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Crescent Break PlaytestEventsPlaytest Update v0.02
Game update

Playtest Update v0.02

Crescent Break Playtest · published 6 May 2026, 18:58 UTC · build 23103054

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We made a ton of changes so we're going to just list the main things below instead of everything. This time around we’ve focused on clearing up some key issues people have brought up (thank you for all feedback so far and in the future!), namely improving readability by darkening the background and making it less easy to accidentally pick up new attacks and items you don’t want to. We’ve also added more to the game such as new attacks and new dangers.

Now that we have some things out of the way, for the next patch we’re excited to really dig into making the game feel much more deep and strategic. (more on that at the bottom)

Changelog for Playtest Version 0.02 (incomplete list):

  • You now must PRESS DOWN to pick up attacks and disks, instead of just touching them.

  • "Break" is the new name of the ability that used to be called "Charge" (to avoid confusion with charging).

  • Added multiple new attack types.

  • The background is much darker now for readability, particularly in the centre of the screen.

  • The spikes in World 1 are now animated.

  • Reduced the amount of spikes in World 1.

  • There’s now a visual indication when “Break” is explosion-ready, aside from screenshake.

  • Added a “pillar” mechanic that appears in levels (we’ll flesh this out much more later).

  • Added a special type of trap.

  • Added/removed enemy types in World 2 (temporary graphics).

  • Made the amount of enemies increase on each level you beat.

  • Fixed where sometimes scraps would be drawn over things when they’re supposed to be behind.

  • Fixed lots of other small bugs and issues.

WHAT’S COMING UP IN THE NEXT UPDATE?

We will be focusing on making the game feel much more deep and strategic. Right now, there isn’t much reason to dig deep into the systems, but we want to change that and add more mechanics which heavily reward exploration, experimentation, and risk-taking. We’ll be adding a whole new dimension to the gameplay where it’s important to care about the power level of your character within a run, as well as starting to add new areas that require your character to be sufficiently powered up to survive.We have some ideas but we’re still fleshing things out, we’ll be trying to update the game frequently and be open about what we’re making so continued feedback about what you like or don’t like is helpful thanks!

More from Crescent Break Playtest

Other announcements

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Major update9 Jun 2026Playtest is over! You can now download the Demo!We have launched the demo for Crescent Break!! And so we have no need for the public playtest anymore. If you want to play the game more right now, don't worry, you can just go switch over to the demo! There game is patched to version 0.04 too with some new changes! You can find more info here:Game update25 May 2026Playtest Update v0.03Come check out the latest version of the playtest!! There are A TON of changes, many to do with new systems we've added that will result in a much deeper and more strategic game that rewards finding ways to power yourself up! We'll leave it there and let you read the list of changes to see what's new. Next up we're focusing on aesthetic polish, replacing placeholder art, balance, and we'll be m…