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Shipping ChromaXP Phase 7

Phase 7 is the “make the site feel lived-in” release: OKLCH ramps in token tools, gaming color references, and a blog so judgment has a home beyond tooltips.

Three upgrades you can poke today: OKLCH-aware ramps inside design-token exporters, gaming reference stubs for people who split time between browsers and engines, and this blog for the tradeoffs the UI cannot fit.

OKLCH ramps inside the token tools

The CSS variables, Tailwind, and Android colors.xml generators share a second ramp mode beside classic sRGB mix toward white and black. The OKLCH path adjusts lightness and chroma while holding hue, then walks chroma down when sRGB cannot represent the target. Android stays HEX — still the lingua franca of resources — but tracks the same ramp as web so you are not maintaining two ladders by hand.

Choose how CSS and Tailwind see values: plain HEX, native oklch(), or HEX with an OKLCH comment for teams that want modern browsers today and a paper trail for designers tomorrow.

Gaming references for Canvas, Unity, and Unreal

HUD mockups often start with “a gray that feels like Unity” rather than an official PDF. We added three references under Gaming: HTML5 Canvas for browser 2D defaults, Unity for dark-editor neutrals, and Unreal Engine for Slate-ish bases. Treat HEX as web-friendly approximations — verify against your target skin and color management before production art.

Why the blog exists

Tools are fast; judgment is slow. These articles spell out when WCAG ratios help, how to grow a palette from one accent, why OKLCH is having a moment. Suggested reading order: why OKLCH, then contrast habits, then back to the generators with a sharper eye.

Corrections welcome from the contact page when real engines disagree with our cheat sheets — we would rather fix the table than pretend it is scripture.