
A retro-inspired 2D Action RPG set in the distant future. CrossCode combines 16-bit SNES-style graphics with butter-smooth physics, a fast-paced combat system, and engaging puzzle mechanics, served with a gripping sci-fi story.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 18.5Kreviews | 92% | — | $7.3M |
| $19.99 | 3Kratings | 78% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 882 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to write something good about this game. I started it with a positive mindset. But the developers simply have no sense of moderation. Honestly, if you cut this game in half, it would only be better. Dungeons Right from the start, the dungeons feel dragged out. But as time goes on, they just become infuriating. Hundreds of rooms with the exact same puzzles. "Oh, here's this puzzle, now here's that one, now a combination of both, and now a slight variation of the two..." Over and over and over again. "Yes, I get how to do it. I get it, well done for coming up with it. I really get it, honestly. Just bloody stop already!" And just when you think the dungeon is probably coming to an end - because you're completely fed up and thinking "how much longer can this go on?" - you're most likely only halfway through. The problem isn't that these puzzles are hard; they just get incredibly boring by the 10th time. And they are cheap. No matter how simple they might be, you still have to waste time figuring out what to do and where to start. But even if you grasp the concept, you often need to execute a chain of actions. Sometimes it's short, sometimes it's very long. And it doesn't matter if you got stuck in an object or just lost your focus - you have to do the whole sequence all over again. It gets exhausting when you already have 20 rooms of roughly the same puzzles behind you. I had to clear some dungeons over two or even three separate gaming sessions. Bosses Some of them are fun to fight. However, my issue with the bosses is that they are completely invulnerable until you execute a specific chain of actions. After that, they enter a staggered state, giving you a strictly timed window to deal damage. At some point, this just becomes obnoxious. Every new boss phase is a new variation of a "puzzle" to stagger them, and you’d better think fast. First, you're on a timer to solve the puzzle and break their guard, and then you're on another timer while the boss is actually vulnerable. If you spent too long thinking or made a mistake - sorry, start breaking their shield all over again. There is also one major flaw with the bosses that feels completely unfair: the health bar phase gates. This is the absolute cancer of this game. Here is what I mean: imagine the boss has 90% of their health stripped away on their second HP bar. You spend 30 seconds breaking their defense. They get staggered, opening a damage window. You hit them once - and that’s it, the second health bar is gone, and the boss immediately transitions into the next phase, gaining invulnerability. It feels absolutely terrible. But the "fun" doesn't stop there. Late in the game, Lea unlocks incredibly powerful combat arts that require a longer charge time. So, when the boss is staggered and you've been hoarding your SP for an ultimate, you pop that ultimate, watch the boss's health melt, and then... it just freezes in place because the phase gate has been reached. Meanwhile, the ultimate's animation keeps playing, and all that massive damage from your strongest move goes completely to waste. This feels especially agonizing during the final boss. The Final Boss (Spoilers ahead) This is just an atrocious challenge that I stumbled into already exhausted by the game. The first phase is okay - a standard boss. Dragged out, but standard. [spoiler]But the second phase... It starts as usual: you need to break their defense to stagger them. But then the "plot" kicks in, and the boss starts acting like a cheater. He basically starts regenerating health. Because of this, even if you stagger him, your damage barely registers unless you've met the condition for the "attack multiplier." And this is while you spend 20–30 seconds running around the arena dodging his attacks between those vulnerability windows. It is so exhausting. I played the entire game fair and square, without touching the difficulty sliders, exactly as the developers intended. But during the final boss, when I realized what was being demanded of me, I just gave up and turned the damage received down to the absolute minimum. Even then, it was an incredibly tedious fight. You run around the arena dodging and trying to fulfill the game's conditions, and when the damage window finally opens, you can't even unleash the full potential of your ultimate due to the phase cockblock. [/spoiler] Conclusion Can you enjoy this game? Yes, you can. The numerous positive reviews from people with over 80 hours of playtime prove that. Do I recommend it? No. Because in those 80+ hours, I could have beaten several smaller indie games and had way more fun.
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Languages: English, German, Simplified Chinese, Japanese, Korean
| $3.99−80% |
| 1.2Kratings |
| 86% |
| — |
| not modelled |
| $19.99 | 634ratings | 90% | — | not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 886 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I wish there was a neutral option. TL;DR, after you've played the first 2 areas, it's more of the same. It feels like the first area is where all ideas and design principles came to life, and the rest of the areas are just more of the same, different element ability, different visuals, different quests, but all the same in the end. I've played the game 2 times, and I find myself quitting at the third zone both times due to the repetitiveness, it feels like I won't get anything new out of continuing.
Putting timers on the dungeons ruined the game for me. Its so stressful trying to figure out a puzzle with a timer, and its for every single puzzle in the dungeon. Could you imagine something like Ocaring of Time having timed dungeons?
A true gem with old school sensibilities mixed with new tech and a new take on isometric platforming in general. It's a game that embodies the spirit of those early action adventures and forges its own frontier with it. Surprisingly with some highly effective storytelling too. Lea and the cast emote in a wonderful way and special credit goes to the pixel artists responsible. The soundtrack was really solid too, nothing that really blew my mind, but it held up for the entire run which is an achievement in and of itself. Now with my shower of praise out of the way I have to bring up a few concerns I have for people approaching this. 1. The old school sensibilities mean the game doesn't hold your hand and it's up to you to work out the puzzles which can not only be brain teasers but also rely on tight execution in a number of places. If this is not your thing, it is a recurrent theme throughout and you will have a nasty time with it. 2. The isometric platforming is done tremendously well here, and should be applauded for its attempt. However, it is STILL isometric platforming and a few areas for me at least confused the hell out of me and I jumped into space more times than I'd like to admit. Still it is not without its merit and I say this only for those who are easily frustrated or bad at this in general. 3. The combat expects you to be on your toes, with your brain switched on from the moment you reach the end of the first area and from then on throughout. If you don't like frenetic timing based combat it will hand you your ass. All that is to say, if you want a challenge and a fantastic world to explore, this game is right up there with the best of them, and I can understand how some see it as a metroidvania, despite it not being a 2d platformer with movement unlocks. There's tons here to explore and my only minor grumble is that there's no real minigames or anything to indulge your time in. But what's here has depth, a lot of freedom for expression in the combat and plenty of avenues to explore. Fully recommend it.
Me gustó mucho la historia, la dificultad de algunas partes era desafiante y el jefe final es una joya de pelea.
Game good.
Severely overrated. Game didn't click with me at all, and the story wasn't grabbing me either. Gameplay is kinda ARPG but really mindnumbing. I didn't see a need to do anything other than mash melee. The dungeons are basically only puzzles. The puzzles themselves were... okay? Nothing groundbreaking just filler. I wouldn't say this is necessarily a bad game, I would give it a mid rating, but I just felt like I was wasting my time when I could play something else in the genre more interesting at the same price.
不合理的难度曲线与机制设计完全毁掉了其它优秀的部分,十分遗憾 贯穿始终的路边小怪人均长时间无敌+多机制+人海战术+自机狙飞行弹幕,角色的移动与攻击功能在大部分情况下被敌人机制封印,感觉像在操作残疾人 操作太过繁琐,鼠标点击角色附近是近战点击远处是远程攻击,还要通过1234或者鼠标滚轮进行属性模式切换,同时远程还分弱攻击和蓄力攻击,远程攻击还需要聚焦瞄准,且移动、攻击或防御过后需要重新瞄准,防御与冲刺要用到同一个按键。本作战斗节奏快,但所有战斗场景下均需要综合以上所有技巧,且多数情况下对操作精度要求较高,这导致战斗部分在玩家体验中成为负担。为了解决该问题,游戏设置中提供了敌人数值的开关供玩家自行调节,但这是治标不治本,根本原因在于游戏设计上想法太多,没有学会做减法,毕竟对每个路边野怪都重复完美防御远程攻击然后快速瞄准精确攻击破防然后连续闪避躲开破防小怪的冲刺攻击之后再快速近身释放战技输出同时躲避周围其它敌人的干扰这一套流程确实太离谱了。 与战斗相比,解密的问题已经不算问题了,仅仅是解密需要即时快速反应。 总结,本作在游玩体验上来说,比起塞尔达缩小帽,更像老头环DLC黄金树之影。玩家可以通过“官方外挂”简单粗暴地调低敌人数值来获得相对正常的体验。
如果说丝之歌是类银品类里堆料的极限,那么远星物语就是在类塞品类里堆料的极限。全宝箱收集+基本全任务完成,主线通关,没打竞技场,都花了我将近75h。虽说有一部分时间是卡在解谜和找路上了,但即使减去这部分时间通关的时长也是十分恐怖的。 但堆料也是有代价的,制作组用十分恐怖的设计密度打造了整款游戏,除了在主线神庙内你能在所有地方找到利用高低差解谜的宝箱和近路;所有的怪有不同的动作模组和应对方法;所有的主线神庙填充满了精心设计的谜题。然而这些元素在后期给人带来的却是十分乏味的体验:所有的高低差解谜最终都会指向一个关键因素,就是找到能上到高处的路,有的宝箱甚至要跨四五个小地图才能找到上去的路;神庙的解谜虽说不难但对手速的要求极高,反应稍慢能在同一个地方卡很久。但制作组也十分贴心的准备了应对策略:你可以在设置中开启减伤和解谜降速。至于宝箱,虽说不知道能不能算优点,很多宝箱其实往往没有什么很好的奖励,对于推图过剧情的影响肯定是不算大的。 因此,如果以上缺点都在你的接受范围之内的话,那你就可以体验到内容量爆炸的超大地图,超多支线,极佳的战斗手感,沉浸式网游体验,鲜明的人物塑造以及跌宕起伏的剧情。制作组的理念虽说与原教旨类塞提倡的探索和发现的乐趣不是那么相符合,但也走出了自己的路:由精致的箱庭体验转向强大的世界塑造。所谓在自己擅长的领域做到极致正是开发者给玩家带来最好的礼物了吧。 另外制作组的新作皓白初晓也即将在今年年内发售,请支持radical fish
I really want to like CrossCode for what it tries to be. One can tell that there is a lot of passion and work of the developers in this game, trying to create an Action RPG inspired by the SNES era of videogaming. I even sometimes believe to sense a hint of RO in it, perhaps due to it's "MMO" setting. The Story sounds promising but needs a while to develop, while the soundtrack is decent. The art style is what you had expect with the promise of inspiring yourself on SNES games. The game has a massive focus on it's puzzle mechanics, often so much that the combat system or actual RPG aspects fade into background noise. Some games are an "Action RPG with occasional Puzzles". CrossCode is a Puzzle Game with occasional RPG elements. For someone who is into puzzles this can work and I went in with the expectation to like the game that way. The game wastes potential here and focuses for most of it's content on puzzles involving climbing up elevation levels in the world design to reach hard to access spots. Unfortunately, due to the art style, the lack of shadows etc. the depth perception in this game is terrible and you will spend most of your playtime looking for a ledge to climb up on to then jump onto another cliff and fall down over not assessing the height or distance of a jump correctly. Ever changing textures palettes probably do not help here. What seems to be the intended solutions on some jumps feels so awkward at times, that it is hard to believe that it is the intended solution. This includes but is not limited to jumps so far one had visually assume that they are impossible based on previous attempts on other cliffs, or weird jumps around corners hugging walls that make you feel like you just did just sequence break something by accident. I do not ask for "Yellow Paint" here, but the developers also miss more subtle ways of giving the player information he can use to approach environmental puzzles with anything but brute force. All of this ties into the Combat occasionally serving as a roadblock that is better handled by getting better gear. That better gear though is either a reward for solving some of the hardest climbing puzzles a region has to offer, or requires materials with some also requiring access to some of the hardest to access spots in a region. Basically the same outcome, whenever you find or trade for your equipment. The optional "overworld" puzzles not feel so optional. Additionally, there may be issues with running the game properly in higher resolutions/fullscreen mode depending on Operating System, which can be fixed by messing with the launch options (--use-angle=vulkan).
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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