It’s fun to agonize over “pick a powerful card or aim for a hand”! Hands-On Report & Developer Interview for the Roguelike Action Game “クライムライト/CRYMELIGHT” [TGS2026]

I got to try out Furyu's new roguelike action game, *CRYMELIGHT*, at TGS 2026.

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It’s fun to agonize over whether to “pick a powerful card or go for a specific hand”! Hands-on Report & Developer Interview for the Roguelike Action Game ‘CRYMELIGHT’ [TGS2026]
It’s fun to agonize over whether to “pick a powerful card or go for a specific hand”! Hands-on Report & Developer Interview for the Roguelike Action Game ‘CRYMELIGHT’ [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or go for a specific hand”! Hands-on Report & Developer Interview for the Roguelike Action Game ‘CRYMELIGHT’ [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or go for a hand combination”! Hands-On Report & Developer Interview for the Roguelike Action Game “CRYMELIGHT” [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or aim for a hand combination”! Hands-on Report & Developer Interview for the Roguelike Action Game “CRYMELIGHT” [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or aim for a hand combination”! Hands-On Report & Developer Interview for the Roguelike Action Game “CRYMELIGHT” [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or aim for a hand combination”! Hands-On Report & Developer Interview for the Roguelike Action Game “CRYMELIGHT” [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or aim for a specific hand”! Hands-On Report & Developer Interview for the Roguelike Action Game ‘CRYMELIGHT’ [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or go for a hand combination”! Hands-On Report & Developer Interview for the Roguelike Action Game “CRYMELIGHT” [TGS2026]
  • It’s fun to agonize over whether to “pick a powerful card or aim for a specific hand”! Hands-On Report & Developer Interview for the Roguelike Action Game “CRYMELIGHT” [TGS2026]

"CRYMELIGHT," developed by Furyu, is a roguelike action game that depicts a dark world and the stories of young girls.

The game is set in “Wonderland,” where the souls of the dead are imprisoned. “Alice,” a girl who has lost her memory, throws herself into battle to regain her memories and win her freedom.

The game was showcased at the “Tokyo Game Show 2026.” Since we were able to try it out at the venue, this article brings you our hands-on report.

In the second half, we also conducted a mini-interview with the game’s producer. We asked about why the game was conceived as a 2D roguelike and the origins of its distinctive “poker system.”

Should you aim for a poker “hand,” or go for sheer strength?

When I actually tried the game, the first thing that stood out was the fast-paced action.

Part of this was due to the fact that I hadn’t fully powered up my character during this playtest, but there were even moments where I was defeated after just two rounds of concentrated attacks from multiple enemies while still at full HP. Just because it feels great to attack enemies doesn’t mean you can keep attacking recklessly—you’ll find yourself in a tight spot in the blink of an eye! That said, the sense of satisfaction when you defeat an enemy is absolutely fantastic.

What stood out most was the moment I defeated every enemy in an area. As I landed the final blow, the game triggered a hit stop, flashy visual effects, and a zoom-in, accompanied by a satisfying “clang” sound.

It’s a small detail, but it feels incredibly satisfying and gives you a real sense of accomplishment—like, “I cleared this area!”

While the controls themselves are simple and easy to pick up, there’s actually a surprising amount you can do—like grabbing and throwing enemies, or using skills triggered by attack combos. I couldn’t master everything during my short playtest, and I often found myself getting hit just as I tried to dodge.

However, looking at it another way, this means that as you get used to the controls, your options expand. I got the impression that the more you play, the more your skills as a player will shine through in the action sequences.

One of the most interesting aspects of playing this game was the “poker system” that uses skill cards.

The skill cards you acquire as you progress through stages are assigned suits and numbers like a standard deck of playing cards. By forming a poker “hand” from your five-card hand, you activate multipliers and effects corresponding to that hand, allowing you to boost your skills all at once.

The tricky part of this system is deciding whether to choose “simply strong cards” or “cards needed to form a hand.”

Even during this trial play, there were moments where I was torn between taking a card with a strong individual effect or choosing a slightly weaker card to form a powerful hand like a full house or a straight.

On my first run, I managed to complete a one-pair hand, but on my second run, I was unfortunately defeated just as a full house was starting to take shape. Although I didn’t get far enough this time to fully explore the power-ups from hand combinations, the game requires a line of thinking not typically found in standard roguelikes—such as, “This card has an appealing effect, but the enemy needs this suit…”

Can I have all of these cards—this one and that one too?

While skill selection can be a headache in typical roguelikes as well, this game adds the element of “how to build poker hands” to the mix. There’s so much to think about! It’s so much fun! Progressing while thinking, “I hope this number comes up next,” is something unique to this game—even for a roguelike—precisely because it incorporates poker.

Visually, the combination of a dark world and cute character designs is also striking.

Motifs reminiscent of “Alice in Wonderland” aren’t limited to the characters—they’re woven throughout the entire game, from the UI to the backgrounds, giving the whole screen a consistent feel.

While I can’t say I was able to fully experience all the elements during this short trial play, even taking that into account, I could clearly feel the unique appeal of this title: a “roguelike where you strategize your build while agonizing over poker hands.”

So, why did the developers decide to combine “poker”—a system that might seem unexpected at first glance—with roguelike action?

From here on, we’ll be speaking with the game’s developers about its origins, game systems, and character design.

Why “Poker” in a Roguelike? We Ask a FURYU Representative About the Development Background of *Crime Light*

――First of all, where did the planning for this game begin? Please tell us what sparked the idea.

Furyu Representative: We originally had the titles *CRYSTAR* and *CRYMACHINA*, and as part of the “Cry” series, we received very strong feedback from users saying, “We want to play the next game too.” I think that was the main starting point.

――This time, the gameplay has changed significantly from previous titles, becoming a 2D roguelike action game. Could you tell us why you chose this direction?

Furyu Representative: *CRYSTAR* and *CRYMACHINA* were what you might call 3D action games, but this time, it’s a roguelike rendered entirely in 2D.

While *CRYSTAR* and *CRYMACHINA* each had their own independent storylines, since we were developing this as a brand-new title, we decided to give it a fresh look and genre.

The reason we went with 2D is, after all, because the “Cry” series features such charming characters. I think some people feel a slight sense of dissonance when the visuals shift from 2D illustrations to 3D models in other games.

We felt that to best highlight the characters’ cuteness, it would be better to render everything in 2D, so we decided to commit fully to 2D for this project.

Another reason is that the roguelike genre has become much more widely recognized among users compared to the past, thanks to the release of titles like *HADES*.

In this game, the structure where you restart repeatedly and time rewinds serves as an interesting element in both the presentation and the storyline, so taking that into account, we chose the roguelike genre—which offers high replay value—for this project.

――The system where completing poker hands strengthens your build is also a distinctive feature. Could you tell us why you incorporated poker?

Furyu Representative: Since the game is originally based on “Alice in Wonderland,” we wanted to use playing cards to capture Alice’s essence.

That’s why the skill cards are designed to resemble playing cards. From there, we thought, “If we’re using playing cards, we want to collect them like a hand of cards.” And since we were collecting cards, we thought, “It would be nice to have poker-style hands”—and that’s how the decision was made.

When you complete a hand, the skill’s level rises dramatically, so we also focused on creating that sense of satisfaction.

On top of that, players will face choices: Should they simply acquire a powerful skill? Or should they prioritize completing a poker hand, even if the card’s individual effect is weak? I think these kinds of decisions will arise.

To allow players to experience the game from a perspective and mindset slightly different from previous roguelikes, we’ve created and incorporated this new poker system.

――I’d also like to ask about the character designs. Could you tell us what you focused on with each design?

Furyu Representative: Basically, we’ve asked the designers to incorporate elements and items that evoke the character’s sin into their costume designs.

In the parts visible in this demo, for example, Cheshire’s outfit features something resembling a blood bag and tubes extending from it, offering a glimpse into her life before death.

In this way, we’re encouraging the designers to make the elements of each character’s sin slightly visible and to incorporate them into the design wherever possible.

――Finally, could you share a message for those who have played the “Cry” series before and those experiencing it for the first time?

Furyu Representative: First, for those who haven’t played the series before, as I mentioned earlier, the “Cry” series consists of standalone titles.

Since the story is self-contained within this title, I especially hope that those who haven’t played the previous games will give it a try!

In particular, Alice, the protagonist of this game, has lost her memory. She starts out in a state of confusion—asking, “Where am I?” and “Who am I?”—just like you, the player, so I think you’ll be able to enjoy the story while empathizing with Alice.

For those who have played the series before, to put it another way, since the protagonist has lost her memory, I think you’ll find yourself wondering, “What could her lost memories be?”

We’ve also included as many elements as possible that will make those familiar with the series smile.

While there are no direct connections—and it’s certainly a standalone title—we’ve still included subtle hints and various intriguing elements, so I’d be thrilled if you could pick up on those and look forward to the game.

――Thank you very much!


“CRYMELIGHT” features fast-paced action and deck-building based on poker hands—all set within a world inspired by *Alice in Wonderland*.

During my hands-on session, I was defeated before I could complete a full house, so the next time I get the chance to play, I’m eager to see just how powerful the game becomes once you’ve actually completed a hand.

*CRYMELIGHT* is scheduled for release on November 5, 2026, for PC (Steam), Nintendo Switch 2, andPS5.

By さかな_