Crystal Growth adds a segment on every beat and keeps it. A structure that only oscillates cannot read as growth, because nothing is ever built. Here is how the accretion works.
Crystal Growth is the Bloom engine mode where the structure has a memory: symmetric facets advance from deterministic seed points. Every other growth model in the engine runs a cycle and returns to where it started. This one does not.

The engine's shared growth term is a cosine through a lifecycle: it rises, it falls, it comes back. That is the right shape for a flower and the wrong shape for a crystal, because a lattice that breathes in and out never builds anything. Watch it for thirty seconds and you have seen everything it will ever do.
So this mode keeps a single persistent number instead, which the draw code calls the grown fraction. Every latched beat adds a fixed increment to it, capped at fully grown. Between beats it melts back very slowly, with a floor well above zero, so a long quiet passage eventually resets the structure and a paused track does not leave a frozen lattice forever.
The accretion is per engine instance, not per branch
One number governs the whole structure, so the crystal grows evenly rather than one arm at a time. The per-arm variation comes from a separate set of decay envelopes that beats trigger in round-robin groups, which brightens and slightly extends a fifth of the arms at a time.
Each arm is a polyline of twenty-four segments walking outward from the centre along a fixed angle. The distance along the arm is the accretion fraction, so as the structure grows the line simply gets longer rather than the whole thing being rescaled. The arm length passes through the containment limiter, so the outermost segment approaches the frame margin and never crosses it.
The kinks are the difference between a crystal and a tendril. Both share this code path; the crystal branch uses a small, regular, deterministic lateral fork that scales with distance along the arm, while the branching model uses a much larger fork that moves with the clock. That is why one reads as a facet and the other as a vine, on identical geometry. The crystal is also drawn at nearly twice the stroke width.
Seeds is the control that decides how many arms there are. The branch count is derived from it directly, plus a small bounded addition on beats, and capped. It is worth saying plainly, because the mode also ships a Symmetry value of 6 and this draw path does not read Symmetry at all. If the arm count is not changing, Seeds is the slider you want.
Anything with a build. Because the structure genuinely accumulates, a track that rises over a minute gets a visual that rises with it, which is unusual in a catalogue of 138 modes where most scenes are steady-state. It suits post-rock, orchestral, progressive house and long intros, and it is a poor fit for a loop where you need the first and last frames to match.
Open Crystal Growth or the editor. For the same engine drawn as waves instead of structure, read The Ripple Blossom Mode: Interference Needs More Than One Ring.
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