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Retro Gaming theme

Retro Gaming turns the storefront into a night arcade: a dark console-blue shop lit by neon magenta (player 1) and cyan (player 2), with coin gold for prices. Headings, labels, buttons and prices are set in Pixel Quest, an original 5x7 bitmap font drawn for this theme (uppercase, digits and French accents, 3 KB, shipped in assets/shop/fonts/); body copy stays in Inter, already shipped by the Sylius shop, so that descriptions and forms remain easy to read.

Desktop (1440 px)

SchemeHomepageProduct pageCart
LightRetro Gaming storefront homepage on desktop, light schemeProduct page in Retro Gaming on desktop, light schemeRetro Gaming cart containing a product on desktop, light scheme
DarkRetro Gaming storefront homepage on desktop, dark schemeProduct page in Retro Gaming on desktop, dark schemeRetro Gaming cart containing a product on desktop, dark scheme

Wide screen (2560 px)

SchemeHomepageProduct pageCart
LightRetro Gaming storefront homepage on a wide screen, light schemeProduct page in Retro Gaming on a wide screen, light schemeRetro Gaming cart containing a product on a wide screen, light scheme
DarkRetro Gaming storefront homepage on a wide screen, dark schemeProduct page in Retro Gaming on a wide screen, dark schemeRetro Gaming cart containing a product on a wide screen, dark scheme

Mobile (390 px)

SchemeHomepageProduct pageCart
LightRetro Gaming storefront homepage on mobile, light schemeProduct page in Retro Gaming on mobile, light schemeRetro Gaming cart containing a product on mobile, light scheme
DarkRetro Gaming storefront homepage on mobile, dark schemeProduct page in Retro Gaming on mobile, dark schemeRetro Gaming cart containing a product on mobile, dark scheme
  • Palette — deep console blue (#0B0D1C, panels #141833), neon magenta (#FF3D8B), cyan (#3BE2F0), coin gold (#FFC93C) and health-bar lime (#8CF26B). The storefront is dark end to end: Bootstrap’s runtime variables are remapped, so native Sylius components (tables, dropdowns, offcanvas, forms, checkout sidebar) follow the palette.
  • Light scheme — a daylight arcade, like a handheld console: lilac console-plastic shell (#E9E6F5) around a pale page, navy ink type, the neon colours kept as fills under ink text and deep shades of the same hues for text and icons (magenta #C0135C, cyan #006570); the CRT screen of the hero stays dark inside a light bezel.
  • Components — square arcade buttons with stepped “pixel” corners and a darker bottom edge that is pushed in on click (magenta for primary actions, console blue for secondary ones), a gold coin counter as cart button, product cards framed like cartridges that light up in cyan on hover, with scanlines over the picture and the price in gold (the whole card is clickable, on the homepage and on category pages alike), pixel breadcrumbs, square form fields with a cyan focus ring, and the checkout steps drawn as a level map.
  • Homepage — a title screen hero: a HUD bar (score, hi-score, credits, lives), a pixel headline, a blinking Press start call to action and three power-ups (shipping, returns, payment) over a starfield and a neon grid floor. On the right, a CRT monitor runs a “select your loot” screen: the three latest products of the channel as character slots, the newest one picked by player 1 with its real image, name and price. An achievements strip follows (shipping delay, return period, fees, support). The promise block (theme_promise hookable) is the main quest: four power-ups mapped to gamepad buttons (A, B, X, Y) and the order as a quest log, level by level, with an XP bar, followed by two calls to action. Then come the four latest products; the deals and new collection blocks are hidden.
  • Footer — the support crew: three save slots (delivery, returns, customer service, each with a tag, a description and a button to the storefront, the customer account and the contact page) above the footer with the wordmark, a blinking Continue? and the Sylius links.
  • Product page — the price, in gold, sits directly below the product name, before reviews.
  • Checkout — the checkout header uses the Retro Gaming wordmark and responsive category navigation.
  • Translations — every theme-specific text lives in its own retro_gaming translation domain (translations/retro_gaming.en.yaml and retro_gaming.fr.yaml), so it can be edited or translated without touching the templates.
  • Accessibility — readable Inter for long texts, dark text on the neon buttons, visible cyan focus rings, decorative HUD and stats hidden from assistive technologies, and no blinking or motion for visitors who prefer reduced motion.

The screenshots above show a demo catalog of sixteen retro consoles, games, handhelds, controllers and arcade parts from fictional brands, on six shelves (Consoles, Games, Handhelds, Controllers, Arcade, Accessories), shipped as the retro-gaming dataset of sylius-starter/datasets (src/Datasets/datasets/retro-gaming/: products.yaml, collections.yaml, and in media/ a photo of each item generated with Ollama, under the magenta and cyan neon lights of the theme on a console-blue backdrop). Descriptions carry what a retro collector looks for: condition and grading, region, what is in the box and the refurbishing done. Create a shop from it with the import package, into the default channel:

Terminal window
castor sylius:import:shop:create retro-gaming
castor sylius:import:fixtures:generate --project=retro-gaming --subdomain=""
castor sylius:import:fixtures:load --project=retro-gaming

No AI call is made: products.yaml points at the photos of the dataset media/. The shop menu then lists the six shelves; castor sylius:import:delete retro-gaming removes the catalog. The import keeps the products already in the channel and gives the items creation dates in the past, so on a store loaded with the default fixtures the latest products may still show clothing: run castor app:db:fixtures app first to start from a store without products.

Install it with:

Terminal window
castor sylius:theme:setup retro_gaming