It's been two whole months since we release our demo, and we've been working nonstop during that time. There are far too many changes to cover in a single post, so today we'll highlight some of the biggest additions and improvements!
Cards Update
This update brings a massive overhaul to both the Assassin and the Lycan.
80 cards update and rework
31 brand-new cards added
That's 111 card changes in total!
Let's take a look at one of our favorite new cards: Inch Impact.

The Lycan starts with a melee attack distance of only 1 tile, so reaching enemies usually requires careful positioning or building up attack distance through your deck. Inch impact is designed as a payoff card that converts all of that accumulated attack distance into devastating power. Stack enough range, and you'll unleash incredible damage with an absurdly powerful knockback—strong enough to literally punch a boss clean off the battlefield.

We've also completely upgraded the Assassin's old pull mechanic into a Hook system. You can now hook yourself toward enemies, or directly to scattered cards to absorb them. It opens up many more movement options and makes the class significantly more fun to master.
Card Compendium
One of the most common requests after players finished the Demo was:
"Can we see all of the available cards in this demo?"
Now you can!
We've added a full Card Compendium containing every card from all three playable characters. We also included detailed filtering and categorization, making it much easier to browse cards and discover your favorite combos.
Ascensions
We have to admit that the current Demo doesn't contain enough enemy variety yet. Many players told us that after seeing all the cards once, they didn't have much reason to keep playing.
To give experienced players more replayability and a tougher challenge, we've introduced a brand-new Ascension System.

There are five Ascension levels, each featuring its own unique twists and significantly increased difficulty. If you're looking for a real challenge, we hope you'll give them a try!
Card Art
The temporary Assassin card illustrations from the previous version have finally been replaced with 60 finished artworks.
All of the newly added Lycan cards have also received their final illustrations and are already in the game.

A handful of cards are still using sketch art for now, but they're currently being finished, so stay tuned!
Closed Beta
To test upcoming content and reward our most dedicated players, we've created a Closed Beta version of the Demo, similar to the beta branches used by many roguelike deckbuilders.
The Closed Beta receives all new cards, enemies, events, and gameplay features before they arrive in the public Demo, so beta players always get to experience the newest content first.
For example, in this update alone, 15 new Lycan cards and 15 new Assassin cards are currently exclusive to the Closed Beta.
Simply clear Ascension 5 (it won't be easy!), then contact us through our Discord to receive your exclusive Closed Beta CDK.
That's everything we wanted to share today!
These past two months have been absolutely exhausting, but we're incredibly excited to finally get this update into your hands.
If you've made it this far, we'd really appreciate a Wishlist if you haven't already—it genuinely helps us a lot and keeps us motivated to continue improving the game.
And if you have time to try the new version of our demo, we'd love to hear your feedback and suggestions from your comment. Every comment helps us make the game better.
Thank you so much for your support, and we hope you enjoy the update!
the following is our Balance Changes of 111 cards and other adjustments in this update.
BALANCE CHANGES
Assassin
59 Cards → 75 Cards
37 Adjusted
16 New
21 Unchanged
Nerfs
Blood Flurry
Damage reduced from 9 → 8.
Reworked.
Now deals 8 Line Damage.
Gains +5 Damage for each Absorbed card.
Gains +1 Hit for each Attached card.
Removed:
Gain 1 Power for each hit.
Falling Edge
Damage reduced from 22 → 18.
Reworked.
Now deals 18 Line Damage.
Scatters 2 cards.
Removed:
Apply 1 Sigil Buff.
Final Sting
Damage reduced from 9 → 7.
Reworked.
Now deals 7 Line Damage.
Applies 1 Sigil and Domain to the target.
Removed:
Generate Domain on the grid where you stand when attacking units standing on Domain.
Phantom Blades
Damage reduced from 5 → 4.
Prepare Blade
Damage reduced from 9 → 7.
Returning Fang
Cost increased from 1 → 2.
Shadow Guardian
Cost increased from 0 → 1.
Armor reduced from 6 → 4.
Sigil Barrier
Cost increased from 1 → 2.
Wild Flow
Draw reduced from 3 → 2 cards.
Buffs
Domain Showdown
Cost reduced from 3 → 1.
Focus Mind
Armor increased from 8 → 9.
Seal
Draw increased from 1 → 2 cards.
Set Domain
Cost reduced from 3 → 2.
Now also grants +1 Move Point.
Siege Domain
Cost reduced from 3 → 2.
Sigil Guard
Armor increased from 7 → 8.
Doom Cut
Damage increased from 8 → 9.
Reworked.
Now deals 9 Line Damage.
Scatters every card in your hand in the attack direction.
Removed:
Deal 8 damage for each Attached card.
Domain Barrier
Cost reduced from 2 → 0.
Armor reduced from 8 → 6.
Soul Plunder
Cost reduced from 1 → 0.
Precise Strike
Cost reduced from 1 → 0.
Adjustments
Battle Focus
Cost increased from 1 → 2.
Armor increased from 8 → 15.
Dashing Sigil
Cost increased from 0 → 1.
Damage increased from 5 → 7.
Reworked.
Now deals 7 Line Damage.
Scatters 1 additional copy for each previous Scatter this battle.
Removed:
Deal 5 damage.
Death Hook
Cost reduced from 1 → 0.
Damage reduced from 6 → 5.
Destined Fate
Completely redesigned.
Old
Scatter 2 cards.
Attach all cards on the battlefield.
New
Scatter every card in your hand along the previous attack line.
Draw that many cards.
Gain unlimited Attack Distance for this turn.
Evilbane
Cost increased from 0 → 1.
Damage increased from 6 → 7.
Reworked.
Now deals 7 Line Damage.
When Absorbed, applies Earthbound to all enemies.
Removed:
Apply Domain.
Falling Glow
Cost increased from 0 → 1.
Armor increased from 6 → 10.
Forbidden Domain
Cost reduced from 3 → 1.
Damage reduced from 24 → 7.
Gather Kill
Cost reduced from 2 → 1.
Base Damage reduced from 12 → 3.
Reworked.
Deals 3 Line Damage for each card Absorbed during this battle.
Removed:
Deal 12 fixed damage.
Remnant Ward
Maximum Stacks reduced from 3 → 2.
Resonance
Maximum Stacks reduced from 4 → 3.
Soul Pierce
Cost reduced from 1 → 0.
Damage reduced from 9 → 3.
Reworked
Rushing Will
Old
Cost 0.
Gain 2 Energy.
Draw 1 card for every card played this turn.
New
Cost 1.
Attach every card in your hand and on the battlefield to random enemies.
Draw that many cards.
Spirit Hunt
Old
Cost 2.
Deal 13 Line Damage.
Apply 1 Sigil and Domain.
New
Cost 2.
Deal 10 Line Damage.
When Absorbed, deal this card's damage to all enemies.
Insight
Old
Cost 1.
Draw 2 cards.
Scatter 2 cards.
New
Cost 1.
Draw 1 card for every unit or Scattered Item that has Sigil or is standing on Domain.
Nightmare Snare
Old
Cost 2.
Apply 1 Earthbound Stack to all enemies and Scattered Items.
New
Cost 2.
Apply Earthbound to hit enemies.
If a target is already Earthbound, apply Disarm instead.
Soul Draw
Old
Cost 1.
Deal 6 damage.
Apply 1 .
New
Cost 1.
Deal 6 damage.
If the target has Sigil, Scatter 1 card from its hand.
Shift Calamity
Old
Cost 1.
On attack, Attach to a random enemy and apply 1 Sigil.
New
Cost 2.
On attack, Attach to a random enemy.
Deal damage equal to Power × Sigil Stacks.
Thrust
Old
Cost 0.
Deal 5 Pierce Damage.
New
Cost 1.
Deal 8 Pierce Damage.
Damage doubles for each Thrust played this battle.
Lycan
60 Cards → 75 Cards
43 Adjusted
15 New
17 Unchanged
Nerfs
Core Tremor
Damage reduced from 9 → 6.
Earthquake Power
Cost increased from 2 → 3.
Gale Elbow
Damage reduced from 9 → 7.
Momentum Strike
Damage reduced from 5 → 4.
Phantom Push
Damage reduced from 8 → 5.
Razor Claws
Scatters 2 cards instead of 3.
Reckless Fury
Damage reduced from 9 → 7.
Shock
Damage reduced from 12 → 10.
Steel Aegis
Armor reduced from 12 → 9.
Surge
Cost increased from 0 → 1.
Buffs
Ascetic Path
Cost reduced from 2 → 1.
Death Mark
Maximum Stacks increased from 4 → 5.
Intentional Blast
Damage per hit taken increased from 2 → 6.
Phantom Step
Cost reduced from 3 → 2.
Pride
Cost reduced from 2 → 1.
Stacks increased from 1 → 2.
Savage Will
Maximum Stacks increased from 1 → 10.
Now also draws 4 cards.
Spirit Focus
Maximum Stacks increased from 1 → 3.
Tempest Fist
Damage increased from 3 → 4.
Thousand Fists
Cost reduced from 2 → 1.
Nature's Embrace
Cost reduced from 2 → 1.
Pressure Endure
Cost reduced from 2 → 1.
Stonewall Counter
Cost reduced from 2 → 1.
Lightning Kick
Absorbs 2 cards instead of 1.
Rapid Jab
Damage increased from 7 → 9.
Reworked.
Now deals 9 Line Damage.
Scatters 1 card.
Applies 16 Inner Injury.
Adjustments
Killing Will
Cost reduced from 2 → 0.
Damage reduced from 13 → 5.
Mountain Shatter
Only respond to your attack now
Reworked
Intimidating Force
Old
Dynamic Cost (-1 Energy per tile moved).
Deal 12 Line Damage twice.
New
Cost 2.
Deal 5 Crash Damage at Distance 1.
Gains +1 Distance and +5 Damage for every Knockback triggered this battle.
Primal Instinct
Old
Cost 0.
Draw 1 card.
Draw 1 additional card for every hit taken last turn.
New
Cost 1.
Gain 1 Move Point.
Gain 1 Power.
Terminating Bite
Old
Cost 1.
Deal 8 Damage for every Attached card.
New
Cost 2.
Deal damage equal to the total number of Inner Injury stacks applied this battle.
Wild Onslaught
Old
Cost 1.
Deal 9 Line Damage.
New
Cost 2.
Deal damage equal to the Inner Injury stacks on all Absorbed cards.
Automatically Scatters after use.
Ancient Wrath
Old
Cost 1.
Gain 1 Power.
Double the effect while Attached.
New
Cost 1.
Gain +5 Attack Distance.
This bonus expires at the end of the turn.
Permanently retain +1 Attack Distance for every card Scattered this turn.
Breakthrough
Old
Cost 2.
Scatter 1 card.
Gain 2 Move Points.
New
Cost 2.
All Line attacks with Knockback become Distance 2 Crash attacks.
Earth Stomp
Old
Cost 1.
At the end of your turn, gain 1 Power for every consecutive turn you haven't moved.
New
Cost 1.
At the start of your turn, gain 1 Attack Distance for every 8 Armor you currently have.
Flurry of Blows
Old
Cost 1.
Deal 5 Line Damage.
Gain +1 Hit for every Scattered Item Absorbed this turn.
New
Cost 0.
Deal 5 Line Damage.
Returns to your hand whenever any unit Absorbs a card.
Formation Breaker
Old
Cost 2.
Increase Line Attack Range by 2.
New
Cost 1.
Knockback attacks gain +1 Knockback.
Increase the attack range of both Line and Crash attacks.
Into the Breach
Old
Cost 1.
Gain 1 temporary Power whenever you move.
New
Cost 1.
Gain 1 temporary Power whenever any unit or Scattered Item moves during your turn.
Keen Insight
Old
Cost 0.
Scatter 2 cards.
Deal 5 Line Damage.
New
Cost 1.
Draw 2 cards.
Each Scattered Item on the battlefield applies 3 Inner Injury to every other Scattered Item.
Skull Crasher
Old
Cost 1.
Gain 2 Power whenever you apply a control effect.
New
Cost 1.
Draw 1 card whenever you attempt to Stun an enemy.
Gain 1 Energy when attacking Stunned enemies.
Skyward Knee
Old
Cost 2.
Deal 12 Line Damage.
Gain 1 Move Point.
New
Cost 0.
Deal 4 Line Damage.
Cards hit that have Inner Injury become Attached to random enemies.
Swift Stride
Old
Cost 1.
Scatter 1 card.
Move 2 tiles.
New
Cost 1.
Move 2 tiles.
Whenever you trigger Knockback this turn, return every Swift Stride to your hand.
Divine Judgement
Old
Cost 1.
Deal 4 Line Damage.
Gain 1 Power for each enemy hit.
New
Cost 1.
Deal 4 Line Damage.
Gain 1 Power for each enemy hit.
Deal +2 bonus damage to targets with Scattered Items.
Snap Kick
Old
Cost 0.
Deal 4 Line Damage.
Gain 1 Energy for every enemy hit.
New
Cost 0.
Deal 4 Line Damage.
Gain 1 Energy for every enemy or Scattered Item hit.
NEW CARDS
This update introduces 31 brand-new cards, expanding the playstyles available to both Assassin and Lycan.
Assassin receives new tools centered around Domain, Pierce, and Attach synergies, while Lycan gains additional options that strengthen its identity through Armor, Knockback, Inner Injury, and battlefield control.
Assassin
Blitz Stance
Cost 1
All Pierce attacks cost 0 Energy this turn.
Charge Up
Cost 1
The first Thrust you play each turn costs 0 Energy.
Imbue
Cost 1
The first card Hero-Scattered each turn applies 2 additional Sigil Stacks.
Leverage
Cost 1
Deal 6 Line Damage.
If a unit or Scattered Item hit is on Domain, your next 2 Thrust cards cost 0 Energy.
Life Devourer
Cost 0
Deal 3 Line Damage.
Gains +3 Damage each time this card is Scattered, Absorbed, or Attached.
Lotus Bloom
Cost 1
Deal 8 Hex Through Damage.
Nightmare Form
Cost 3
Gain +1 Max Energy.
At the start of each turn, apply Domain to your current tile.
Sigil Penetration
Cost 2
Draw 1 card whenever a card becomes Attached.
Premeditate
Cost 1
Draw 1 additional card at the start of each turn.
The first card you play each turn automatically Attaches to a random enemy.
Providence
Cost 0
Hero-Scatter 3 cards.
Apply Domain to every occupied tile.
Reflux
Cost 5
(Costs 1 less for each card Absorbed.)
Gain 16 Armor.
Requiem
Cost 1
Deal 3 Line Damage.
Gain +3 Damage for each Sigil Stack on the target.
Damage is doubled while the target is on Domain.
Samsara
Cost 1
Attach every card in your hand to random enemies.
Absorb every Scattered Item.
Shackle
Cost 2
Whenever a card becomes Attached to an enemy, apply Disarm.
Soul Dragger
Cost 1
Deal 7 Hook Damage.
If a card is hit, Scatter a copy of it.
Weave Ward
Cost 1
Gain 2 Armor each time Domain or Sigil is triggered this battle.
Lycan
Adamant Body
Cost 2
Gain 16 Armor.
Stun every attacker this turn.
Awakened Power
Cost 3
Gain +1 Max Energy.
Gain +1 Max Move Point.
Bloodied Valor
Cost 1
Gain 9 Armor.
Gain 1 Power each time you are attacked this turn.
Feral Sweep
Cost 1
Deal 6 Shock Damage.
Apply Inner Injury to every Scattered Item hit.
Gaze of Iron
Cost 2
Gain 30 Armor.
Blocking applies Inner Injury to Scattered Items.
Store blocked damage as Inner Injury.
Guardian's Spirit
Cost 2
Gain 20 Armor.
Scatter 3 cards.
Absorb 1 card each time you are attacked this turn.
Inch Impact
Cost 0
Deal 3 Line Damage at Distance 1 with Knockback.
Gain +8 Damage and +1 Knockback for each bonus Attack Distance.
Infinite Shocks
Cost 2
Deal 5 Line Damage twice.
Gain +1 Hit for every card on the battlefield.
Iron Resolve
Cost 1
Gain 8 Armor.
The next Scattered card gains 13 Inner Injury.
Mystic Dissolve
Cost 1
Draw 2 cards.
Scatter 1 card.
Apply 8 Inner Injury.
Primal Return
Cost 2
Absorb every Scattered Item.
Gain 5 Armor for each item with Inner Injury.
Rising Claw
Cost 1
Deal 4 Line Damage.
Gain 6 Armor for every enemy or Scattered Item hit.
Roar of Terror
Cost 1
Deal 9 Line Damage.
The next Scattered card gains 13 Inner Injury.
Unstoppable
Cost 2
Deal 7 Crash Damage at Distance 3.
Wolf Sight
Cost 2
When Absorbing cards with Inner Injury, transfer their stacks to the next Scattered card.
Performance
Significantly reduced the game package size.
Improved overall game performance.
Reduced splash screen and startup loading times.
Progression & Out-of-Combat
Added the Encyclopedia.
Added 5 new Ascension Levels.
Added a Score System.
Added a Card Unlock System.
Visual & UI
Updated the main menu artwork.
You can now right-click to preview upgraded cards outside of combat.
Improved the Workshop upgrade interface.
Added tile information tooltips.
Added enemy intent previews.
Added artwork for 15 Lycan cards.
Updated artwork for 60 Assassin cards.
Added placeholder artwork for 15 Assassin cards.
Gameplay
Pull has been renamed to Hook.
Hook attacks now pull you toward the target.
Knockback collision damage has been reworked.
Collision damage now scales with the remaining Knockback distance.
Formula: Remaining Knockback Distance × 4 Damage.
Previously, collision damage was always a flat 4 Damage.
At the start of each turn, all cards Attached to enemies are now Scattered.
The Assassin's starting Relic has been updated.
Attached cards now apply 1 Sigil to their target.
MONSTER CHANGES
Undead Giant
HP reduced from 240 → 220.
Damage increased.
Behavior has been adjusted, the Giant now will not scatter the cards in your Piles at once.
Thank You!
Thank you for taking the time to play Crystal Calamity Demo and share your feedback with us.
This update represents our biggest balance pass so far, but it's only one step toward the experience we ultimately want to deliver. We'll continue refining combat, improving game feel, expanding content, and polishing every aspect of the game based on your feedback.
If you encounter any issues or have suggestions after trying the new update, we'd love to hear from you. Your feedback directly influences the direction of future development.
Thanks again for your support. Please join our Discord and we'll see you in the next update!
— The Crystal Calamity Team
