Cromora: Color Mix Puzzle
16 Sept 2026launched 15 days ago
0.00 ratings
n/aApple doesn’t publish installs
WorldwideSold in 50+ App Store storefronts
1.0latest version · 15 days ago
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About
Cromora is a puzzle about making colours, not just moving them. The table is a workshop grid with blobs of pigment on it and delivery hatches around the edge. Each hatch takes one colour and an exact amount. The catch: the hatches ask for orange, green and violet, and there is no orange, green or violet on the table. There is only red, yellow and blue. So an order of "4 green" is not a delivery problem. It is a manufacturing one: push the yellow into the blue, and then walk what comes out to its hatch. HOW IT PLAYS • Drag a blob and it slides until something stops it — a wall, another blob, the edge • Two blobs of the same colour pool into one bigger blob • Two different primaries make their secondary: red + yellow = orange, yellow + blue = green, red + blue = violet • Anything already mixed refuses to mix again, and works as a wall • Clear the table before the move budget runs out Mixing is irreversible and the result takes up more room than the two blobs did apart, so the order you work in is the puzzle. There is no timer and nothing is ticking. NO LEVEL IS IMPOSSIBLE Levels are endless and generated, and not one reaches you without a known solution — because the generator does not search for one. It builds the board by playing a finished game backwards: every hatch un-delivers the blob it asked for, every secondary un-mixes into the two primaries that made it, and the blobs are then dragged backwards along clear paths. Every step is the exact inverse of a legal move, so the board you are handed can always be emptied. If you are stuck it was the order you chose, not the deal. That same solution is what the hint spends its coins on, so a hint is always a real move and never a guess. THREE STARS ARE THE SHORTEST SOLUTION The target on each level is the shortest solution there is, found by a solver. Finish in it and you get three stars; take longer and you still clear it. Levels finished on bought moves count as cleared and pay nothing, so the stars stay there to come back for. DAILY PUZZLE One table a day, generated from the date, so it is the same table for every player in the world. There is a leaderboard for the day. COLOUR IS NEVER THE ONLY CLUE A game about mixing pigments is the exact game colour blindness makes unplayable: red, orange and green sit on the same confusion line. So every pigment carries its own shape as well as its hue — a triangle, a sun, a drop, a hexagon, a leaf, a star — on every blob and on every hatch. VoiceOver reads the table: each blob says its pigment, its size and where it is, each hatch says what it still wants, and the four moves are offered as actions because a drag cannot be spoken. None of it is a setting to lose, none of it costs anything, and the paid theme gets exactly the same marks as the free one. FREE, AND HONEST ABOUT IT The whole game is free and complete. Coins are earned by clearing levels and pay for the three helps — undo, hint, and five extra moves — and for four of the six looks; you can buy them in packs of 600, 1,800 or 6,000 if you would rather not wait, and each pack says exactly how many it gives. No loot boxes, no random rewards, no subscription, and nothing you can buy makes a level easier to solve. Themes repaint the workshop, never the difficulty. Ads pay for the rest, and one purchase removes them for good — and removing them makes the extra moves the ad paid for free rather than taking them away. PLAYS OFFLINE Everything except the daily leaderboard works with no connection at all. There is no account, no sign-up and no name: your progress lives on your phone. Privacy Policy: https://www.oscargarrucho.com/cromora/privacy/ Terms of Use: https://www.oscargarrucho.com/cromora/terms/Read more
Cromora is a puzzle about making colours, not just moving them.
The table is a workshop grid with blobs of pigment on it and delivery hatches around the edge. Each hatch takes one colour and an exact amount. The catch: the hatches ask for orange, green and violet, and there is no orange, green or violet on the table. There is only red, yellow and blue.
So an order of "4 green" is not a delivery problem. It is a manufacturing one: push the yellow into the blue, and then walk what comes out to its hatch.
HOW IT PLAYS
• Drag a blob and it slides until something stops it — a wall, another blob, the edge
• Two blobs of the same colour pool into one bigger blob
• Two different primaries make their secondary: red + yellow = orange, yellow + blue = green, red + blue = violet
• Anything already mixed refuses to mix again, and works as a wall
• Clear the table before the move budget runs out
Mixing is irreversible and the result takes up more room than the two blobs did apart, so the order you work in is the puzzle. There is no timer and nothing is ticking.
NO LEVEL IS IMPOSSIBLE
Levels are endless and generated, and not one reaches you without a known solution — because the generator does not search for one. It builds the board by playing a finished game backwards: every hatch un-delivers the blob it asked for, every secondary un-mixes into the two primaries that made it, and the blobs are then dragged backwards along clear paths. Every step is the exact inverse of a legal move, so the board you are handed can always be emptied. If you are stuck it was the order you chose, not the deal.
That same solution is what the hint spends its coins on, so a hint is always a real move and never a guess.
THREE STARS ARE THE SHORTEST SOLUTION
The target on each level is the shortest solution there is, found by a solver. Finish in it and you get three stars; take longer and you still clear it. Levels finished on bought moves count as cleared and pay nothing, so the stars stay there to come back for.
DAILY PUZZLE
One table a day, generated from the date, so it is the same table for every player in the world. There is a leaderboard for the day.
COLOUR IS NEVER THE ONLY CLUE
A game about mixing pigments is the exact game colour blindness makes unplayable: red, orange and green sit on the same confusion line. So every pigment carries its own shape as well as its hue — a triangle, a sun, a drop, a hexagon, a leaf, a star — on every blob and on every hatch. VoiceOver reads the table: each blob says its pigment, its size and where it is, each hatch says what it still wants, and the four moves are offered as actions because a drag cannot be spoken. None of it is a setting to lose, none of it costs anything, and the paid theme gets exactly the same marks as the free one.
FREE, AND HONEST ABOUT IT
The whole game is free and complete. Coins are earned by clearing levels and pay for the three helps — undo, hint, and five extra moves — and for four of the six looks; you can buy them in packs of 600, 1,800 or 6,000 if you would rather not wait, and each pack says exactly how many it gives. No loot boxes, no random rewards, no subscription, and nothing you can buy makes a level easier to solve. Themes repaint the workshop, never the difficulty.
Ads pay for the rest, and one purchase removes them for good — and removing them makes the extra moves the ad paid for free rather than taking them away.
PLAYS OFFLINE
Everything except the daily leaderboard works with no connection at all. There is no account, no sign-up and no name: your progress lives on your phone.
Privacy Policy: https://www.oscargarrucho.com/cromora/privacy/
Terms of Use: https://www.oscargarrucho.com/cromora/terms/
Versions
- Version 1.0First seen · 16 Sept 2026
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Worldwide
Apple lists this app in 50 or more storefronts, so it is available almost everywhere.
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