Leave whenever
No timer, no game over. Farm, fill contracts, explore or go bother the boss, then head home to Cristalune.

Descend, shine,
mend the Heart.
A cartoon action RPG for mobile: pick one of twelve heroes, grab your lantern and dive below the clouds to bring back the Shards, the loot and a few good stories.
Cristalune stays afloat thanks to its Heart, a huge crystal that hums softly, turns the windmills and lights the lanterns. Since the sneeze, it sings off-key. It needs Lantern-Bearers. Good news: that's you.
Real time, in 3D, under your thumb. Head out onto a huge map, do whatever you like there and come back to town with what you earned.





No timer, no game over. Farm, fill contracts, explore or go bother the boss, then head home to Cristalune.
480 named items, legendaries that change your skills, and personal loot for every player: nothing to fight over.
5 skills out of 14, 79 talents per class, your stats, your forge. No two mages ever look alike.
Form a party of 5: monsters get tougher, loot gets better, and a friend picks you up when you fall.
Step out of the red zones, interrupt casts, mix status effects: 13 combos are waiting to be found.
Dying costs no XP and no items. A campfire gets you back up and the lantern shines on.
The capital floats beneath the Heart, on the last island that didn't move. Lantern-Bearers come back here to complain, brag and fix their gear.
The Heart sings here, a little off-key since it sneezed. The bandage is temporary, like everything that's been holding for years.
The locals nail up everything they can't be bothered to do. They call those quests, and they pay in gold.
The names of the best Lantern-Bearers are engraved here. The trophy is fake, but nobody dares tell the winner.
The librarian writes down everything you discover. He also writes down who hasn't returned their books.
The smith swears nothing breaks from +1 to +3. After that, he looks away and crosses his fingers.
The merchants still squabble over the stall by the door, but they did end up opening. They take 5% to shout on your behalf.
Melee, ranged or support: every class has its own skills, its own talent tree and its own way of solving problems.
He holds the line up close, shield raised. He taunts monsters so they hit him instead of his allies, soaks it all up with his Vitality and finishes weakened targets with a devastating Judgment.
He dives into the pack and swings at everything around him. The longer the fight, the scarier he gets: he heals as he hits, and his blows redouble as the target weakens.
Slow but unshakable, he pounds the ground to slow whole groups and hurls stunning boulders. His enormous Vitality makes him the best wall a party can have.
He marks his target, dances between the blades and finishes the job with a Coup de Grâce. Fast and precise, he hits hard but must pick his fights: he can't take a punch.
A nimble archer who keeps his distance and riddles monsters with arrows. His bolas and traps pin down whatever gets close, and his barbed arrows bleed elites and bosses.
He channels lightning: his discharges electrify and paralyze, and his Tempest blankets a whole area in bolts. Perfect for keeping a pack at arm's length.
Grenades, rockets, napalm: he shells groups from afar. His biggest shots land with a delay, so you have to guess where the monsters will be.
He mines the ground around the party. Whatever charges his allies blows up; whatever threatens them, he hooks and drags onto a mine, and he pulls endangered allies back behind his sandbags.
He stays back and drowns groups in fire and frost. His spells hit hard but he can't take a punch: keep moving, raise your walls of fire and ice and never get surrounded.
He punishes monsters with his light while healing the most wounded ally. His Hallowed Ground hurts enemies and restores his mana: the backbone of any party.
He commands nature: swarms that slow, roots that pin in place, brambles that make you bleed. He keeps monsters exactly where he wants them.
His vials corrode, explode or poison the air. He wears groups down over time and lets his mists do the work while he repositions.
The deeper you go, the stranger it gets. At the very bottom, someone very small guards the last Shard.

Sand, rum and angry crabs. The perfect vacation.

The crypt's ghosts are shy: say hello, then smack them.

It's hot, the bandits are grumpy, and the oasis may or may not be a mirage.

Mummies love a guided tour, especially when you run away screaming.

Wolves, yetis, mammoths: the ice floe has its own rules.

It's sticky, it stings, it reeks. The leeches find it charming.

Everything shines, everything chimes, and everything that shines has fangs.

The city sleeps underwater. Its residents, not so much.

Machines, steam, and a smith who hates visitors.

Way down at the bottom, silence. And someone very small waiting for you.
About a hundred monsters are waiting, and every boss thinks its Shard is treasure. Go set them straight.
It has guarded the Shard forever and never thanked anyone.
His hook is broken, his wreck too, but his Shard is brand new.
It mistook the Shard for a dung ball. Good luck getting it back.
The pharaoh demands his Shard and his bandages. In that order.
It breathes frost, but deep down it just wanted a heated cushion.
Its tentacles do all the work. It supervises.
She hates visitors and says so with anvils.
He only wanted to clean a crack. He isn't evil, just stubborn.
















Cristalune is coming soon to iPhone and Android.