1. Crystant
  2. News

Crystant News

Demo Update : Urgent Game Access Fix, UI & Event Updates

[h2]Emergency Patch Notice[/h2][p][/p][p]Due to an issue introduced in the earlier update, the game was unable to run properly as a result of a problem related to certain professions.[/p][p]The issue has now been urgently addressed and resolved.
Please update the game to the latest version and restart the application to continue playing normally.[/p][p]We sincerely apologize for the inconvenience caused. We also greatly appreciate everyone who reported the issue promptly and for your patience while we worked on the fix.[/p][p]If you continue to experience any abnormalities, please do not hesitate to contact us. We will assist you as quickly as possible.[/p][p]Thank you for your continued support and understanding.[/p][p][/p][hr][/hr][p][/p][h2]Fixes[/h2]
  • [p]Adjusted the trigger rate and mechanics of the “Corpse Encounter” event.[/p]
  • [p]Fixed an issue where newly joined companions could be randomly assigned to unfinished professions.[/p]
  • [p]Corrected incorrect story title displays.[/p]
  • [p]Updated translations for all supported languages for story titles and content.[/p]
  • [p]Updated translations for all supported languages across various UI elements.[/p]
  • [p]Updated translations for all supported languages in tutorial content.[/p]

Demo Now Available | Jump Into the World of Crystant

[h2]We’re excited to announce that the 《Crystant》 Demo is officially live today and now available for all players to download and play for free.[/h2][p][/p][p]In this Demo, you’ll be among the first to step into the world of Crystant—exploring a mysterious underground facility, experiencing the game’s core combat systems and strategic gameplay, and attempting to survive and push forward through a hostile, peril-filled environment.
[/p][hr][/hr][p][/p][h3]Demo Features Include[/h3]
  • [p]Playable experience covering the first 10 floors.[/p]
  • [p]Core combat mechanics and control systems.[/p]
  • [p]Character progression and ability customization.[/p]
  • [p]A selection of enemies and story content previews.
    [/p]
[hr][/hr][p][/p][h3]Known Issues[/h3]
  • [p]Some translations are still incomplete.[/p]
  • [p]Story-related translations are currently under active development.[/p]
  • [p]One-time special abilities and pre-run purchasable items may be unstable and will be fully enabled in the next update.[/p]
  • [p]Some sound effects and music are still in early development stages.[/p]
  • [p]If you fail to obtain any card on a floor and are unable to progress, please try restarting the floor.[/p]
  • [p]Some tutorial content is incomplete, and tutorial pop-ups may reappear after restarting the game.[/p]
  • [p]Certain item descriptions may be inaccurate.[/p][p][/p]
[hr][/hr][p][/p][p]This Demo is not just a preview—it’s a crucial stage for us to gather player feedback and continue refining the game.[/p][p][/p][p]Your suggestions and opinions will help us shape Crystant into a more complete and polished experience.[/p][p][/p][p]👉 Download the Demo now, add the game to your wishlist, and share your feedback with us![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Demo Coming Soon & Release Date Update

[h2]Steam Next Fest & Demo[/h2][p]We’re excited to announce that Crystant is officially participating in Steam Next Fest on February 23.
This means a new demo that is the closest representation of the full game so far will be available for everyone to try.[/p][p][/p][p]Over the past months, we’ve made numerous content additions and system improvements with the goal of making this demo reflect the core experience of the full game as accurately as possible. We would also like to sincerely thank everyone who played the game during our December showcase and shared their feedback. We’ve carefully read all of your comments and have already implemented many of the suggestions that were feasible.[/p][p][/p][p]We are currently working to release the demo before Steam Next Fest begins, so players can try it even earlier.[/p][p]
After playing, if you’re willing to share your thoughts on the Steam forums or in our community channels, it would mean a great deal to us and greatly help guide development.[/p][p][/p][hr][/hr][p][/p][h2]Update on the Full Release Schedule[/h2][p]Our original plan was to release the full game in Q1 2026 (around the end of March). However, since Steam Next Fest will generate a large amount of player feedback—and because we want to properly respond to it while continuing development of the full game—we feel that rushing the release would not be the right decision for either the game or our players.[/p][p][/p][p]As a result, we have decided to delay the full release slightly.[/p][p]
After Steam Next Fest concludes, we will re-evaluate our production schedule and share a more precise timeline as soon as possible. Our current goal is to have the full version ready before the next Steam Next Fest.[/p][p][/p][hr][/hr][p][/p][p]Thank you for your continued support and patience. We’ll keep working hard to make Crystant a game worth waiting for.[/p]

Game Concept: Map System — Rooms

[p]Hi everyone![/p][p][/p][p]As you make your way through the maze-like corridors, taking brief rests in area tiles that resemble them, you will eventually arrive at one of the most important cores of the entire map — Rooms.[/p][p]In the current version of the game, there are a total of 17 different room types. These rooms are distributed in a semi-random manner across each 10-floor interval. When players first uncover a room tile while clearing the fog of war, its interior remains completely dark. At this stage, the only information available is the room’s name, shown in the text displayed when hovering the cursor over the tile.[/p][p][/p][p][/p][p]Each room has a chance to be locked when it is generated. To enter a locked room, players must use a keycard of the corresponding level. Keycards are divided into five tiers:
D (Black), C (Blue), B (Green), A (Yellow), and S (Red).
Each room tier requires a matching keycard level to unlock.[/p][p]For example, a Laboratory is classified as a B-tier room. If you stand before its door without the appropriate keycard, you’ll be forced to either walk away or return later. Once successfully unlocked, your characters will automatically enter the room, where resources, events, or unknown dangers may be waiting inside.[/p][p][/p][p]Early in development, we deliberately hid detailed information about unopened rooms to heighten the sense of anticipation during exploration. In other words, before entering a room, players had no idea what kind of space awaited them. However, as the game systems became more complete, we realized that players needed to make informed decisions about whether a room was worth entering — especially when the room is locked and keycards are extremely valuable, consumable resources.[/p][p]Yes, every keycard in the game can only be used once.
Is this the right moment to use it?
Is this room worth the cost?[/p][p]This moment of hesitation is exactly what we want players to experience when standing in front of a locked door.[/p][p]As for where these keycards come from, and why they exist within this facility in the first place — those answers will be gradually revealed through in-game stories and events.[/p][p][/p][p][/p][p]In the earliest planning stages, we actually designed nearly 35 different room types. From restrooms and cafeterias to cold storage units and even morgues, we explored almost every space we could imagine, attempting to assign each one a distinct role within the game.[/p][p]However, as development progressed and the scope of the game expanded, many systems began to overlap and conflict. At the same time, we also wanted to keep the overall length of each run under control. In the end, we refined the design down to the 17 official room types that exist today.[/p][p]Our goal is for every remaining room to have a reason to exist. Even if not every room has a clearly defined or exclusive function, we hope that through resource distribution and event design, players will eventually be able to recognize a room’s strategic value at a glance after multiple playthroughs.[/p][p]After all, in this underground facility, aside from luck, “choice” is the only thing players truly have control over.[/p][p][/p][p][/p][p]Thank you for reading![/p]

Update — UI & Controls

[h2]New[/h2]
  • [p]Right-click can now be used to cancel or close UI windows (ESC still works)[/p]
  • [p]Added hover tooltips for Physiological Needs[/p]
  • [p]Notifications now appear when Physiological Needs change states[/p]
  • [p]In combat, hovering over Attack shows attack range during player turns[/p]
  • [p]Hovering over Move shows movement range[/p]
  • [p]Added an in-game tutorial system, accessible via the “?” button[/p]
  • [p]Added a game speed-up mode[/p]
  • [p]Camera settings are now grouped into a separate Settings page[/p]
  • [p]Added camera pan inversion option[/p]
  • [p]Added edge-of-screen camera scrolling (set to 0 to disable)[/p][p][/p]
[hr][/hr][p][/p][h2]Fixes[/h2]
  • [p]Attribute upgrades no longer use the experience bar system. When enough experience is available, clicking an attribute icon will prompt a confirmation to upgrade[/p]
  • [p]Attribute Training now reduces the experience required for upgrades[/p]
  • [p]Updated main screen UI visuals[/p]
  • [p]Left-side UI buttons are now always visible[/p]
  • [p]Camera movement is now handled by right-click dragging[/p]
  • [p]Since right-click is now used for canceling and closing UI, the “Take All” action for single items has been reassigned to the middle mouse button[/p]
  • [p]For the same reason, items can now be unequipped by left-clicking them in the Equipment window[/p]