How Cralon Devs Are Approaching Combat and Exploration

How Cralon Devs Are Approaching Combat and Exploration

The indie space is rich with opportunity, allowing developers to explore unique ideas and concepts that perfectly fit their vision. Pithead Studio, co-founded by Jennifer and Björn Pankratz after Piranha Bytes’ closure, is doing just that while developing Cralon, a classic dungeon-crawler developed with modern sensibilities. While hunting a demon, the protagonist falls into an abyss and needs to ascend through the game’s levels in an attempt to reach the surface once more.

Pithead Studio is hoping to create a memorable experience that will allow gamers to fully explore the setting while exercising their agency. That’s best done through combat and exploration, especially in a dungeon crawler. In a recent interview with Game Rant, Pithead Studio discussed its approach to dungeon-crawling combat and exploration in Cralon.

First-Person Combat Allows for an Immersive Experience

Pithead Studio explained that Cralon may have a bit of magic concerning dungeon riddles and details within the setting, but gamers will not be able to play as a wizard or magician themselves. Instead, the developers would like to implement forms of munitions like firebolts. Pithead Studio seeks to focus on a more grounded approach to combat, giving players a classic experience they may be familiar with some other titles in the genre:

“The combat will be a purist real-time battle with melee and ranged weapons. Since this is a first-person game, we were inspired by the combat in Skyrim. Enemies will be able to defend themselves in different ways and, if you do not want to fight them, there will also be the possibility to sneak. When you crouch, an eye indicator (comparable to the game Thief) shows whether you are seen or not.”

The trailer for Cralon portrays a dark setting as the camera pans through dimly lit hallways and pitch-black caverns. The ability to sneak through these areas will likely prove to be an asset as the player figures out how best to handle the sinister red-eyed creatures who inhabit the dungeon.

Pithead Studio Sees Cralon as an Open-Tube Game

As a dungeon-crawler, Pithead Studio doesn’t consider Cralon to be an open-world game. Instead, it could be called an open-tube game, as players have many paths to explore and large areas to discover while still being trapped below ground. These optional areas allow players to delve deeper into the lore of Cralon, discovering items, journals, riddles, and characters that will build upon what has come before. Each area is meant to serve a different purpose. In doing so, Pithead Studio hopes to provide players with more insight into the rich world of the title:

“We want to give each level a different theme and look. There will be bigger hubs to explore and different shaft inhabitants with their own backgrounds and problems. Every level of the mine will have its own main faction. That’s why we usually describe the game as an Arx Fatalis-like, but more modern and an indie version. The shaft is based on an old mine, similar to those often found in our home region, the Ruhr area. Due to the fantasy setting, however, some areas are thematically different.”

Pithead Studio said players can also expect to experience a bit of Indiana Jones charm as they explore the many areas of the game, encouraging a sense of wonder and discovery. While Cralon is a dark setting, it doesn’t lack variety, allowing players to sink into the world without the risk of boredom that could come with retreading old ground. Pithead Studio has said they’re aiming for a playtime within the low double digits, meaning players will likely move rather quickly through Cralon‘s various zones.

Cralon is currently in development.

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