
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 888 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Crosscode is one of the best "Zelda-likes" I have every played. And I use that term because that is what I thought of it while playing. It really captured specifically that Minish Cap feel with the 2d zelda gameplay with 3d zelda dungeon quality. However, the combat system in this game is really fun and figuring out how to use the environment to platform around is very fun. The time based puzzles are neat and satisfying to complete. There are a bunch of unique builds to can try out. I went for a melee heavy build getting the most use out of Assault, but switching into ice form I went very defensive and counter-attack-y. And that is another thing I love, The modes and switching betwen them and how it changes your special moves, stats, and abilities meaning you essentially have 5 different playstyles to switch from at any time. And managing your element meter is also a blast. This game has an incredibly story, music, bossfights, level design and art style. I wouldn't be mad if I spent 60 dollars on this game. A very solid 9.5/10.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.3M | 6K | 75% | $29.99 | |
| $7.3M | 10.5K | 89% | $13.99 | |
| $7.3M | 9.9K | 82% | $19.99 | |
| $7.3M | 23K | 82% | $14.99 | |
| $7.3M | 70.4K | 97% | $4.99 | |
| $7.3M | 18.7K | 36% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $56.8K | 1.1K | 89% | $2.84 | |
| $120.6K | 574 | 86% | $12.99 | |
| $114.4K | 288 | 84% | $10.99 | |
| $84.3K | 2.1K | 77% | $1.99 |
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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 892 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ta bueno
不是哥们,键鼠玩怎么追踪任务啊.....按哪个标记
el juego es bueno, y aunque, hace poco lo empecé a jugar, se ve muy prometedor y da una buena impresión al comienzo.
Great game. Fun, well paced, and with an engaging plot. There are a LOT of puzzles, so be aware of that, but if you're like me and you enjoy them then this is not a game to miss.
It's a very good game, grogues art style and sound track, the comabt system is very good and the skill tree has decent varitey and the ability to swtihc between skill tree is awesome but i fell the game falls a bit short in it's world building and pacing. with the world building it felt weird cause we were apprently on a rela moon and there is real people but its also an mmo with like virtual hard light avatars or somethig i felt teh game didnt explain it well and for a large portion of the game your jsut kind of running around doing MMO stuff while the other parts of the story build but even when you get to thos epoint it stil kinda drip feeds it to you and there a large drop off around the fire temple and its not hard to see why unfournetly my life also got very hctic and ive had to put the game down but it is a very good game that I do recommened its just a slower burn.
The game is great until it's not. I haven't finished the game, I stopped near what I think is near the end. My biggest problem with the game was the narrative, which I put on the same level as gameplay and visuals. If you're into gameplay first, then buy this game, it's great. They really know their stuff in how to use the mechanics to the fullest. Visual cohesiveness is mostly fine. There are some issues where enemies will disappear behind the background of some foreground objects on the overworld, and it feels like later in the game they realized this and you have less clutter in the battle arenas. I really enjoyed the battle system, the exploration felt fun and the aiming mechanic felt rewarding although finicky in some ways- use the mouse rather than the controller for these puzzles, that's all I say, you'll save a lot of headache. It did create an issue where you know the solution but you also have to be super precise or speedy with your reaction time. I believe there is a slider if you're not the type that wants to test their reflexes, I never popped it down so I guess I can't complain about it. But I would have them get a slider that makes it so the aiming puzzles are easier, those were the worst for me. As for the biggest bugbear: The narrative. Without spoiling- the game is building some mystery, and toward the end we get an idea of what happened, but usually in narratives once everything unveils all that is left is the ending, because at that point the mystery has been popped and that is the biggest rush toward a narrative conclusion. Here the problem is that after this Big Event type thing, we simply kind of awkwardly get back to the 'normal' game narrative. Which feels awkward. We just had this Big Thing happen, and now we kind of had a mini conclusion where everything Kind of settled down- but now the force behind the mystery has gone, and there is no more large character tension at play in the immediate, so we're kind of left with no narrative force to propel and guide us. Again, if you're not a narrative person, and only care about the battle, exploration and puzzles- this is the game for you. I just couldn't put this past me, alongside smaller nitpicks like how the game happening inside of a game helps with the fact that quests are given by NPCs, so it makes sense why they just wait around awkwardly for you to finish them- which helps narrative cohesiveness. But then the game suddenly introduces player quests as well, and then you have a clash of- "Wait, why are these players just waiting for me endlessly to finish my quest, then?" I hope the team will strengthen the story for their next game, and manage to make the gameplay even better.
Once upon a time I picked an indie game called CrossCode during an steam sale around two years ago with no plans on playing anytime soon. Instead I just left it collecting dust at my backlog; Completely forgotten within an hollowed and unknowing digital cardboard box. When in a fateful morning I stumble upon a discussion depicting CrossCode's silent protagonist Lea; who is often portrayed as wearing her emotions under her sleeve, spreading the cult of "hi" with tender colors of syrupy gestures through her lens. Due this reason, I didn't allowed my doubts to simmer for far too long; So I boot up the game with a flick of a button as I sooner saw the name CrossCode load through my monitor. There, I kept staring for a while how blissful the whole title screen composition glimmered with an indescribable air of serenity. Giving me a hunch swirled with an uncontrollable anticipation. So without further ado, I pressed start and my adventure through CrossCode began. Respectfully speaking, CrossCode is such an wild amalgamation of different games clump together in the shape of a voodoo doll. Constantly demanding your inherited ability of adaptability due it's given complexity with hues of multitasking in a fervorous non stopping manner. It's almost overwhelming and unreal how dynamically scales progressively from beginning to end without feeling dull nor superficial. Rehashing Zelda's DNA with launder and more evocative anecdotes; Incoherently intertwined into a translucid sea of jarring tones glitching with unhinge dilemmas as breaks through the 4th wall constantly. Within it's immaculate writing and deep character developments akin to something I grew quite fond along this meaningful journey. Thoroughly reminiscent to a living breathing MMO into it's systematically essence. Endorsing elements which does look and feel as a Bullet Hell in disguise; Sporadically sprinkled with flairs of relentless mind numbing, and one of the most addictive gameplay's ever witness by mankind. Culminating as I incredulously in disbelief, from the moment I rolled the credits contemplating and simmering this yarning reminiscent to something gone and I didn't knew I wanted it back so dearly. Warping my head as a rubix cube with ambiguous layers unknowing what will come next within CrossCode DLC; Lastly, CrossCode solidifies and theorycrafts the fond memories long ago buried in my chest of getting home, as I seize my eyes into some weird yet unheard PS2 game. It brings back the allure and uncontrollable sher amount of joy within the remnants of said childhood brought back from the dead.
Clicked for me the second time I started playing it. Oldschool rpg feel, the difficulty curve is just right
Thank you Iron Pineapple
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