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Opalfall arrives August 27

·Alex — The Crux Studios


Opalfall — out August 27

Opalfall has a release date. August 27, 2026, on iOS and Android, free.

It started as a request from my son — he wanted a more fun block game, with lava and waves — and it turned into ten elemental worlds, a ship you upgrade, a small pixel astronaut named Roy, and a quiet story about one light broken into pieces. Writing an actual date at the end of all that feels different from every other line on the list.

What you get on day one

The whole journey, not a slice of it. Ten worlds, each with its own element, colour and rules — a trip, not a level pack. The surge, which is still my favourite thing in the game: fill the meter, fire it, and watch the world’s element sweep the board clean. Ship upgrades between runs. Special blocks, collections, and a fair bit of endgame once the ten worlds are behind you.

And the things it doesn’t have, which matter just as much to me: no timers, no energy meter, no pop-up begging you to come back. You can put it down mid-run and it’ll be exactly where you left it.

The Worldpath — every world you reach lays a permanent bridge behind you

What’s left between now and then

Less than you’d think, and more than I’d like. The game is done in the sense that matters — it’s playable end to end and I’ve spent the last stretch mostly playing it rather than building it. What’s left is the unglamorous part: the final polish pass, the store listings, and review. Store review is the one bit of this I don’t control, which is exactly why I picked a date with a little air in it.

If something slips, I’ll say so here first. I’d rather tell you than quietly move a date.

Where you’ll hear first

There’s an email box on the front page — one message on launch day, then the occasional update, and nothing else. If you’d rather not hand over an email, the Dev Log will have it too.

It’s been a long stretch of work without a date on the end of it. It’s nice to finally have one.

— Alex


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