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Report TLoZ: Crucible Crest
Overview
Creators:
Mitchfork
,
Sheik
Status: Active
Genre: Dungeon Romper
ZC Version: 2.55
Project Started: 23 Nov 2020
Project Opened: 25 Jan 2021
Information
Crucible Crest is a critical reinterpretation of Zelda 1 by Mitchfork and Sheik that takes a new perspective on the story, world, and tone of the Zelda series.
Crucible Crest also rescripts many of the core Zelda Classic mechanics to be as similar as possible to the Game Boy Zelda games, providing a new experience for ZC players.
Demo now available! Check the Downloads tab to get it, and see the demo discussion thread in the Project Updates tab to discuss and report any issues.
Crucible Crest also rescripts many of the core Zelda Classic mechanics to be as similar as possible to the Game Boy Zelda games, providing a new experience for ZC players.
Demo now available! Check the Downloads tab to get it, and see the demo discussion thread in the Project Updates tab to discuss and report any issues.
Feed Description Updates Comments Screenshots Staff
| The demo Demo 2.3 has been uploaded. | 28 Feb 2025 |
| The new update "Tiny Update 11" has been posted. | 20 Feb 2025 |
| The demo Demo 2.2 has been uploaded. | 19 Feb 2025 |
| The demo Demo 2.0 has been uploaded. | 12 Jan 2025 |
| The new update "Crucible Crest Demo 2.0 Release!" has been posted. | 12 Jan 2025 |
| 7 screenshots have been posted. | 12 Jan 2025 |
| The new update "Tiny Update 10" has been posted. | 01 Jan 2025 |
| The new update "Tiny Update 08" has been posted. | 31 Oct 2024 |
| The new update "Tiny Update 07" has been posted. | 31 Jul 2024 |
| The new update "Tiny Update 06 + Demo 2 Plans" has been posted. | 17 Jul 2024 |
Play the demo! Go to the thread here to download it.
Download here!
Features:
Download here!
Features:
- Welcome to 1993: Combat, kinesthetics, and puzzle mechanics are heavily altered to resemble the Game Boy Zelda games. Enemies are now launched at angles, all enemy behavior is rescripted to match GB behavior, and familiar items behave in new ways.
- A Wide and Wild World: The world is bigger than ever, with a full 16x13 overworld to explore. Dungeons can be tackled in a non-linear order similar to the original, and areas, dungeons, and caves have all been restructured to give a new, fresh experience.
- An Adventure at All Paces: Play it Z1 style and explore however you like, or opt into a guided experience with clear goals and a story focus - the choice is yours.
Crucible Crest Demo 2.0 Release!Started by Mitchfork , 12 Jan 2025 |
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Tiny Update 11Started by Mitchfork , 20 Feb 2025 |
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Tiny Update 10Started by Mitchfork , 01 Jan 2025 |
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Tiny Update 08Started by Mitchfork , 31 Oct 2024 |
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Tiny Update 07Started by Mitchfork , 31 Jul 2024 |
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Tiny Update 06 + Demo 2 PlansStarted by Mitchfork , 17 Jul 2024 |
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Tiny Update 05Started by Mitchfork , 23 Mar 2023 |
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Demo 1.1Started by Mitchfork , 30 Nov 2022 |
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Tiny Update 04Started by Mitchfork , 23 Oct 2022 |
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Dev Talk 02Started by Sheik , 03 Oct 2022 |
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slashi
Posted 02 February 2025 - 01:36 PM
I'm playing the second demo and I honestly think this will be "the quest" to play. When it's finished I will recommend it to my friends and others who don't even know about ZC.
The game feels like a real zelda game, not just another quest. Just amazing work tbh, wish you good fortune in finishing it.
The game feels like a real zelda game, not just another quest. Just amazing work tbh, wish you good fortune in finishing it.
- Mitchfork and Sheik like this
Nino
Posted 28 January 2025 - 10:19 AM
Wow! ... Just wow!
I have finished the Demo 2.0 just recently and the attention to detail blew my mind on every single screen. You have done an outstanding job with this project. Looking forward to playing the full title once it's completed.
Feedback (may contain spoilers):
This Quest deserves not less than 5 wow!s out of 5.
A big thanks to everyone involved in the development, from the coders and writers, to the artists and musicians. Keep up the impressive work!
... WOW!!!
I have finished the Demo 2.0 just recently and the attention to detail blew my mind on every single screen. You have done an outstanding job with this project. Looking forward to playing the full title once it's completed.
Feedback (may contain spoilers):
Spoiler
Visuals
Absolutely gorgeous! Not only is the tileset very detailed, but the re-combination of the original graphics from the TloZ: Links Awakening + Oracle of Ages/Seasons add so much more variety to the landscapes, yet it preserves the familiarity from the original titles. The custom tilesets fit perfectly together and nothing feels out of place. Not to mention the variety of particles and light effects that breathe life into the environment. A very creative approach and great design decision. Not to mention the many other details like character portraits etc.
Gameplay Mechanics
Finally diagonal aiming with bows! Do I need to say much more? I will do regardless!
Movement, abilities, combat, interactions with objects/NPCs, the inventory/menu - everything felt smooth and fair. It was very exciting to see new enemies with their own little gimmicks, like the fish firing bubbles, which was also cleverly incorporated in solving a certain puzzle. Darknuts firing cannons?! Yes, please!
There was one tiny thing that bothered me a little at the beginning though. Link would jump down ledges way too fast and I can't recall how often I fell into water/pits and took damage/died by accident in the very first dungeon. But perhaps I was just a bit too clumsy, because I am used to the older mechanic, which requires pushing in a direction for a bit longer, until Links jumps down.
It is a minor thing really and wasn't much of an issue later in the game.
Dungeons and Gimmicks
Again, very solid work. Themes are great with every dungeon having its own gimmicks. The player is not forced to backtrack for miles over and over again. Shortcuts are provided, where necessary.
When entering the Dungeon on Rotgrip Island (the one where you get the bow), one of the first rooms has unlit torches and two big holes. Once you light up the torches for the first time, spiders emerge from the holes. It's lovely details like this that really make a big diffrence and always drives a smile on my face when playing it. It fits so well in the theme and adds life to the environement.
Some of the dungeons felt a little bit too small (in particular the mentioned Dungeon on Rotgrip Island), but this is very subjective, of course.
For puzzles, they were mostly straight forward, if I recall correctly. Seeing some "brain candy" and more complex, thought provoking puzzles would be a cherry on top. Again, it's just a personal preference. The dungeons are fine the way they are now too.
Sidequest and Overworld
There are plenty of sidequests, hence the overworld is filled with many treasures to find. It provides quite a bit of activity and nice rewards on top. The encounters with different NPCs are entertaining, with each one having its own personality and story. What left the biggest impression was Impa and the tarot readings, with every new reading having its own animation. Really well executed!
Visuals
Absolutely gorgeous! Not only is the tileset very detailed, but the re-combination of the original graphics from the TloZ: Links Awakening + Oracle of Ages/Seasons add so much more variety to the landscapes, yet it preserves the familiarity from the original titles. The custom tilesets fit perfectly together and nothing feels out of place. Not to mention the variety of particles and light effects that breathe life into the environment. A very creative approach and great design decision. Not to mention the many other details like character portraits etc.
Gameplay Mechanics
Finally diagonal aiming with bows! Do I need to say much more? I will do regardless!
Movement, abilities, combat, interactions with objects/NPCs, the inventory/menu - everything felt smooth and fair. It was very exciting to see new enemies with their own little gimmicks, like the fish firing bubbles, which was also cleverly incorporated in solving a certain puzzle. Darknuts firing cannons?! Yes, please!
There was one tiny thing that bothered me a little at the beginning though. Link would jump down ledges way too fast and I can't recall how often I fell into water/pits and took damage/died by accident in the very first dungeon. But perhaps I was just a bit too clumsy, because I am used to the older mechanic, which requires pushing in a direction for a bit longer, until Links jumps down.
Dungeons and Gimmicks
Again, very solid work. Themes are great with every dungeon having its own gimmicks. The player is not forced to backtrack for miles over and over again. Shortcuts are provided, where necessary.
When entering the Dungeon on Rotgrip Island (the one where you get the bow), one of the first rooms has unlit torches and two big holes. Once you light up the torches for the first time, spiders emerge from the holes. It's lovely details like this that really make a big diffrence and always drives a smile on my face when playing it. It fits so well in the theme and adds life to the environement.
Some of the dungeons felt a little bit too small (in particular the mentioned Dungeon on Rotgrip Island), but this is very subjective, of course.
For puzzles, they were mostly straight forward, if I recall correctly. Seeing some "brain candy" and more complex, thought provoking puzzles would be a cherry on top. Again, it's just a personal preference. The dungeons are fine the way they are now too.
Sidequest and Overworld
There are plenty of sidequests, hence the overworld is filled with many treasures to find. It provides quite a bit of activity and nice rewards on top. The encounters with different NPCs are entertaining, with each one having its own personality and story. What left the biggest impression was Impa and the tarot readings, with every new reading having its own animation. Really well executed!
This Quest deserves not less than 5 wow!s out of 5.
A big thanks to everyone involved in the development, from the coders and writers, to the artists and musicians. Keep up the impressive work!
... WOW!!!
- Mitchfork and Sheik like this
jwex001
Posted 13 January 2025 - 12:47 PM
Playing through the demo makes me the wait worth it so far. This has a great lore written in it, decent challenge, and so much more than I can list here. I honestly cannot wait for the full release, or see what you all come up with next. I did have one bug I thought I came across but it not only seemed graphical in nature, but t it only happened once, and I could not replicate it so I think it was more my computer being stupid,
Keep up the great work, it is awesome so far!!!!
Keep up the great work, it is awesome so far!!!!
- Mitchfork , Taco Chopper and Sheik like this
Quest Creators
- Mitchfork
- Sheik
Contributors and Beta Testers
- Professor Bedwetter
- Aslion
- Taco Chopper
- Ether


