Into the Crypt
Steam News 24 March 20261mo ago

The Crypt Chronicle — Issue #1

Greetings Crypt delvers! With the recent official trailer release and the first ever announcement for the game, I'm really excited to share what I've worked towards and what you can expect from the game. It feels good '…

Update log

Full Into the Crypt update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes2 additions2 changes0 removals
  • Gameplay
  • Events
addedCards That BreakEach of the playable clases in the game will have fresh new mechanics and unique cards of their own.
changedCards That BreakEvent encounters are varied, and secret encounter types may be discovered as well.
addedA Deckbulider-first gameWhile the game is set in 3D, I wanted to ensure the experience was a first-and-foremost deckbuliding game versus a hybrid deckbuilder/exploration game. Earlier in development, I was bouncing around the idea of making it a 'labyrinth' kind of experience in which you could both explore and battle, but iterations of this felt like it was taking away from the 'magic' of fast-paced card battling. Instead, there's brief moments added to enhance the traversal through the Crypt, such as lifting up your class's arm with a torch during movement.
changedThree ways Down (so far)The Berserker class runs on Fury - a resource that builds over time as you play cards, which can be spent just like the primary resource (Energy), or built-up to reward you with a special threshold card. The Druid commands allies called Sheaf & Gob , and the cards for this class have an optional 'Offering' tag which allows the Druid to sacrifice those cards on his allies to enhance them

Greetings Crypt delvers!

With the recent official trailer release and the first ever announcement for the game, I'm really excited to share what I've worked towards and what you can expect from the game. It feels good 'coming up for air' to share what the Crypt actually is (if you haven't figured it out already), what is being built and what's coming! Below you'll find a mix of game mechanic updates, development news, and early concept art!

So... the game concept stems back for several years and has drawn a lot of inspiration from familiar titles like Slay the Spire, It's taken on many forms since that time into the game it is today. You move through a procedurally generated crypt in first-person - stone corridors, locked encounter rooms that really don't have any friendlies in them, and you fight off everything you can with your hand of cards.

Sounds like a familiar formula? Here's where things take on a form of their own:

Cards That Break

In most deckbuilders, cards are seemingly lasting forever. In Into the Crypt, your Attack cards have Durability. When a locked door blocks your path, you target it with a card — lift it, slam it against the lock, and watch the chains fall. Every time you do, that card loses 1 use. Play it enough times on enough doors and it shatters permanently. Gone from your deck. Gone from the run.

It means every card you build your deck around is also a resource you're slowly spending just to move forward. Do you save your best cards for combat and struggle through doors with weaker ones? Or do you burn through your strongest cards to reach the next fight faster, knowing they won't last forever?

That's the kind of tension I wanted to create in the game.

While the 'DNA' of familiar titles like Slay the Spire is definitely here, you'll find that the Crypt takes a form of its own. Some of this includes:

  • Each of the playable clases in the game will have fresh new mechanics and unique cards of their own.

  • CosmeticEnemies are ruthlessmajority of them have one or more 'passive' abilities that fundamentally require you to pivot your deckbuliding strategies every run in the Crypt.
  • Event encounters are varied, and secret encounter types may be discovered as well.

A Deckbulider-first game

While the game is set in 3D, I wanted to ensure the experience was a first-and-foremost deckbuliding game versus a hybrid deckbuilder/exploration game. Earlier in development, I was bouncing around the idea of making it a 'labyrinth' kind of experience in which you could both explore and battle, but iterations of this felt like it was taking away from the 'magic' of fast-paced card battling. Instead, there's brief moments added to enhance the traversal through the Crypt, such as lifting up your class's arm with a torch during movement.

Three ways Down (so far)

Currently there are 3 fully unique classes to choose from, and each one asks you to think about card battling completely differently:

The Berserker class runs on Fury - a resource that builds over time as you play cards, which can be spent just like the primary resource (Energy), or built-up to reward you with a special threshold card. The Druid commands allies called Sheaf & Gob, and the cards for this class have an optional 'Offering' tag which allows the Druid to sacrifice those cards on his allies to enhance them

Source

Steam News / 24 March 2026

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