A tactical strategy infused digital card game.
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Latest News
Indie Days, Dog Days
July 7, 2017
A Wild June Appears
June 1, 2017
May Update Notes
May 24, 2017
April Progress Brings May Goals
May 4, 2017
Get updated on game improvements, demos, and artwork!
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Watch some gameplay from the latest release of the Crystal Companies demo! If you like what you see feel free to try the demo:
Resources & Factions
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Slow & Strong
The slowest of the playstyles when not assisted by one of the other crystal types, power has the singularly most threatening units in the game. Relying on sacrificing your own units to increase the strength of others. Once power gains a foothold it is difficult to repel.
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Unrivaled Unity & Defense
Spirit units rely on buffing each other with their abilities and work best moving as a group. A spirit brigade also has some of the strongest area of effects buffs in the game to empower their units even further. Combing these buffs with spirit’s innate defenses and heals creates a slow moving wall that leaves no ally behind and no enemy alive.
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A Quick Mixed Bag
Filled with tricks, wealth is characterized by many weaker units and powerful but short lived spell contracts. Wealth can quickly overwhelm enemies with hoards of fodder units to inflict a death of 1000 cuts.
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Swift & Dynamic
A playstyle marked by quick units and rapid expansion. It employs a variety of structures. Markedly, many Intellect units have the “builder” ability which allows structures to be deployed in spaces adjacent to them, giving an intellect brigade a constantly shifting staging area capable of dynamic action and reaction.
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The Surge Style
Nature is a bursty playstyle. It has a variety of moderately powerful units, as well as units that grow overtime to suddenly become unstoppable presences on the battlefield. Combining natures many spell cards with its units’ moderate power gives nature the greatest mobility and single turn damage potential of any of the playstyles. On top of this, many nature units have the “native” ability allowing them to traverse obstacles (rivers, forests and mountains) that would impede other units.
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The Crystal Tactics
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Combat is a central to a Crystal Companies’ skirmish.
Hire units to fight for your cause, buff them with powerful spells, abilities, structures and send them into the fray. However, not all attacks are the same. Attacks can be done from range, blocked by armor or changed in other ways. You’ll have to get into many skirmishes before you master them all.
[/ms_column][ms_column style=”1/4″ class=”” id=””] [/ms_column][/ms_row] [/ms_tab] [ms_tab title=”Claim Territory” ] [ms_row][ms_column style=”3/4″ class=”” id=””]Territory control will win or lose a skirmish.
Investing in rebuilding abandoned structures on the battlefield offers significant advantages to your units, ranging from powerful boons, increased staging area to improved line of sight. Some structures allow control of unique units that can’t be obtained otherwise. Beware that structures become more expensive the farther you get from your command post.
[/ms_column][ms_column style=”1/4″ class=”” id=””] [/ms_column][/ms_row][/ms_tab] [ms_tab title=”Form A Brigade”][ms_row][ms_column style=”3/4″ class=”” id=””]Constructing your brigade prior to combat is a matter of finesse.
Combine units that compliment each other with their skills and abilities to ensure you are capable of executing devastating combos when the time comes. Pick units that fit your play style– you can choose to specialize in rush tactics, or play the long game with defense and slow acting effects. Pick carefully because you need to strike a balance with just 30 contracts.
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How To Play
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Unlike a traditional CCG, Cards (called contracts) in Crystal Companies are played from your hand to spaces on a sprawling battlefield. The end result of this is that skirmishes have aspects of both a CCG and a turn-based strategy game. Players of both card games and strategy games will find themselves familiar with some aspects but challenged by the combination of the two. An individual game should last around 25-35 minutes, offering a balance between quick-rounds and longer in-depth strategies.
[/ms_column][ms_column style=”1/4″ class=”” id=””] [/ms_column][/ms_row] [/ms_tab] [ms_tab title=”Contracts” ] [ms_row][ms_column style=”3/4″ class=”” id=””]Cards in Crystal Companies are called Contracts.
Issuing a contract costs some amount of resource, generally Proto-crystal (Taru), which is commonly called just Crystal, and another of the more specialized types of resource. All contracts have a number of different stats that determine their relative power. the contract design provides that information at a glance.
[/ms_column][ms_column style=”1/4″ class=”” id=””] [/ms_column][/ms_row][/ms_tab] [ms_tab title=”Becoming Victorious” ][ms_row][ms_column style=”1/2″ class=”” id=””]Winning a skirmish is deceptively easy– destroy the enemy’s command post.
In practice, it is much more difficult to accomplish as your enemies can employ tactics that directly counter yours and put you a disadvantage. That’s why striking a balance between relying on powerful combos, and being able to recover when those combos are thwarted by your opponents is critical to success.
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