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Steam News6 May 20261mo ago

Playtest Update v0.02

We made a ton of changes so we're going to just list the main things below instead of everything.

In this update2

Full notes

Full Crescent Break update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes7 additions1 change0 removals
  • Gameplay
  • Fixes
  • Events
addedWe made a ton of changes so we're going to just list the main things below instead of everything. This time around we’ve focused on clearing up some key issues people have brought up (thank you for all feedback so far and in the future!), namely improving readability by darkening the background and making it less easy to accidentally pick up new attacks and items you don’t want to. We’ve also added more to the game such as new attacks and new dangers.
addedChangelog for Playtest Version 0.02 (incomplete list):"Break" is the new name of the ability that used to be called "Charge" (to avoid confusion with charging).
addedChangelog for Playtest Version 0.02 (incomplete list):Added multiple new attack types.
changedChangelog for Playtest Version 0.02 (incomplete list):Reduced the amount of spikes in World 1.
addedChangelog for Playtest Version 0.02 (incomplete list):Added a “pillar” mechanic that appears in levels (we’ll flesh this out much more later).
addedChangelog for Playtest Version 0.02 (incomplete list):Added a special type of trap.

Crescent Break changes

addedWe made a ton of changes so we're going to just list the main things below instead of everything. This time around we’ve focused on clearing up some key issues people have brought up (thank you for all feedback so far and in the future!), namely improving readability by darkening the background and making it less easy to accidentally pick up new attacks and items you don’t want to. We’ve also added more to the game such as new attacks and new dangers.
added"Break" is the new name of the ability that used to be called "Charge" (to avoid confusion with charging).
addedAdded multiple new attack types.
changedReduced the amount of spikes in World 1.
addedAdded a “pillar” mechanic that appears in levels (we’ll flesh this out much more later).

We made a ton of changes so we're going to just list the main things below instead of everything. This time around we’ve focused on clearing up some key issues people have brought up (thank you for all feedback so far and in the future!), namely improving readability by darkening the background and making it less easy to accidentally pick up new attacks and items you don’t want to. We’ve also added more to the game such as new attacks and new dangers.

Now that we have some things out of the way, for the next patch we’re excited to really dig into making the game feel much more deep and strategic. (more on that at the bottom)

Changelog for Playtest Version 0.02 (incomplete list):

  • You now must PRESS DOWN to pick up attacks and disks, instead of just touching them.

  • "Break" is the new name of the ability that used to be called "Charge" (to avoid confusion with charging).

  • Added multiple new attack types.

  • The background is much darker now for readability, particularly in the centre of the screen.

  • The spikes in World 1 are now animated.

  • Reduced the amount of spikes in World 1.

  • There’s now a visual indication when “Break” is explosion-ready, aside from screenshake.

  • Added a “pillar” mechanic that appears in levels (we’ll flesh this out much more later).

  • Added a special type of trap.

  • Added/removed enemy types in World 2 (temporary graphics).

  • Made the amount of enemies increase on each level you beat.

  • Fixed where sometimes scraps would be drawn over things when they’re supposed to be behind.

  • Fixed lots of other small bugs and issues.

WHAT’S COMING UP IN THE NEXT UPDATE?

We will be focusing on making the game feel much more deep and strategic. Right now, there isn’t much reason to dig deep into the systems, but we want to change that and add more mechanics which heavily reward exploration, experimentation, and risk-taking. We’ll be adding a whole new dimension to the gameplay where it’s important to care about the power level of your character within a run, as well as starting to add new areas that require your character to be sufficiently powered up to survive. We have some ideas but we’re still fleshing things out, we’ll be trying to update the game frequently and be open about what we’re making so continued feedback about what you like or don’t like is helpful thanks!

Source

Steam News / 6 May 2026

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