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"CRAM is a small game, so only small races exist."

- Introduction, CRAM v1.0

CRAM's roots go back to typical fantasy dungeon crawls and had a familiar set of races and classes, but the races were all small of stature: halflings, dwarves, gnomes, and the like. The game's mechanics all revolved around typical dungeon crawl activites like dodging traps. Over time this evolved from version 1.0's race + class system with simple abilities into a skill-based system with version 2.0, and finally with version 3.0 CRAM became genre-agnostic.

Timeline of Major Milestones

  • May 10, 2013: CRAM v3.1 playtesting begins
  • Aug. 13, 2012: Website launched
  • Jan. 3, 2012: CRAM v3.0 playtesting begins
  • Sep. 6, 2010: CRAM v2.9 playtesting begins
  • Oct. 12, 2006: CRAM v2.0 playtesting begins
  • Aug. 15, 2005: CRAM v1.5 playtesting begins
  • May 4, 2005: CRAM initial concept