Thereās a very specific genre of indie game Iām very fond of, but Iām not quite sure what the name of said genre is. Journey, Sable, Sword of the Sea, Jusant, Europaāall exploration-focused third-person adventure games, I guess? But thatās not it. There are light puzzle elements too, and yeah, they all have banger soundtracks⦠but whatever it is, I just donāt know the word for it.
The āitā in this context is an antonym for cramped and congested. Expansive, beautiful, wide-open areas that, ultimately, serve no purpose, yet were made with purpose. Itās a comfy feeling of looking out onto a shitload of nothing. Look, whatever āitā is, I know what āitā looks like when I see āit,ā and āitā looks like CALX.
I was trying to remember how I even found CALX. This is going to sound like the lead-in to a creepypasta, but I just remember getting a Steam notification that the demo for it dropped earlier this year and thinking to myself, āWhat the hell is CALX?ā Iād obviously wishlisted it, yet somehow, Iād never heard of it. Still, I played the demo anyway, and while it was a bit rough around the edges, CALX had some sauceāthe undefined āitāāso I let the mysterious game sit in my wishlist.
Turns out, CALX used to be called XTAL. Itās an action-adventure RPG from a small Italian team called True Colors, who have been working on the game since 2021, set to release in just a couple of weeks on June 4. Iāve seen people refer to it as āHyper Light Sable,ā but the character designs feel a bit more Journey to me, and the soundtrack reminds me more of Risk of Rain 2 than anything. In fact, that was my main takeaway from playing the original demo for CALX back in February: itās like a lot of games, but as a result, it didnāt feel wholly unique.
Thankfully, CALXās demo on Steam received a relatively hefty update last week, so I hopped back in to give it another shot, and in the process, I think I finally figured out what separates it from its contemporaries: CALX is kind of a Soulslike.
Iām not really sure how I didnāt clock this the first time around, because it was painfully obvious the second time around. Thereās bonfires, a dodge roll, limited healing, boss fightsāhell, thereās even a sad NPC named āWarriorā who waffles a load of cryptic nonsense. Really, the fact that CALX even has combat is what sets it apart from the likes of Sable and Journey, but the fact that said combat also feels slightly challenging makes it stand out even more.
Itās a strange blend. CALX wants to evoke that same feeling of an endless, sprawling world and simultaneously chill you out with its IDM-inspired soundtrack, but it doesnāt want you to relax to the point that you canāt lock in for a boss fight. I canāt think of another game like that off the top of my head. Elden Ringās Limgrave certainly felt borderline calming at times, but CALX almost feels hypnotic. Itās like the game is trying to lull me into a false sense of security, and Iām having to actively fight against the serene vibes just so I donāt get dogpiled by half a dozen enemies.
I think thatās the main thing Iām hoping for in the full release of CALX. I want it to really lean into that difficulty, so itās not just another entry in the undefinable genre of Sable-likes with that āitā that I so love. That genre feels far from oversubscribed, but Journey meets Dark Souls isnāt a game I knew I wanted until CALX came along, so Iām hoping that its potential success could lead to something special down the line. Maybe, in ten years time, Iāll be back here writing about how the next CALX-like is trying to set itself apart from the competition.Ā