Chroma Squad
game
7/14/2026

Chroma Squad

byBehold Studios
7.8
The Verdict
"Chroma Squad succeeds on the strength of an idea so good it barely needed the execution to be perfect — which is fortunate, because the execution isn't. The combat plateaus. The mecha fights fumble their own hype. A genre veteran will exhaust the tactical toolkit before the credits roll." "None of that dims what Behold Studios pulled off. This is a game with a soul, a sense of humor, and a premise nobody else had the nerve to build. It respects your intelligence, wears its influences with pride, and delivers a fistful of moments — that first synchronized group finisher — that no other tactics game can. It's not a masterpiece. It's something rarer: a genuine original, flaws and all. Roll camera."

Gallery

Screenshot 1
View
Screenshot 2
View
Screenshot 3
View
Screenshot 4
View

Key Features

Dual-Layer Gameplay: A full studio-management loop — hiring actors, buying equipment, crafting DIY armor from cardboard and duct tape, and marketing your show — wraps around grid-based, turn-based tactical combat.
Cinematic Combat System: Battles reward showmanship. Team-up maneuvers let you fling allies across the arena, morph sequences trigger armored transformations, and coordinated group finishing moves boost audience ratings, tying spectacle directly to progression.
Kaiju Mecha Showdowns: When the "monster of the week" supersizes, you pilot a customized giant mecha in dedicated boss battles — a direct nod to every Sentai finale you've ever seen.
Branching Narrative & Deep Customization: Multiple endings, story forks, and granular character and equipment customization give the campaign genuine replay weight.

The Good

Genuinely original studio-management-meets-tactics premise
Cinematic team-ups and finishers tie spectacle to strategy
Charming pixel art and a standout chiptune soundtrack
Branching stories and deep customization add replay value

The Bad

Combat grows repetitive over a full campaign
Mecha battles feel oversimplified and underbaked
Tactical depth is shallow for genre veterans
Management layer is fun but never truly deep

In-Depth Review

Bottom Line: A wildly inventive love letter to Saturday-morning Tokusatsu that welds studio-management sim to grid tactics — brilliant in concept, occasionally thin in execution, and unlike anything else on your shelf.

The Gameplay Loop

The core rhythm is elegant: manage, film, profit, upgrade, repeat. Between episodes you sit in your studio, allocating a finite budget across salaries, gear, and marketing. Then you shoot an episode — a tactical battle — and your performance in that fight generates audience ratings, which convert to fans and cash, which fund the next round of upgrades. It's a tight economic engine, and for the first several hours it hums.

The genius is that combat objectives are directorial rather than purely martial. Some episodes ask you to keep an ally alive; others reward you for finishing within a certain number of turns, or for pulling off a specific dramatic flourish. You're not just winning fights — you're producing good television. That single design decision elevates every skirmish above the "reduce enemy HP to zero" grind that plagues lesser tactics games.

The team-up mechanic deserves special praise. Adjacent squad members can hurl each other across the grid, enabling reach and positioning plays that feel genuinely inventive. Chaining these into a group finishing move — the whole squad converging for a synchronized kill — is the game at its absolute best. It's tactically meaningful and it looks fantastic on screen. Mechanics and theme, rowing in the same direction.

Where the Cracks Show

Here's the honest part. The combat, for all its charm, doesn't have the depth to sustain a full campaign. The tactical toolkit is shallower than genre veterans will want. Enemy AI is serviceable, not cunning. And once you've solved the puzzle of team-up positioning, later battles start to feel like variations on a theme you've already mastered. Players consistently flag the same thing: in longer sessions, the fights get repetitive. That criticism is fair. The systems that dazzle in hour two don't evolve enough by hour twelve.

The mecha battles are the sharper disappointment. These should be the crescendo — the giant-robot finale every episode builds toward. Instead, they're conspicuously oversimplified, reduced to a rock-paper-scissors exchange of blocks and strikes that lacks the spatial richness of the core grid combat. They look like a payoff. They don't always play like one. It's a case of the presentation writing a check the mechanics can't quite cash.

The Onboarding

Credit where due: the game eases you in well. The management layer could have been an intimidating spreadsheet, but Behold keeps the friction low, surfacing only the decisions that matter and letting the narrative carry the tutorial weight. New players won't drown. The trade-off is that the economy never becomes deep enough to obsess over — it's a supporting act, not a co-star.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.