Olivia's World: Crystal Keep news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak1
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score67% positive
- Total reviews3
- Release dateMar 8, 2026
- DeveloperChasing Magic Studios
- PublisherChasing Magic Studios
Company pages: Developer: Chasing Magic StudiosPublisher: Chasing Magic Studios
Olivia's World: Crystal Keep Steam news
Olivia's World: Crystal Keep news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Patch Notes – Latest Update - 3 April 2026
Progression & BalanceSkill points doubled Players now earn twice as many skill points, giving more flexibility in builds and allowing for greater player agency across Guardians.Skill system rebalanced Adjustments made to ensure the increased skill points don’t break progression pacing. Builds should feel stronger, but still require smart decisions.Gameplay ImprovementsBonus objectives now start earlier Bonus objectives can now trigger from Wave 3 (previously Wave 5), giving players more opportunities earlier in a run.Increased bonus objective chance Slightly higher chance for bonus objectives to appear, making runs feel more dynamic and rewarding.Map 1 cleanup Removed unnecessary fences that were blocking movement and causing frustration. Early gameplay should now feel smoother and less restrictive.UI & ResponsivenessFragment counter now updates instantly The fragment counter now refres…
- Patch Notes – Latest Update - 3 April 2026
Patch Notes – Latest Update This update focuses on improving progression feel, reducing early friction, and tightening up responsiveness across core systems. Progression & Balance Skill points doubled Players now earn twice as many skill points, giving more flexibility in builds and allowing for greater player agency across Guardians. Skill system rebalanced Adjustments made to ensure the increased skill points don’t break progression pacing. Builds should feel stronger, but still require smart decisions. Gameplay Improvements Bonus objectives now start earlier Bonus objectives can now trigger from Wave 3 (previously Wave 5), giving players more opportunities earlier in a run. Increased bonus objective chance Slightly higher chance for bonus objectives to appear, making runs feel more dynamic and rewarding. Map 1 cleanup Removed unnecessary fences that were blocking movement and causing…
- Price Reduced – Jump In Anytime - 3 April 2026
After taking some time to reflect on the first month since launch, I’ve made the decision to reduce the price of the game by 50%.Launching this project has been a huge milestone for me. It started as something personal, built from the ground up as a solo developer, and seeing it out in the world—being played, reviewed, and discussed—has meant a lot. Over the past few weeks, I’ve been closely following feedback, watching how players engage with the game, and continuing to make improvements where needed.With that in mind, I want to make the game more accessible to a wider audience. Lowering the price feels like the right step to give more players the opportunity to experience what I’ve created, especially those who may have been on the fence since release.This isn’t a reflection of stepping back—it’s the opposite. Development is still ongoing, updates are continuing, and this project rema…
- 🛠️ Patch Notes – March 17, 2026 - 17 March 2026
⚔️ Gameplay & Progression Guardians are now unlocked through map progression instead of fragments Added migration patch to ensure existing saves receive correct guardian unlocks Guardians have been reordered for smoother progression Bravery reward reduced from 25 → 20 🎯 Combat & Controls Added toggleable ranged auto-aim Mouse now uses a virtual cursor system (matches controller behavior) Added target reticle for mouse aiming Native cursor is now hidden in-game for better immersion 🧱 Placement & Pathing Improved spire placement with auto-snap search (150px radius) when blocked Reduced spire blocking distance to 64px Updated path blocking distance to 64px from paths Reworked Drylands paths for better flow 🎮 UI & Quality of Life Pressing Esc now closes active overlays first ✨ Balance & Adjustments Seraphine’s Raid Strike range set to 700px 🌍 Map Changes Removed lampposts from Map 4 🧠…
- Patch 1.0.1 - 10 March 2026
Patch 1.0.1 UI & Resolution Improvements Completed 1440p UI support across the game Fixed multiple 1440p HUD alignment issues Widened HP and Mana bars for improved visibility at higher resolutions Improved story dialogue box size for better readability Fixed speech bubble scaling at 1440p Corrected Bravery UI display at 1440p Updated profile screen layout for 1440p Updated hub screen layout for 1440p Controls & HUD Added mini controls display as default Improved mini HUD clarity Repositioned mouse & keyboard prompts Fixed controller prompt being hidden at 1366 resolution Gameplay / Visual Fixes Fixed Flame Spires and Ice Spires visual issues Stability & Backend Added additional safety checks Various media query and resolution fixes General UI polish and layout adjustments
- Quick Technical Note (1440p UI Alignment) - 9 March 2026
Hi everyone,A quick heads-up for players running the game at 1440p resolution.Some UI elements may appear slightly misaligned due to a media query issue affecting that resolution. The fix is already completed on our side, but I changed my Steam developer email to the studio address last night, which temporarily prevents me from uploading a new build for 72 hours.As soon as Steam lifts that restriction, the patch will be uploaded immediately.In the meantime the game remains fully playable — this only affects the alignment of a few interface elements at 1440p.Thanks for your patience and support on launch day. I’ll push the update the moment Steam allows the upload.— Kiyle Chasing Magic Studios
- Olivia’s World: Crystal Keep Version 1.0.0 – Launch Release - 8 March 2026
🏰 Full Campaign AvailableThe complete 9-map story campaign is now playable from beginning to end.Follow the Guardian’s journey from the peaceful Meadows to the shattered Voidlands, uncovering the truth behind Seraphine, the Crystal Heart, and the forces threatening the world. The story introduces the Guardians, their personalities, and the mysteries surrounding the Crystal Keep and the Void Realm.⚔️ Gameplay Systems• 10 playable Guardians with unique personalities and abilities • Tower-defense + action combat hybrid gameplay • Multiple enemy factions including goblins, elites, worgs, bats and Void-infused enemies • Spire defense mechanics with multiple tower types • Progressive wave escalation across each realm • Controller and mouse/keyboard support🧠 Narrative & DialogueSignificant narrative refinements were completed for the launch version.• Dialogue and story pacing refined across…
- 🔧 Patch Notes — Story Lock-In, Combat Tuning & Map Polish - 6 March 2026
📖 Narrative🧭 Full Story Implementation CompleteThe complete story across all maps is now finished and locked inDialogue pacing refined across Maps 2–7Map 7 narrative refined and aligned with the final story arcWave-based story system fully integrated with map progressionThe story unfolds dynamically during gameplay through the Crystal Link as Ariana guides the Guardian while the mysterious Seraphine begins interfering with the connection. story☁️ Steam Integration☁️ Cloud Saves AddedSteam AutoCloud support implementedSave files now synchronize across machines automaticallyFully compatible with the existing multi-profile and multi-slot save system🏆 Achievements ImplementedFull Steam achievement system now integrated and functioningAchievements trigger during gameplay events and progression⚔️ Gameplay & Balance🏹 Combat AdjustmentsCrossbow bolt speed increased for improved responsivene…
- 🔧 Patch Notes – Stability, QoL & Steam Deck Update - 2 March 2026
🔧 Patch Notes – Stability, QoL & Steam Deck UpdateHey Guardians 💎This update focuses on quality-of-life improvements, combat clarity, Endless Mode tuning, balance adjustments, and a Steam Deck input update as we continue polishing ahead of release.Thank you to everyone providing feedback — it’s actively shaping the final experience.✨ Combat & Feedback Improvements🔴 Player Hit Flash Improved Increased visibility and clarity when the Guardian takes damage. Feedback is now more immediate and readable during intense waves.✨ Pickup Sparkles Added Crystal Echoes and pickups now feature subtle sparkle effects. Improves readability against complex backgrounds.🎯 Hold to Shoot Added Ranged attacks can now be held instead of repeatedly pressed. Improves comfort and flow during heavy combat.🧠 Ranged Balance AdjustmentsMana cost removed from SprintRanged damage increased to improve viability ve…
- 🛠 Patch Notes – Performance, Endless Mode & Bat Update - 26 February 2026
👉 All changes listed below are being rolled out to both the full game and the public demo. The demo will reflect these improvements to ensure consistency, performance, and feature parity moving forward.🦇 New Enemy: Bats (Flying Units) A new flying enemy type has been introduced with unique combat rules:🆕 Bat FeaturesAdded bat sprites, SFX, and full system wiringBats now:Ignore player collisionSkip ground-based spawn separation logicUse dedicated spawn-lane logicDoubled combat hitbox (64px) for:Arrow detectionSpell seeker detectionSpell seekers now prioritize bats firstArrow hit selection prioritizes bats over overlapping ground enemiesBat spacing reworked to prevent spawn clumping/jammingRandomized bat death SFX (bat_death.mp3 / bat_death_two.mp3)Adjusted bat HP for better balanceThis resolves previous spawn jams and improves readability and fairness when dealing with flying units.♾…
- 🔧 Update – Achievement Fixes, Profile Improvements & Demo Performance Boost - 21 February 2026
🏆 Steam Achievement System – Fully Reworked🎮 Independent Profile TrackingAchievements are no longer cumulative across profiles.Each profile now:Tracks its own in-game progressUnlocks Steam achievements independentlySupports shared / family Steam accounts properlyProgress is now cleanly separated as intended.⚡ Instant Unlock NotificationsSteam achievements now trigger immediately when earned, rather than on game exit.This has been implemented safely — no per-frame checks or performance-heavy polling.Earn it → it pops.🚀 Demo Performance ImprovementsWe’ve also updated the demo build with performance optimizations.Changes include:Improved background app handling (update/render now suspend when unfocused)Map performance refinementsSpire logic clean-upOptimization of event and render cyclesGeneral stability improvementsThe demo should now feel smoother and more responsive, especially durin…
- 🛠 Milestone Update - 17 February 2026
🏆 Steamworks IntegrationSteamworks SDK fully integratedSteam Overlay now working correctlyAchievements now sync properly between in-game progression and Steam 🎮 Controller Support PassController support is now complete and consistent across the experience, including:Hub navigation + shortcutsProfile creation shortcutsCharacter select + guardian select fixesStory overlay shortcuts + Y to skipVictory/defeat screens controller supportLB/RB cycling restored and refined where neededButton prompts corrected across close/modalsImproved UI feedback (e.g., button flash in Spires)Goblinarium scrolling improvements (including virtual cursor support where required)Icons/prompts now hide intelligently when controller isn’t being used / when cursor input takes over 🚀 Performance & FlowAdded a one-time hidden “warmup” behind the loading overlay after init to improve first-load frame rateAdditional…
- 📢 Update – Performance Improvements, Controller Support & Flow Refinements - 14 February 2026
🌊 Wave Flow ImprovementsWe’ve tightened up pacing between story beats and combat:Post-story wave delay reduced from 10 seconds → 3 secondsFinal-wave delay before victory reduced from 8 seconds → 3 secondsCombat now resumes faster while keeping narrative moments intact.🎮 Controller Improvements – Spire ManagementSpire management is now smoother and more intuitive on controller:X → UpgradeY → DestroyHotkey labels now appear directly on buttonsFixed accidental spell/heal triggers while the popup is openCleaner inputs. No misfires during high-pressure moments. We are hoping to launch will full Controller/Steam Deck support🏆 Progression Fix – Map AdvancementFixed an issue where legacy demo logic could block advancement beyond Map 1.Continue now correctly advances to Map 2Removed outdated demo-specific logicProgression now flows exactly as intended.💾 Autosave SafeguardAdded a safety autos…
- Dev Update – Major Systems Refinement & Performance Improvements - 14 February 2026
🔄 Save System Overhaul (Major Change)Manual saves have now been fully removed and replaced with a streamlined autosave system.Game now autosaves:At the end of each waveDuring key progression momentsStory progression now correctly resumes when loading an autosavePerformance drop after returning to the Hub has been fixedThis creates a more seamless, modern experience without interrupting flow.🎯 Combat & Balance ChangesBravery now deals double damageEchoes now reward 5 shards per pickupFloating text appears when Bravery isn’t fullSpires now refund 50% of their cost when destroyedPlayer controller fixesSprint and story FX pressure reduced for smoother combat feelVSync addedCombat should now feel more responsive, impactful, and readable.🧭 HUD & Visual Adjustments1080p mode zoomed in for better presenceMana & Health bars repositionedBravery bar repositioned and given skin accent stylingHUD…
- Olivia’s World: Why We Made This - 7 February 2026
Olivia’s World began as a simple idea: to build a calm, thoughtful fantasy game that values atmosphere, character, and intention over noise.We didn’t set out to chase trends or design around algorithms. Instead, we focused on creating a world that feels lived in — one with its own pace, its own rules, and a cast of Guardians shaped as much by who they are as by what they can do.Every system in Olivia’s World was built with care: from the way combat unfolds, to how story moments are delivered, to how characters support one another without exposition or spectacle. We wanted the experience to feel steady, deliberate, and quietly confident.This project has been in development for a long time, refined through iteration rather than rush. What you see here is not a prototype, but the foundation of a complete world — one that will continue to grow thoughtfully over time.If you’re here early, th…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 3 April 2026 | Patch Notes – Latest Update | 1828894815560435 |
| 2 | 3 April 2026 | Patch Notes – Latest Update | 1828894815560418 |
| 3 | 17 March 2026 | 🛠️ Patch Notes – March 17, 2026 | 1826992588604121 |
| 4 | 10 March 2026 | Patch 1.0.1 | 1826362059932096 |
| 5 | 6 March 2026 | 🔧 Patch Notes — Story Lock-In, Combat Tuning & Map Polish | 1826362059924935 |
| 6 | 2 March 2026 | 🔧 Patch Notes – Stability, QoL & Steam Deck Update | 1825727806718299 |
| 7 | 26 February 2026 | 🛠 Patch Notes – Performance, Endless Mode & Bat Update | 1825727806706317 |
| 8 | 17 February 2026 | 🛠 Milestone Update | 1824644522846826 |
| 9 | 14 February 2026 | 📢 Update – Performance Improvements, Controller Support & Flow Refinements | 1824644522842267 |
| 10 | 14 February 2026 | Dev Update – Major Systems Refinement & Performance Improvements | 1824644522840757 |
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