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CrystantNewsGame Concept: Map System — Rooms
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Game Concept: Map System — Rooms

Crystant · published 31 Dec 2025, 02:19 UTC

All newsPlayers around this dateRead on Steam

Hi everyone!

As you make your way through the maze-like corridors, taking brief rests in area tiles that resemble them, you will eventually arrive at one of the most important cores of the entire map — Rooms.

In the current version of the game, there are a total of 17 different room types. These rooms are distributed in a semi-random manner across each 10-floor interval. When players first uncover a room tile while clearing the fog of war, its interior remains completely dark. At this stage, the only information available is the room’s name, shown in the text displayed when hovering the cursor over the tile.

Each room has a chance to be locked when it is generated. To enter a locked room, players must use a keycard of the corresponding level. Keycards are divided into five tiers:
D (Black), C (Blue), B (Green), A (Yellow), and S (Red).
Each room tier requires a matching keycard level to unlock.

For example, a Laboratory is classified as a B-tier room. If you stand before its door without the appropriate keycard, you’ll be forced to either walk away or return later. Once successfully unlocked, your characters will automatically enter the room, where resources, events, or unknown dangers may be waiting inside.

Early in development, we deliberately hid detailed information about unopened rooms to heighten the sense of anticipation during exploration. In other words, before entering a room, players had no idea what kind of space awaited them. However, as the game systems became more complete, we realized that players needed to make informed decisions about whether a room was worth entering — especially when the room is locked and keycards are extremely valuable, consumable resources.

Yes, every keycard in the game can only be used once.
Is this the right moment to use it?
Is this room worth the cost?

This moment of hesitation is exactly what we want players to experience when standing in front of a locked door.

As for where these keycards come from, and why they exist within this facility in the first place — those answers will be gradually revealed through in-game stories and events.

In the earliest planning stages, we actually designed nearly 35 different room types. From restrooms and cafeterias to cold storage units and even morgues, we explored almost every space we could imagine, attempting to assign each one a distinct role within the game.

However, as development progressed and the scope of the game expanded, many systems began to overlap and conflict. At the same time, we also wanted to keep the overall length of each run under control. In the end, we refined the design down to the 17 official room types that exist today.

Our goal is for every remaining room to have a reason to exist. Even if not every room has a clearly defined or exclusive function, we hope that through resource distribution and event design, players will eventually be able to recognize a room’s strategic value at a glance after multiple playthroughs.

After all, in this underground facility, aside from luck, “choice” is the only thing players truly have control over.

Thank you for reading!

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