Full notes
Full Crystant update
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What changed
- Maps
- Gameplay
- Events
- Balance
Crystant changes
Hi everyone!
Today, we’d like to introduce the road system in Crystant.
Roads serve as the main pathways throughout the map and are the most common type of tile you'll encounter.
There are currently five different variations.
Each road must either connect to an existing road or extend into an unexplored area, where a new tile will be generated.
If you’ve played the board game Saboteur, this structure will likely feel familiar.Steam post imageSteam post image
One of the biggest challenges in our design is determining how many roads players should reveal before they start expecting a non-road tile.
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.
At the same time, we also don’t want movement between roads to feel dull.
This led us to implement the following features:
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.
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?
You never know what kind of surprise might be hiding on your next step.
Additionally, we plan to introduce more visual variety for roads across different floors in future updates, making the exploration experience even richer.
Thank you for reading!
Source
Changelog.gg summarizes and formats this update. How we read updates.
