Screenshots & trailers
Review sentiment over time
Weekly positive-review rate (green) and review volume (bars). Dashed lines mark significant patches; the amber line is the start of the current scoring window. Hover the dots to see what drove a dip or a jump.
How this score was computed
The VGC Score is a weighted blend on a press-comparable 0-100 quality scale. Steam approval rates are first calibrated (95% positive on Steam ≈ 89.5 quality, since Steam approval skews high). Press and tracked creator reviews each count ~2x a player review and share one cap against player evidence (creator buy/skip calls pool into an approval rate, calibrated like Steam approval); all-time sentiment is capped and halved (it's context, not verdict); reviews of the current build carry the most weight when a fresh patch anchors the window; and a 'typical game' prior keeps small samples from pegging the scale. Because press reviews and Metacritic user aggregates describe the launch build, their weight decays as the game ages (3-year half-life after a 1-year grace). That's how a game that launched rough can outgrow its old reception once updates win players over. Reviews under 2h playtime (the refund window), non-Steam activations, and free copies are downweighted.
| Component | Positive | Quality (0-100) | Weight (pseudo-reviews) |
|---|---|---|---|
| Press reviews (OpenCritic) | – | 78 | 22 |
| All-time Steam reviews | 93% | 87 | 71 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | 72% | 69 | 1 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: last 30 days (no significant patch detected) · 4 reviews sampled · 3 total reviews in window · weighted 2.6 up / 1 down · computed 7h ago · full methodology →
Press & Creators reviews (11)
Individual verdicts from outlets we track: scored reviews first, most trusted outlets first among them. The small badge is each outlet's trust score: how well its scoring history aligns with players.
- 82
“Smart puzzles, a decent sense of humor, and some occasional surprises make this a strong sequel for the original”
read full review ↗ - 68
“One great thing about ChromaGun 2: Dye Hard is that it was carefully made to be accessible. Colorblind modes use symbols on top of colored objects and surfaces to make sure that players who have trouble seeing can fully enjoy the core gameplay. Sound cues help players understand how to solve puzzles, and flexible movements let players make the game their own.”
read full review ↗ - 66
“ChromaGun 2: Dye Hard is a first person colour puzzle game built around a tri-colour ChromaGun, Magnetoid Chromatism, and multiverse test labs where you pull WorkerDroids onto switches, pick apart long chambers, and hunt hidden golden guns through crumbling corridors. Frequent loading screens, spaced-out auto saves, chatty supervisors, and a few timing-heavy rooms drag the whole thing down, but if you like Portal style puzzles and want something smaller that plays with colour rules in its own way, this is still worth a look.”
read full review ↗ - 67
“The thing that makes ChromaGun 2: Dye Hard stand out is that it really gets its idea across. The multiverse angle gives writers more freedom with chamber themes. It adds strange elements that fit well with the show's origins in a lab. The game doesn't try to hide the fact that it takes place in just one business testing center; it knows it could be a story and goes beyond that.”
read full review ↗ - 80
“ChromaGun 2: Dye Hard is one of those games that feels pretty easy to sum up once you’ve spent some time with it, but that doesn’t mean it doesn’t nail what it sets out to do. It has some really solid puzzles and great voice acting, while the rest of the presentation is fairly plain. That said, the simpler look makes sense for what the game is going for, and it still ends up being more visually interesting than the first Portal in particular.”
read full review ↗ - 80
- 80
“Does it ever come close to matching Portal? Obviously not. But it doesn’t need to, either. Chromagun 2 may not do a whole lot new, but the fact that so many other games are out there now that are also copying Portal makes that easier to forgive.”
read full review ↗ - 75
“ChromaGun 2: Dye Hard uses simple magnetic color mechanics to create puzzles that, while not impressive, at least maintain interest. The same goes for its satirical story about labor relations, in which we play as a tester trapped in a leonine contract of dangerous experiments and are guided by the very well-voiced sadistic bosses. For those who have trouble visualizing the colors, there is an accessibility option that uses symbols on the puzzle objects.”
read full review ↗ - 75
“Chromagun 2: Dye Hard is a clever puzzle game with a unique colour twist, but the difficulty never quite feels testing enough.”
read full review ↗ - 70
“It's hard not to recommend ChromaGun 2: Dye Hard, so of course I will. The puzzles are satisfying, I felt immense satisfaction working within (and out of) its boundaries, and now I feel like I could apply to be in Mensa. The places it goes, literally and figuratively, are things I haven't seen done in a game like this before.”
read full review ↗ - 81
“ChromaGun 2: Dye Hard is a first-person puzzle game that combines so many enjoyable mechanics in such clever ways that it presents a constantly rewarding campaign where you'll always look forward to what's to come. 🎨”
read full review ↗
Patch history
No patch announcements found on Steam yet.
