
Kristala is a dark fantasy ARPG featuring challenging combat, fluid parkour, and deep exploration. Master the ancient magic of the Sacred Six Kristals and uncover the source of a mysterious curse in a thrilling, story-driven adventure.
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About
Unleash your arcane power in Kristala—a dark fantasy ARPG with challenging combat, fluid parkour, and deep exploration. Step into the role of a feline warrior destined to uncover the source of a deadly curse threatening your world.

Avoid damage by blocking, dodging, and deflecting attacks. Combine light and heavy attacks, utilize powerful weapon abilities, and cast up to 16 equipped spells at a time. Regenerate Mana by engaging in melee combat — deflect attacks to land critical takedowns.
Ailur is slowly being overcome by a dark and mysterious curse. Use your arsenal of weapons, spells, and unique feline abilities to battle undead enemies, tortured spirits, and behemoth bosses with cunning agility and skill.
Execute unique abilities that allow you to traverse the environment in many ways, overcoming new + exciting challenges. New traversal abilities are unlocked by progressing Kristala’s main storyline + each new skill opens up new pathways in previously explored areas.
Use your arsenal of skills to explore the diverse, dark-fantasy world of Ailur, seeking out written journal pickups, impactful NPC interactions, and unique Kristal Memory items to unravel Kristala's detailed story and lore.
Choose your desired fur pattern/length. Your clan choice determines the type of magic you'll level throughout the game, and your starting class determines your initial weapon, armor, and stat loadouts. Level stats, magic, and feline abilities to fit your desired play style.

Since launch, community feedback has helped shape the future of Kristala in meaningful ways. As we continue refining, optimizing, and expanding the world of Ailur, we're excited to share a look at some of our current focuses and long-term plans for the journey ahead.
Please note that features and priorities may evolve throughout development.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Portuguese - Brazil, Spanish - Latin America, Hungarian, Simplified Chinese, Traditional Chinese, Korean, Japanese, Arabic*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Vannak benne NPV-k, melyek megakadnak bármilyen ok nélkül, így a csendes gyilkosság ezeknél szóba sem jöhet. De a legnagyobb probléma, hogy egyes küldetések (például Nisan örzöjének legyőzése után) a küldetés megakad, és nem teljesül. A Steam-től megkapom érte a teljesítményt, de a játékban befejezetlen marad a küldetés. Ebből adódóan a hozzá kapcsolódó jutalmakhoz (képességfa lezárt ágaihoz) nem lehet hozzáférni! És még az is csorbítja a játékélményt, hogy vannak jelenetek, amikben beszélnek, de nincs hozzá felirat, ráadásul nem minden szöveg lett lefordítva.
[h1] Kristala is a particularly honest game. By that I mean it isn't afraid to show both its strengths and its shortcomings. [/h1] [h3] The game puts a tremendous amount of attention into its core mechanics and combat flow. It is polished where it matters most, delivering an experience that sits somewhere between a traditional Souls-like and something closer to Sekiro. [/h3] Comparisons aside, the game commits heavily to its worldbuilding. It introduces a large number of factions, locations, characters, lore terms, and side stories in an attempt to build a rich setting. Unfortunately, I didn't find the narrative engaging enough to keep track of many of those names, places, or even the equipment I collected. As a result, there wasn't much that made me want to revisit the story on subsequent playthroughs. To me, the narrative exists primarily to complement an enjoyable combat system that occasionally feels reminiscent of Demon's Souls, complete with quirky frame data, unusual hitboxes, and sometimes awkward attack timings. [h1] The Good [/h1] [list] [*]The game is remarkably consistent in how it expects you to engage with its systems. [*]The leveling and progression system is one of its strongest features. It encourages experimentation, and re- spec-ing your character is generous enough that you're never locked into a build you no longer enjoy. [*]This flexibility lets you adapt to different encounters instead of suffering through bosses that completely counter your build. Rather than being punished for specializing, you can rework your character to better suit the challenge ahead—and trust me, you'll probably need to (see The Bad). [*]Many of the enemy and environmental designs are genuinely interesting, and the world hints at something much larger than what is currently presented. There's a lot of untapped potential here that I'd love to see explored in future content or sequels. [/list] [h1] The Bad [/h1] [list] [*]Several item descriptions fail to clearly communicate their drawbacks, while others come with animations that actively put you at a disadvantage. Balance also becomes noticeably inconsistent during the middle portion of the game. Enemy health pools begin to feel excessive, making build experimentation feel less like an option and more like a necessity if you want boss fights to remain enjoyable rather than frustrating. [*]Some story-critical enemies completely invalidate certain build archetypes. If you've invested heavily into Bleed, for example, you're going to have a rough time. [*]The NPC cast is unfortunately quite forgettable, even the recurring characters. I found myself wishing some of their stories received more attention, especially the pregnant NPC, who felt like she had the foundation for a much more interesting subplot. Instead, most conversations simply exist to provide another person to talk to. [*]Level design can also become tedious. Unreal Engine environments tend to be visually busy, and Kristala often struggles to provide clear visual guidance. Dense foliage, environmental clutter, and decorative assets make distinguishing the intended path more difficult than it should be. [*]Enemy behavior is another mixed bag. While encounters remain engaging, enemies frequently feel almost too reactive, responding perfectly to your actions in ways that can seem unnatural. Bosses push this even further, often making fights feel less about learning patterns and more about wrestling with unpredictable AI. [*]Although quests are now tracked, several remain frustrating to complete. Combined with the lack of a map and the previously mentioned issues with environmental readability, finding quest items often becomes an exercise in tedious backtracking. The Crème Bread quest alone cost me nearly six hours of searching, and even after finishing the game, I still haven't located every shipment of bread required to complete that objective. [/list] [h1] Final Thoughts [/h1] [h2] Kristala is an enjoyable package for fans of the genre—especially those who have a soft spot for the rough edges, odd design decisions, and charming quirks of older Souls games. It has a distinctive identity, enjoyable combat, and enough interesting ideas to stand apart from many of its peers. That said, it's difficult for me to recommend it to newcomers because so many rough edges surround an otherwise compelling foundation. One of the game's biggest strengths outside the game itself is the development team. They are active, receptive to bug reports, and clearly willing to improve the experience. Many of the issues mentioned here could very well be addressed over time. After completing the game in roughly 30 hours while working toward the Platinum achievement, these are the impressions I was left with. [/h2]
先说缺点。翻译确实得继续修,UI有时候也让我找半天,战斗肯定也达不到《黑神话:悟空》那种水平。但说真的,一个独立游戏拿去和《黑神话》比本来就有点欺负人,而且这游戏已经是我玩过少数几个战斗让我愿意一直打下去的独立魂Like了。有问题,但我还是很期待它以后会变成什么样。
Hello Kitty Dark Souls Edition - score: pspsps/pspsps
我觉得这游戏最大的缺点是:不能摸猫咪城市里的小猫人。希望以后能加。我真的想摸。不过现在可以摸狗。大狗可以摸。小狗也可以摸。而且我每次路过都会摸一下。
对我这种手残玩家特别友好。 虽然还有不少需要改进的地方。 但玩得挺开心。
这游戏最大的优点就是野心真的很大(对于一个独立游戏来说)。我差点被评论区劝退。结果自己玩了以后满脑子都是:咱们玩的是同一个游戏吗?反正我目前体验挺好。如果你正在观望。我觉得可以试试。
Игру прошел всю, все открыл и собрал, понадобилось чуть больше 19 часов Но все портили детские баги: - заедание при питье зелий, не срабатывают нажатия - баги карабкания по когтям, кот неуправляем или рандомно после перезагрузки становится непреодолимо то что с легкостью проходилось - баги у Кузнеца, постоянное зависание на его диалоге, с перезагрузкой игры - текстуры прогружаются полигонами не все а по дальности и это на RTX 5080 - постоянная компиляция шейдеров при каждом запуске - непонятные регулярные обновления не исправляющие все выше сказанное
首发那会儿听说优化炸裂,所以一直没买。最近看评价慢慢回来了,决定试试,结果还挺流畅。反而现在最大的问题是中文本地化,不少奇怪UI看半天发现其实是翻译问题。猫猫主角很可爱,如果以后画风能再圆润一点就好了。
我家猫说如果不给《月影杀》好评。 她就搬出去住。 所以我来了。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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