
Crystal Project is a non-linear JRPG where you are the maker of your own adventure. Explore the world while you find Crystals, unlock classes, learn abilities, and create a strategy capable of taking down the world's toughest bosses. Or just stick to exploring; it's up to you.
Modeled estimate, not a reported figure. How we estimate →
About

Explore the world, find Crystals, and fulfill the prophecy to bring balance to the land of Sequoia.
...Or maybe you'd rather spend your time collecting neat equipment and artifacts? Or tame strange creatures and fill out all the entries in your archive? Or perhaps you'd rather hunt down every monster and conquer the world's toughest bosses. Or maybe you'd rather travel to the farthest reaches of the land and uncover the world's greatest mysteries.
The choice is yours, as it should be! Or is it? They say that those who stray out of line will be punished, killed, or worse. Maybe it's for your own good that you stick to collecting Crystals, just like everyone else. But where would the adventure be in that?
No random encounters!
Manage Threat to control which party member a monster will attack.
No hidden information. Preview turn order, damage, and probabilities like in TRPGs.
Discover and unlock new classes.
Assign sub-classes, pick passive abilities, and equip all kinds of special items.
Invent unique team compositions, or stick to the MMORPG Holy Trinity.
No permanent missables!
Seamless transitions between zones with no loading screens anywhere.
Uncover the mysteries of the world all on your own.
Metroidvania-style progression.
No invisible walls! Try to jump and climb anywhere you want.
Overcome platforming challenges to discover neat loot... and other stuff.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
A great idea marred by poor world design and trial and error combat.
Seems much like a super-fleshed out version of FFV with all the QoL perks one would hope for in the meantime. So, yeah, voxel > pixel (to see if it charms) and just playing FFV in it's ubermensch form.
Have you ever thought, "man, I wish the original Final Fantasy NES games had no storyline, precision platforming, and random encounters which can't be run from"? No? Me neither, but apparently the developers did. This is more of an awkward platformer with JRPG elements. Supposedly there's a storyline somewhere, though I couldn't find a shred of it in 3 hours, which is generally not a good look for something that sells itself as an RPG. The extremely fast and agile monster encounters which appear as flames on the map will constantly chase you. You can bait them into drowning, but some of them can swim, are faster than you, jump higher than you, and will immediately stop all your momentum if you touch them, dropping you to the ground mid-jump. 90% of traversal in this game is platforming, but the enemy design seems to actively discourage it. As a platformer, it also lacks fast travel, which is unfortunate as it highly touts its exploration (even having its opening monologue being about how exploring should be hard, which is MAYBE valid, but doesn't make for a smooth gameplay experience), which ends up being a lot of tedious repetitive platforming. So not really adventure, more of a button-mashing experience. I was thinking this trouble I was having with enemies might be because the starting classes I picked for my party were bad, but after unlocking one, no, they're all just that bad! Skill trees are short and lack depth, and you WILL run out of both mana and mana restoring items CONSTANTLY if you use a casting class. Tutorials explain things which are obvious, and do not explain things which might actually need explaining, such as the taunt 'danger' system which two of the starting classes rely on as their main gimmicks. Healing items are capped, but not usable in battle for some reason, so if an enemy ambushes you (as is VERY common) and you forgot to heal, tough luck! I see the vision, and why so many people like this game, but this game trips over the hurdles in its game design and relies too heavily on a shoddy platforming system which is fundamentally just not enjoyable.
It's called crystal project because it gets FFV players hooked
nice :)
This is one of the best hidden gems of indie RPG's. The base game is fun, and the modding community is STELLAR.
Astley gommaged me 3 years before clair obscur
Too good
Go on an adventure they said. Discover the world and find Crystals they said. End up pondering what fun is and if you're truly adventuring if you don't take risks. Seriously though, this is an amazing game. Gorgeous, interconnected world with lots of secrets and a solid soundtrack to compliment it all. Would recommend if you've got several hours to put into exploring and levelling up your party. Combat is the usual turn based, so you're mainly here for the adventure.
This game has: FFV job system Deep turn based battles Lots of items to find and jumping around trying to find the one block that is slightly higher than the rest. Actually, that's about 90% of the experience. I've restarted this game 3 times and cannot find the way forward as nothing is straight forward. I see the place i need to get to, but the one block that is high enough is miles away somewhere and i have to find it and somehow find my way back to where i needed to be, one square higher. This is every single area, you cannot just progress, you must find the one tiny block. it might even be behind something and you cant turn the camera. have fun! if there were a high jump option in the assist settings, that would be great, because i actually want to play the GAME parts of this game. finding a roundabout path is fun sometimes but not when its EVERY SINGLE TIME i want to progress.
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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