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Wishlist on SteamCrystals Of Irm Deep Dive Strategy Guide
Overview
Crystals Of Irm is an old school RPG from solo developer David Schütze, published by Deck13 and Drillhounds. It is in development for a 2026 release on Steam and consoles. The game combines the dungeon crawler tradition with a classic overworld map you explore like Ultima, wrapped around a distinctive grid-based combat system that is easy to learn and hard to master.
The story follows three heroes chasing a legend. The red crystal of the mountains, once the fire of the great forge. The blue crystal, once the symbol of the eternal academy's knowledge. The green crystal, once the patron saint of the endless forests. All three vanished from the world long ago. A legend says they can be reunited, and three dungeons wait for adventurers, each home to one crystal. Many have tried. Most were never seen again.
The world of Irm is full of treasures, tasks, and weird characters. Huge cities are packed with citizens who need help, the overworld map hides fishing spots and camps, and the dungeons hold spells and armor worth risking your life for. When you visit important landmarks like cities, the game switches into a first-person 3D view with its own unique look.
Who it is for: Fans of classic dungeon crawlers like Eye of the Beholder, players who loved Ultima's overworld exploration, and anyone who enjoyed the grid tactics of modern turn-based RPGs like Legend of Grimrock. The solo-developer passion project energy is a big part of its charm.
Who it is not for: Players who want fast action combat, hand-holding quest markers, or modern quality-of-life conveniences. Crystals Of Irm is deliberately old school. You explore, you read, you die in dungeons, and you learn.
| Fact | Detail |
|---|---|
| Developer | David Schütze (solo, LotsOfStuff Games) |
| Publisher | Deck13, Drillhounds |
| Genre | Old school RPG / dungeon crawler |
| Platforms | Windows, consoles (to be announced) |
| Release | 2026 (release window confirmed) |
| Price | To be announced |
| Players | Single-player |
| Party | Three heroes |
| Crystals | Red, blue, green (one per dungeon) |
| Combat | Grid-based, movement fills energy for spells |
| Dungeons | 3 main crystal dungeons |
| Controller | Full controller support |
| Languages | English, German, Simplified Chinese, Traditional Chinese, Italian, Spanish, Russian, Ukrainian, French |
| Demo | Playable demo available on Steam |
Getting Started: The First 30 Minutes
Before You Launch
- Understand the combat loop. When a battle starts, a separate combat screen appears with a grid. Your mission is to keep moving. Movement avoids enemy attacks AND fills your own energy to cast spells. Standing still is death.
- Explore the overworld map first. The game is not a straight line. Wander the regions of Irm, talk to citizens, and pick up tasks before diving into dungeons.
- Rest at camp, but watch your back. The world map lets you camp to recover. The game warns you to always watch your back while resting. Do not assume camps are safe.
- Bring a fishing rod. Fishing is a real activity with real rewards. It is an easy early source of resources and a good way to learn the rhythm of the game.
Your First 30 Minutes
- Form your party of three heroes. You explore with three heroes from the start. Learn each one's role in combat.
- Visit a city. Cities switch to a first-person 3D view. Talk to citizens and accept tasks. These are your quest hooks.
- Fight your first battles on the grid. Learn to move between attacks. The grid combat is the game's identity, so get comfortable with it early.
- Find your first dungeon. The three crystal dungeons are the main goals. Do not rush in; scout the entrance area first.
- Loot spells and armor. Dungeon loot includes spells and armor you can actually use. Compare it to what you have before selling anything.
Beginner Mistakes
| Mistake | Why It Hurts | Fix |
|---|---|---|
| Standing still in combat | You get hit and you do not generate energy | Keep moving on the grid constantly |
| Rushing into dungeons | The monsters down below are grim | Level up on overworld encounters first |
| Skipping city tasks | Tasks give rewards and direction | Accept every task you find in cities |
| Ignoring the camp | You run out of resources mid-dungeon | Rest at camp, but expect danger while resting |
| Selling loot without comparing | Spells and armor are combat-critical | Check every drop against your current gear |
| Assuming camps are safe | The game explicitly warns you | Always be ready to fight when resting |
Core Mechanics Explained
The Grid Combat System
The heart of Crystals Of Irm is its combat screen. When a battle starts, a separate grid appears. You must lead your heroes to success by keeping them moving. Every move does two things: it avoids enemy attacks and it fills your own energy to cast spells. This makes combat feel like a fusion of classic turn-based battles and the adrenaline of modern bullet hell games.
The system is easy to learn at first, but mastering it means juggling positioning, timing, and energy management. You want to be in the right place to avoid attacks, while moving enough to charge your spells, while positioning to strike back when enemies expose themselves.
The Overworld Map
Between battles, you explore an old school world map in the style of Ultima. Travel through the multiple regions of Irm, find fishing spots, set up camp, and hunt for treasures. The world is full of adventures for brave heroes.
First-Person Cities
When you visit important landmarks such as cities, the game switches into a first-person 3D experience with a unique look. These places are filled with weird characters and citizens offering tasks. The perspective shift is a major part of the game's identity, mixing the top-down overworld with immersive city exploration.
The Three Crystal Dungeons
The main progression goals are three dungeons, each home to one of the legendary crystals:
| Dungeon | Crystal | Theme |
|---|---|---|
| The mountain dungeon | Red crystal (fire of the great forge) | Fire, forges, harsh terrain |
| The academy dungeon | Blue crystal (knowledge of the eternal academy) | Magic, knowledge, puzzles |
| The forest dungeon | Green crystal (patron saint of the endless forests) | Nature, wild growth, hidden paths |
Each dungeon is a major challenge. The legend says these dungeons wait for adventurers, and the monsters down below are grim. Most who tried never came back.
Progression Strategy
What to Prioritize First
- Learn one hero well. The three-hero party means you control multiple characters on the grid. Focus on mastering one hero's movement and energy loop before juggling all three.
- Do city tasks before dungeon diving. Tasks give direction and rewards that make dungeons more survivable.
- Level on overworld encounters. The open world is your training ground. Grind a few levels before entering a crystal dungeon.
- Collect spells and armor from dungeons. Dungeon loot is the game's best gear. Compare everything against what you have.
- Use fishing for resources. Fishing is a low-risk way to build up resources between major expeditions.
Dungeon Order Logic
The game does not force a specific order, but a sensible path follows difficulty and gear progression:
- Start with the dungeon whose theme matches your current gear and spells.
- Use dungeon loot from the first clear to prepare for the second.
- Save the dungeon whose enemies counter your playstyle for last.
There is no wrong order, but there is an order that wastes fewer lives.
Advanced Tips
The Movement-Energy Loop
Master the rhythm of moving to dodge and charging spells simultaneously. A good player is never standing still and never wasting movement. Practice in overworld encounters where the stakes are lower.
Camp Management
Camps restore resources but are not guaranteed safe. Always scout the area around a camp before resting. If you can, rest in a spot with clear sightlines so nothing sneaks up on you.
City Task Stacking
Cities are full of citizens with tasks. Stack multiple tasks from the same city before heading out. You can complete several in one expedition instead of making many trips.
Gear Comparison Discipline
Before selling or discarding any loot, compare it against your current equipment. A spell that looks weak on paper can be the key to a specific dungeon's enemies. Keep a wide arsenal.
Fishing as a Safety Net
Fishing gives you a steady, low-risk income of resources. When you are low on supplies and not ready for a dungeon, fish. It is a reliable way to rebuild between expeditions.
FAQ and Common Mistakes
When does Crystals Of Irm release?
The developer confirmed a 2026 release window for Steam and consoles. A playable demo is available now on Steam.
Is it a dungeon crawler or an open world RPG?
Both. It blends classic dungeon crawling with a top-down overworld map like Ultima, plus first-person city exploration. The three systems feed into each other.
How does combat work?
Battles happen on a separate grid screen. You move to avoid attacks and fill energy to cast spells. It is turn-based at heart with a bullet-hell-style movement twist.
Can I play it with a controller?
Yes, full controller support is listed on the Steam page.
Is it single-player only?
Yes, it is strictly single-player.
How many heroes are in the party?
Three heroes explore the world together.
Is there a demo?
Yes, a playable demo is available on the Steam page. It is the best way to test the grid combat before committing.
What languages does it support?
English, German, Simplified Chinese, Traditional Chinese, Italian, Spanish, Russian, Ukrainian, and French.
Common Mistake: Treating combat like a standard turn-based RPG
The grid movement is not cosmetic. Standing still gets you hit and starves your energy. The combat only works when you are moving.
Common Mistake: Ignoring the overworld
The overworld is where you level, gather, and find tasks. Rushing from dungeon to dungeon skips the game's core progression loop.
Common Mistake: Selling unique loot
Some dungeon drops are one-of-a-kind. Keep anything you have not seen before. You can always sell duplicates later.
Final Verdict
Crystals Of Irm is a love letter to old school RPGs from a solo developer who clearly adores the genre. The grid combat system is genuinely distinctive, fusing turn-based tactics with movement-based energy generation, and the blend of overworld exploration, first-person cities, and dungeon crawling gives it a rich, varied pace. It is deliberately old school, and that is its strength.
Wishlist it if you grew up on Ultima, Eye of the Beholder, or Legend of Grimrock. Skip it if you need modern conveniences, action combat, or hand-holding. The demo is free, so there is no reason not to test the combat system yourself.
Last reviewed by Game How To Editorial. We play each game, verify controls against official sources, and update guides when game mechanics change.






