Crystal of Death
About the Game
You Have One Night
It’s 22:00. Until dawn, you will both stay alive and finish “the job.”
On the edge of the city, dangers press into a three-room house. The ones waiting outside are impatient. The ones inside, drawn by the smell, are worse. Everything is compressed into a single night.
Story
In the early 2000s, you were a regular chemistry professor when you were abducted.
This house is your new life: kitchen, living room, bedroom, bathroom.
The night starts at 22:00 and ends near sunrise… or ends you.
The objective isn’t simple, but it’s clear: survive and complete the production.
Crystal (Production Loop)
Stage by stage: Use the kitchen equipment to produce. Every step takes time, space, and generates sound/smell.
Risk vs. reward: Rush and your error rate spikes. Go slow and the night catches up to you.
Disaster chance: A wrong move can blow the mixture to pieces. Wear the mask, follow the order.
Resource management: Generator fuel, fuses, door locks, shutters… each one can shorten or prolong the night.
Don’t Die (Hide, Listen, Stay Quiet)
This house isn’t safe. It only offers temporary hiding spots.
Hiding: Under the bed, in the tub, in shadowed corners. Breathe in the wrong place and it’s over.
Perception model: Enemies react to light and odor. Report positions by radio; don’t waste movement.
One mistake is enough: This is challenge horror. If you die, there’s no save. The night resets.
Move (The Outside Is Watching You)
Standing still isn’t an option.
Observation: Peek through the blinds to scan for approachers; check the backyard.
Route planning: Time your room transitions. Leave doors unlocked and you invite trouble in.
Lock discipline: Unlock when you go out, lock when you return. A simple lapse ends the night.
Key Features
One-night structure: Continuous tension from 22:00 to dawn.
Dynamic threats: Distinct enemy behaviors from inside and outside.
Systemic fear: Sound, light, smell, time… all work against you.
Risk-driven production: Tiered minigames; gain speed, raise the chance of error.
True challenge design: Permadeath, tight resource management, clear punishments.
Early Access: Regular updates to visuals, audio, and mechanics. Your feedback shapes the game.
How Do I Progress?
There’s no “leveling up,” only mastery. The smarter you play the same night, the farther you go. Achievements, tactic discovery, practice… it’s all on you.
Content Warning
Contains drug themes, intense tension, and depictions of violence.
Support
Multilingual UI and subtitles. Keyboard/mouse-first play. During Early Access, improvements will target accessibility and optimization.
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