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Crystant News

Game Concept: Map System — Areas

[p]Hi everyone![/p][p][/p][p]After introducing the Road system in our previous update, this time we’d like to present another important map type that stands alongside roads — Areas.[/p][p][/p][p]Areas are map tiles that occupy a single grid space but have a larger visual footprint than roads. They are interwoven between road tiles and may appear as players gradually uncover the fog of war. In the current design, Areas share the same directional layouts as roads, with five possible variants, and the number of Areas on each floor is fixed.[/p][p][/p][p]The concept of Areas actually emerged relatively late in the map design process. You can think of them as rest zones or communal spaces, created to allow players to perform certain actions that are frequently needed but not available at all times — such as resting.[/p][p][/p][p]In the game, resting is one of the primary ways to recover the party’s stamina. While some food items can also restore stamina, nothing is quite as effective or straightforward as getting proper rest. Early on, players were only allowed to rest inside rooms. However, as the variety of room types expanded, we began to reconsider the functional clarity of each room. At one point, we even designed several room types that were especially suited for resting, such as staff dormitories, VIP lounges, and entertainment rooms. Our intention was that players could immediately associate these spaces with rest simply through their names or visuals.[/p][p][/p][p][/p][p]However, designing too many rooms with similar purposes risked diluting the identity of each space. As a result, the concept of Areas naturally took shape, serving as a consolidated map tile that supports these shared functions.[/p][p][/p][p]Of course, resting is not the only thing Areas are meant for. We are also planning to introduce a system that allows players to earn additional resources during their journey — Blood Donation. As the name suggests, this mechanic allows players to convert a selected character’s HP into in-game currency (CV), creating a deliberate trade-off between risk and reward.[/p][p][/p][p]Compared to roads, Areas also have a higher chance of triggering events, offering more variation and unexpected encounters as players explore the map.[/p][p][/p][p][/p][p]Looking ahead, we plan to further enhance the visual presentation of Areas, making them more clearly distinguishable from other map tiles and improving overall readability and atmosphere during exploration.[/p][p][/p][p][/p][p]Thank you for reading![/p]

Game Concept: Map System — Roads

[p]Hi everyone![/p][p][/p][p]Today, we’d like to introduce the road system in Crystant.[/p][p]Roads serve as the main pathways throughout the map and are the most common type of tile you'll encounter.[/p][p]There are currently five different variations.[/p][p][/p][p]Each road must either connect to an existing road or extend into an unexplored area, where a new tile will be generated.[/p][p]If you’ve played the board game Saboteur, this structure will likely feel familiar.[/p][p]One of the biggest challenges in our design is determining how many roads players should reveal before they start expecting a non-road tile.[/p][p]Since roads make up the majority of each floor, we don’t want players to be interrupted too frequently, which could drag down the game’s pacing.[/p][p][/p][p]At the same time, we also don’t want movement between roads to feel dull.[/p][p][/p][p]This led us to implement the following features:[/p][p]When a new tile is revealed, certain events may trigger at a low probability—such as enemies appearing ahead, or some strange object emerging out of nowhere.[/p][p]Once the player actually steps onto the tile, there’s another chance to trigger a different set of events. For example… wait, is that a gun on the ground?[/p][p][/p][p]You never know what kind of surprise might be hiding on your next step.[/p][p][/p][p]Additionally, we plan to introduce more visual variety for roads across different floors in future updates, making the exploration experience even richer.[/p][p][/p][p][/p][p]Thank you for reading![/p]

Update – Map Visual Update & New Path Navigation Feature

[h2]Visual Updates[/h2]
  • [p]Enhanced terrain materials and environmental details, with refined micro-particle effects.[/p]
  • [p]Each layer of the map now features distinct geological appearances as players move between levels.[/p]
  • [p]Updated character portraits, adopting a new final art style.[/p]
  • [p]Refreshed the elevator transition animation to deliver a stronger sci-fi atmosphere.[/p]
[p][/p][hr][/hr][p][/p][h2]Clearer In-Game Feedback[/h2]
  • [p]Added new on-screen guidance for placing tiles on the map.[/p]
  • [p]Learning chips now display in the upper-right corner when acquired.[/p]
  • [p]Added visual effects when obtaining room keys.[/p]
  • [p]Improved notifications for increases in backpack weight capacity.[/p]
  • [p]Morale / Hunger / Stamina now use staged color indicators, with flashing alerts when values are low.[/p]
  • [p]Battle UI now includes attribute-colored markers above the HP bar to identify enemy types.[/p]
  • [p]Added screen shake effect for critical hits.[/p]
  • [p]Updated visual feedback for weapon stat increases and decreases.[/p][p][/p]
[hr][/hr][p][/p][h2]New Path Navigation Feature[/h2][p]We’ve introduced a path navigation system, now displayed at the top of the screen through the UI. When your chosen route changes, the interface will display red text showing the difference in travel time, helping players better manage movement costs.[/p][p]During map exploration, players may encounter obstacles. These barriers prevent further navigation along the current path, requiring you to find an alternative route.[/p][p][/p][p]Please note: travel time may vary depending on the party’s current condition.[/p][p][/p][hr][/hr][p][/p][p]Thank you for reading![/p][p]We warmly welcome your valuable feedback.[/p][p][/p]

A new journey begins – Crystant

[p]Hi everyone![/p][p][/p][p]We’ve just launched the Steam page for Crystant.
The game is still in active development, but we’re excited to begin sharing our progress, ideas, and worldbuilding with you. Your support and interest mean a great deal to our small team as we continue shaping the vision of this project.[/p][p][/p][hr][/hr][p][/p][h2]Story Prologue[/h2][p]A meteor, having crossed an unknowable span of light-years, fell to Earth.
Humanity shattered it with technology, never realizing that the true disaster was only beginning.[/p][p]An unknown substance began to spread between living organisms like a ghostly plague.
By the time humanity noticed, the world had long since slipped into ruin.[/p][p]To preserve the last ember of hope, a massive underground facility was constructed—
a place built to study the anomaly, and to shelter the final remnants of civilization.[/p][p]You are one of the test subjects trapped deep inside this vast underground complex. Stripped of your past and surrounded by unfamiliar machinery, flickering lights, and echoes of distant alarms, you awaken to a place filled with unknown threats—some mechanical, some biological, and some entirely beyond comprehension.[/p][p]In this fractured environment, escape becomes your only chance at survival. Every corridor hides danger, every shadow carries uncertainty, and every choice you make may determine not only your fate, but the truth behind the catastrophe itself.[/p][p][/p][p]How will you act?[/p][p]What will you uncover?[/p][p]And will escaping the facility truly lead you to safety—or to something far more terrifying beyond its walls?[/p][p][/p][hr][/hr][p][/p][p]If you’d like to support the project, please add Crystant to your wishlist and join us on a journey into the unknown. Your interest helps us continue development and brings us closer to sharing this world with you.[/p][p][/p][p]Thanks for reading,and thank you for being part of this journey.[/p]