Winter Begins, Work Continues

Winter is coming / here, and we are hunkering down, keeping warm next to our PC towers and basking in the white monitor glow while the snow falls outside. As nice as that sounds, it also means we are still cranking out updates to Crystal Companies. Community building and onboarding are of chief concern these days, as well as general improvements to UI and card mechanics across the board. Read below for the past month’s highlights.


The most substantial change to CrysCo’s alpha version (get your free Steam key from our Discord channel!) is the new tutorial. Ahead of applying to various gaming conventions, Bradley went all out to make sure that new players would be able to get acclimated in an engaging way.

On a similar note, the main menu received a few tweaks that make it cleaner and easier to navigate.

Environment Changes

The environments keep getting better and better looking (which is appreciably harder to do each time). Here are a few screenshots that show (better than I can tell) what I am talking about. (Of course, these are only a couple of virtually limitless cool battlefield views you can expect to see!)


We are steadily ticking items off the long list of minor fixes that need to be made to move us closer to a flawlessly streamlined UX (we can dream). One of the most noticeable changes has not been implemented yet–a new card design–but here is a sneak peek.

Game Changes

Don’t get caught by surprise like I was in the middle of a skirmish–read  Bradley’s update notes post.  Some of my favorite changes occurred in Intellect, with the addition of a new turret and balances that favor structure strategies.

On The Horizon

In the next month, aside from some much-needed holiday-related distractions, we will be continuing to chip away at our desire for a UX/UI masterpiece while attempting to find new players, improve playability, and fight through the dark winter days. Also, look forward to new art as we approach our expected Kickstarter launch date! (Which we hope will be sometime in the early spring of next year!)

As always, head over to our Twitter and/or Discord server to receive the latest updates.

Short month, big gains


It’s hard to believe February has come and gone–except that when we look back, we actually got a lot done! Phew!

That said, our work this month has been mostly behind the scenes. But here are the high-points anyway:

1. New Logo

2. New website

As you might have noticed,  has had a major facelift. The new system will allow us to integrate functionality more easily in the future, like leaderboards or cards pulled right from the live game database.

3. Hosted our first demo event

We received a ton of great feedback from first-time players and ate pizza, so yeah. #success

4. Very update, much optimize

Here’s a list of general optimizations Brad made that are super important but not the sexiest:

  • Optimized model meshes and textures to work more efficiently on lower-end machines
  • Updated model instantiation to be much more efficient and display much more smoothly
  • Increased line of sight performance
  • Fixed several bugs pertaining to loot abilities, duplicate, clone, drawing cards, text parsing, and resource conversion
  • Updated movement to display much smoother and removed sudden teleporting on undoing movement. Units also do not suddenly appear at their end point but instead appear when they enter a visible hex spot
  • Updated heal to increase health over maximum health points
  • Added in missing card art

On the horizon

In March we’ll be heading to more events, including our own focus groups. We are still locating talented concept artists to further develop the world of Crystal Companies. Game play adjustments and an updated battlefield are also on the docket.

If you have a moment, help us out by playing our latest demo and filling out a survey (with a chance to win a Nintendo Switch…)–or just hop on our mailing list if you haven’t already. #thanksinadvance