Game color palettes
Game colour has to work twice: once as a mood and once as information. These twelve keep enough contrast left over for health bars, damage numbers and the thing the player is supposed to walk towards.
- Cyberpunk Dreams
Readable text on #ff3d94: #111827
- Retrowave
Readable text on #ff3d5a: #111827
- Cyberpunk Tiefling
Readable text on #3a0a4d: #FFFFFF
- Neon Euphoria
Readable text on #1f1b79: #FFFFFF
- Cyber Vibes
Readable text on #00ffcc: #111827
- 60s Cyberspace
Readable text on #00bdd6: #111827
- Retro Cyber Elegance
Readable text on #4d9dff: #111827
- Neon Cyber
Readable text on #00ffaa: #111827
- Burned Fantasy
Readable text on #682c2f: #FFFFFF
- Hatsune Miku
Readable text on #00b0e0: #111827
- Raiden Shogun
Readable text on #8e6bb3: #FFFFFF
- Dungeons and Dragons
Readable text on #4c3e3e: #FFFFFF
Using these in a game
- Reserve one high-saturation colour for interactive objects and never use it for scenery. Players learn that rule in seconds without being told.
- Test the palette at 25% size. If two colours merge at thumbnail scale, they will merge in motion.
- Dark scenes need a light source in the palette, not just dark colours — without it, the screen reads as broken rather than as night.
The text colour under each palette is whichever of near-black or white reaches the higher contrast ratio against its first colour — check any other pairing before using it for body text.