy hangs from the corners, pipes run along the walls, chains hang from the ceilings, and here and there a bricked-up arch, an alcove or a porthole.
  • The gallery paintings are redone with the new scenery.

Saves and records

  • **The old levels of chapters 1 to 3 leave the story.** If you had finished some of them, the same share of the new ones is unlocked, and the boss too if you had finished them all. The new levels have no records yet: those are yours to set.
  • The secret broom cupboard stays open if you had already opened it.
  • Wardrobe hats are now earned at a share of the total pigments, and the menu counters only count story levels.
  • We didn't want to make you start over, nor to invent records you never set. The levels open up; the times are up to you.

Bug fixes

  • **The Valve Room**: the shaft no longer pushes Lou into the saws.
  • Every level is now checked: no current, geyser, belt or springboard carries you into a saw, a laser or the bath without you being able to do anything about it.

Version 1.1 · 2026-10-06

The Gallery

Saint-Pigment gets its gallery: one room per chapter, where Lou runs between paintings of its levels. And the game finally opens on a real title screen.

New

  • **The chapter gallery**: each level is a painting made from the level itself, grey until you finish it, in colour afterwards, padlocked if it is closed. Up to step into a painting, doors to the other chapters, and after a boss its painting comes back to colour before your eyes.
  • **The title screen**: the picture of Lou fills with colour as the game loads, then “Tap the screen”.
  • A list of levels is handy. A room where you run up to the painting you want to play is better. It takes three seconds longer, and nobody has complained.

Interface

  • **A cleaner main menu**, with a Chapters screen and an Options screen that gathers every setting.
  • Menus get their own background, the title picture, which regains its colours as you finish chapters, instead of the last level played and its timer. “Continue” no longer repeats the chapter name.
  • When moving to another place, a “Chapter 4 · The Hose Room” card waits while the painted images arrive.
  • Phone held upright: a single screen, the picture of Lou and “Turn your phone”.

Bug fixes

  • The title screen kept swallowing key presses after it was gone: the game stopped responding to the keyboard.
  • At launch, the loading screen waited for nothing before showing the title.
  • “Turn your phone”: the plain strip Safari paints under its bottom bar now matches the page.

Version 1.0 · 2026-10-04

Saint-Pigment

Everything that existed before these notes, in short. Javelux is bleaching Saint-Pigment; Lou, apprentice dyer, has a sprayer and no intention of letting it happen.

New

  • **Three inks**: water washes off, madder bounces, saffron sticks to walls and ceilings. Whatever you paint stays painted.
  • **Five chapters**, from Granny's workshop to Javelux Tower, five bosses and painted cutscenes.
  • **Ghosts**: your record and your attempts as a washed-out Lou, and at the end of a level a replay of all your attempts at once.
  • **The Workshop**: a level editor, with sharing by link.
  • **Multiplayer**: live races for up to six, and couch mode (the game on the TV, one phone per player as a controller).
  • With keyboard, mouse, gamepad or on an iPhone held sideways; in French and English; music and sound effects made in code.