
Crayon Chronicles
A crayon-scrawled roguelike that fits inside a lunch break - charming enough to win over genre newcomers and just deep enough to punish veterans who get careless with their stat points.
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About Crayon Chronicles
My instinct with small, hand-crafted roguelikes is always to sit with them a little longer than the runtime suggests, and Crayon Chronicles earned exactly that patience. The whole thing grew out of a three-day prototype by a pair of former Gas Powered Games developers, and you can feel that origin in how purposefully small it stays. Each run clocks in at two to four hours, the levels are tile-based and turn-based, and the visual language - wobbly crayon lines, scribbled creatures, the kind of colour palette a second-grader would pick without apology - is the most coherent artistic statement I have seen from a budget indie in this genre. Mechanically, movement is grid-locked: one step up, down, left, or right constitutes a full turn, and every enemy on the map moves in response. That simplicity is a trap for the inattentive. Resource management is where the real strategic texture lives. Health regenerates by opening doors and killing enemies, not from potions alone, so the order you clear a room genuinely matters. Ranged weapons fire only along the eight cardinal directions, while enemy archers can angle shots freely - a small asymmetry that quietly forces you to think about positioning rather than just mashing forward. Equipment slots cover a helmet, body armour, main weapon, and off-hand, all of which update visibly on your character sprite, and the absurd weapon variety (rulers, saws, yard sticks, a hand cannon with a reload time that will get you killed) keeps loot-peeking fresh across multiple runs. The audiovisual pairing is where the craft really shows. Area-specific music shifts tone with each location, and there is a low-health track that does something I genuinely love: the whole soundscape tightens into something urgent and a little panicked, like the game itself is whispering that you should make better choices right now. It is a small touch, but it is the kind of intentional design decision that separates a game someone cared about from one that was just shipped. The Heroic Hallitorium - a per-run stat log that tracks the interesting specifics of each attempt - adds a quiet replay hook without demanding it. You can compare runs, you can notice patterns, you can start to understand why that graveyard with the bone archers in fog of war keeps ending things early. The honest criticisms are real but modest. There is no in-level map, so larger areas involve some aimless wandering while you hunt the last enemy needed to progress. Permadeath is strict and saves only on quit, so a distracted thirty minutes can evaporate. Some players have flagged that PC controls feel slightly awkward with the mouse for ranged targeting. None of these are dealbreakers for anyone comfortable with the genre, and they barely register for players who just want a tight, good-natured roguelike that knows its own scale and does not overstay its welcome. The Steam review pool is small but sits at a solid majority positive, and the response from the small community that found it mirrors that warmth. Crayon Chronicles is the kind of game that gets quietly recommended between friends who like their roguelikes without the nihilistic edge. It is not trying to be Nethack. It is trying to feel like a cardboard-box adventure on a rainy Saturday afternoon, and it lands that feeling with more precision than its tiny budget has any right to produce. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP SP3
- Memory
- 512 MB RAM
- DirectX
- Version 9.0
- Storage
- 300 MB available space
- Graphics
- Any graphics card that supports Shader Model 2.0
- Processor
- Pentium 1Ghz
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Game Info
- Developer
- Outer Grid Games LLC
- Publisher
- Outer Grid Games LLC
- Release Date
- Mar 2, 2015