CRYMELIGHT has 34 trophies worth 1,290 points: 1 platinum, 5 gold, 8 silver and 20 bronze. The list rewards finishing the story, seeing every memory, and pushing the upgrade systems to their caps — not difficulty, and not speed.
The shape of the set
The platinum is Giving Meaning to Sin, awarded for achieving all of the game's goals. Its description quotes the game back at you: "Thank you for giving meaning to our sins." Everything else exists to get you there.
The rest of the list divides into four kinds of task: story progress, optional memories, system mastery, and collection.
Story progress
These unlock simply by moving through Wonderland, and they double as a chapter map.
| Trophy | What it marks |
|---|---|
| Alice in Wonderland | Visiting Wonderland for the first time |
| An Invitation to a Tea Party | Getting a grasp on the situation |
| Dum and Dee | Crushing the undisciplined twins |
| Puppet Queen | Defeating the Queen |
| Atonement | Defeating Kitty |
| To a Wonderful Future! | Defeating the creator |
The names read like an order: the twins, then the Queen, then Kitty, then whoever is credited as the creator. If you are avoiding spoilers, that is already more than the store page gives you.
Memories
A second group is about seeing fragments of the cast's pasts. Each is attached to a named character, and the trophy list is the clearest statement of who the game considers important.
- A Happy Family — some of Miss Hatty's memories.
- Living Happily in the Future — a deep part of Mad's memory.
- Memories of " " — a deep part of Mary's memory.
- Brutal Rampage — the Jester's memory.
- The Complete Memoirs of the Dead — all memories of the dead.
Miss Hatty appears in that trophy description and nowhere else on the roster the official site publishes, so treat the name as a story detail rather than a seventh character.
The upgrade systems
This is where the list turns into a systems checklist, and it names mechanics the store page never mentions.
| Trophy | Requirement |
|---|---|
| Confess Confess Confess | Confess 100 times |
| Forgive Us All Our Sins | Max every enhancement through Ascension at a confessional |
| Crystal of Prayer | Upgrade all accessories to rank 3 |
| Wonder Crime | Fully enhance all weapons |
| Connected Memories | Obtain all Sheet Music |
Ascension, accessory ranks and Sheet Music are all part of the progression that sits behind the Tea Party Hall, and none of them is explained in the demo. The 100 confessions is the one that will complete itself if you keep playing, since confession is how sin becomes upgrades.
Collection and completion
- A Lost Child's Shopping — buy every item in the area shop.
- Tea Party Leader — view all tea party scenarios.
- The Devil and the Princess — travel throughout all of Wonderland.
- Stronger and More Beautiful than Anyone Else — achieve a Royal Flush for the first time.
The Royal Flush trophy is the one that shows how far the card system goes. A royal flush needs five cards of the same suit in sequence, which means the skill pool supports suit and rank chasing at the top end — something chapter 1 of the demo never shows.
What the list does not tell you
No trophy in the set had been unlocked by anyone at the time the list became public, so there is no route information, no missable warning and no difficulty rating to report. The percentages sit at zero because the game was not out, not because the trophies are hard.
Two things follow. First, nobody can tell you whether any trophy is missable — the memories in particular could close off after a story beat, and that will only become clear once players finish the game. Second, there is no point chasing a route order yet; the story trophies will arrive on their own and the systems trophies are the ones that need planning.
A realistic plan
Play the story without worrying about the list. Confession, weapons and accessories all level as you play, so the systems trophies are a matter of pushing further rather than doing anything differently.
The two worth planning are the collection ones. Sheet Music and the area shop are the kind of thing players finish a game and then discover they are missing one of, so check the shop between chapters rather than at the end.
The names that spoil the story
Trophy lists are the least guarded part of any release, and this one names the late-game bosses in order: the twins, the Queen, Kitty, the creator. If you are going in blind, that sequence is the one piece of information worth avoiding.
The memory trophies are gentler. They name characters rather than events, so "a deep part of Mary's memory" tells you a scene exists without saying what happens in it.
What the platinum asks for
Giving Meaning to Sin is awarded for achieving all of the game's goals — which in practice means every other trophy in the set. There is no separate challenge attached to it and no difficulty requirement printed in its description.
That makes it a completion platinum rather than a skill platinum. The work is in the collection and system trophies, not in a boss rush or a no-hit run, and the description implies the game considers its own goal list the content.
What to check after launch
Two numbers will make this page more useful than it is today: the first platinum timestamps and the percentage each trophy settles at. A trophy that stays under a few percent after a month is either missable or badly explained, and both are worth knowing before you start.
Until then, the safe approach is to play the systems rather than the list. Confessions, enhancements and shop purchases all accumulate naturally, and the only things that need deliberate attention are Sheet Music and the tea party scenarios.
