# The kit palette — all 45 colours, measured

The complete set of distinct opaque colours in the Pixel Platformer world art,
counted pixel by pixel on 2026-10-23 (271,124 pixels; Preview/Sample images
excluded). This is the closed palette the consistency discipline refers to:
new art gets recoloured to these colours, and no others enter the game.

| Hex | Pixels |
|---|---|
| `#CB815E` | 31,602 |
| `#434A5F` | 26,862 |
| `#6F3E43` | 17,523 |
| `#2EB082` | 17,070 |
| `#FFFFFF` | 10,998 |
| `#DFF6F5` | 10,923 |
| `#2CC5F6` | 9,618 |
| `#C2E3E8` | 8,289 |
| `#9F5A52` | 7,107 |
| `#F4AC66` | 5,802 |
| `#345551` | 5,043 |
| `#36E377` | 4,800 |
| `#BEDEF1` | 4,344 |
| `#FBC97B` | 3,822 |
| `#7FF0A5` | 3,822 |
| `#F4B41B` | 3,399 |
| `#1490C3` | 3,168 |
| `#959AB1` | 2,232 |
| `#DD442C` | 2,094 |
| `#DCE1E7` | 2,037 |
| `#7E3125` | 1,929 |
| `#4CE5FD` | 1,851 |
| `#FCC782` | 1,536 |
| `#EEA160` | 1,470 |
| `#FC683B` | 1,425 |
| `#F4CCA1` | 1,308 |
| `#FEE481` | 780 |
| `#9AC4F7` | 540 |
| `#425E7F` | 531 |
| `#346547` | 483 |
| `#87495C` | 483 |
| `#5AD28C` | 444 |
| `#FF9ABA` | 420 |
| `#E29F7B` | 264 |
| `#0F688D` | 144 |
| `#747A90` | 129 |
| `#D5EAFF` | 120 |
| `#86F6BB` | 120 |
| `#FFCBDA` | 120 |
| `#FFF6E2` | 120 |
| `#FB6338` | 48 |
| `#34995E` | 30 |
| `#78A6DE` | 30 |
| `#EC84A5` | 30 |
| `#D79905` | 30 |

The strip image `palette.png` on the Forge page shows the 32 most-used of
these colours in order. The least-used colours are mostly single-purpose
accents (eyes, highlights, one-off details) — they are still palette colours,
but reach for the top of this list first.

Tip for recolouring generated art: quantise to this palette (in GIMP or
Aseprite: load the strip image as a palette, then convert the new sprite to
it), then hand-fix the handful of pixels the quantiser put in the wrong
family. Five minutes per sprite, and the new art looks like it shipped with
the kit — because colour-wise, it did.
