
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 →
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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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 891 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这是一款无趣、无脑缝合,但能让人莫名玩下去的游戏。 先从战斗开始吧,总结一句话,令人惋惜的垃圾。 制作组可能觉得自己的构想非常有趣,4+1种元素,每个元素4种战技,战技最高3级,消耗1/3/6蓝打出强力效果,每个元素都有对应的弱势战技类型;元素用多了会过热,切换没有3级战技的无元素打一打怪便能回复。 看起来不错,但脑测一下就会出现问题:四种元素之间没有连携,战斗循环固化;每个元素三种优势战技有点多,很难让玩家因为某种优势战技而切换元素。 实际游戏中也确实如此,战斗基本是特定元素+无元素进行冷却,切元素高度依赖于怪需要什么元素打弱点而非战技,冲刺战技的平衡性没做好,各个属性的战斗方式也是一个模子里刻出来的,制作组完全不懂取舍(整个游戏也是如此)。 比如冰系,这个属性有着独一份的无死角防御,配合护盾挨打回蓝很舒适,还能制造冰刺作为小障碍物;然而技能树里并没有挨打回蓝提升优势,最大的技能枝干是远程而非防御,远程3级战技更是无法制造冰刺,导致冰系要与其他属性使用同一套战斗方式。电系和火系还不如冰系。 最有特点的是波系,自带高血量,天赋树有很多回血,投掷1/2级战技有吸血,防御的3级战技业报效果为“空血并无敌一段时间,将期间收到的伤害变成aoe并吸血”,投掷的3级战技也能运用血资源造成大量伤害,技能树里有护盾挨打回蓝的“复仇者”和血少增加伤害的“狂战士”,所属debuff为标记-“受到远程伤害增加”,与其他属性有联动性。 尽管在实际游戏中,复仇者因没有全向盾强度大打折扣,狂战士也基本只能加成业报的返还伤害;由于没有廉价上标记的手段,以及切元素依赖于怪的弱点,只能十分孤儿地加成本属远程伤害,但至少设计没有左右脑互搏。 接下来说说敌怪,这也是使战斗变成垃圾的关键推手:大部分小怪都需要撑住其攻击,在关键时机用弱点属性的攻击将其打出僵直。 是的,大部分小怪都是,如刺蝎和史莱姆这样直接打弱点的,或是牛和山羊这样抓攻击后摇的,又或者是蠕虫提姆,先用火打至变色,再用冰克火。但这还不算完,每张地图还有各自更恶心的怪——比如秋色两图的地鼠,沙漠的鲨鱼和鹫,雨林的机枪鸟,他们都有着很强的机动性,会扭掉远程子弹,并有或天上或地下的无敌时间。更令人难绷的是,制作组特别喜欢堆怪,一打起来就是三五只弱点不同,攻击方式也不同的敌怪对玩家展开正义的围殴,明雷大地图还好,在神庙这种没队友又必须闯关的环境下更是恶心至极。 还好只需要用弱点属性击其要害……弱点属性……什么叫打完整张图才给弱点属性?!雪山的弱点火系没爽多久就要变成沙漠的抵抗属性了?制作组真的懂游戏设计吗? 谈到属性,远星物语的属性是冰火&电波对头互克增伤+同属减伤,玩家也会受到增减伤,这可能符合设定,制作组却没考虑过怪物环境——面对需要打弱点的怪,玩家是必须要切到互克属性的,至少在前中期没有抉择空间,此时玩家会被克制是一个劣质的惩罚性设计,惩罚的还是打弱点最需要的生存属性。 (事实上,哪怕不需要打弱点,属性上的高风险高回报也不属于优秀的抉择设计。) 沙漠这块的奇葩设计在雷波双地牢还会再出现一次:无论先打哪个地牢,获得的属性都会被另一边大幅度抵抗,甚至于完全免疫;任谁都知道正常的设计应该是先获得的属性在另一个地牢有优势,再不济也能打出正常伤害,这就导致两个地牢之间的联系完全靠剧情,新获得的属性也没有用武之地,玩家只能到了大地牢再将两个属性挤在一块熟悉。 :那为什么非要这么着急打大地牢呢?以往的冰属性火属性之类不也要在地图上熟悉吗?制作组逼玩家打了吗? ——还真是这样。 远星物语的制作组十分擅长用奖励装点这个纯粹线性的世界,或者说难听点,用胡萝卜钓着玩家这头驴。新手港能看到卖40级金色鞋子-隆隆行走者的商人,第一张图便能获取其金色材料金环,蓝色材料却只能在数十个小时后的落秋林地才能获取,电路重置也是同理,还有需要证印打开的技能树和另外剩余属性,以及装备的词条构筑。可能制作组的水平不支持他们意识到“不加节制的展示会构成隐性引导”这一点,或许他们知道,但如属性一样让游戏设计为设定让路。 所以最“恶劣”的引导,毫无疑问是制作组不可能不知道结果,但依然选择恶心玩家的箱子与钥匙,锁与钥,也是让玩家不得不着急打大地牢的原因。从秋色山野到盖亚花园,到处可见一大堆宝箱 ,对应的钥匙需要完成这张,或是之后数张地图才能获取;而盖亚花园是其中的超级重灾区,举目望去,一半都是金箱子,没有金钥匙探索和白探没区别;玩家也能感觉到金钥匙是最后一种钥匙,拿到之后便可畅通无阻;往日种种和今日限制相叠加,玩家不得不顺了制作组的意,屁颠屁颠吃着胡萝卜往前跑。 如此这般压抑,想必金箱子里一定有十足的好东西来让玩家释放吧。 (开启金箱子)(食物×n) 令人忍俊不禁的是,大部分金箱子就是给些聊胜于无的药,与往前的银箱子和铜箱子别无二致,或许金箱子的定位本就是“在雨林泛滥的,后期的更好一点点的银箱子”罢了,运气好才能给个暂时用不到的金材料。明明探索的奖励才是最该钓玩家,让玩家爱上探索的地方,制作组却将功夫用在了歪门邪道上,这也让远星物语的锁钥设计不合格——锁、钥匙、奖励是三位一体的,如果奖励稀缺,锁和钥匙的关系也只是拿到钥匙扫图,又怎么称得上是合格的锁钥设计呢?甚至于本质都算不上锁钥,只是打断主线推进的障碍罢了。 而与锁钥相关的大地图设计……只能说烂到家了:完全是直来直去,先通过解谜找台阶,有些台阶伪装成场景元素,爬到高台上便是意义不明的跳跳乐——不难但无趣,不能检测玩家能力,纯粹恶心人,跳跳乐不能让你平淡的地图更有波澜,反而加重了平淡感;高低差的表现也十分差劲,一眼看下来根本不知道哪块高哪块低。 总结下来最好的探索设计竟然是冰墙跳跳乐,虽然操作略微恶心,但确实有趣。 劣质的解密在战斗与地图的衬托下都显得不错了,无论神庙内外,无非是些无趣的抓时机弹球,谜底摆在谜面上毫无设计感,但称不上恶心人。 再说回战斗,前期的防御收益实在是太低了,且怪物和玩家的数值差距大,小怪堆起来可以轻松论剑玩家,雪人和蠕虫之类更是单怪成军;BOSS可以随意秒杀玩家,导致前期的战斗完全是冲刺马拉松,满血或者死的二元对立让嗑药甚至有些副作用。 而到了中期,玩家开始有了容错率,嗑药和防御变得重要,但玩家却没养成对应的习惯,需要慢慢适应。类似全靠玩家自学的还有快速选单界面的分析,任务只引导了其看树抓贼之类的特殊用处,反而埋没了其核心用处——看未知怪的弱点,前期玩家没属性根本不用看弱点,雪山沙漠看一下怪的颜色也就知道了,等到四属性后需求增加,只能重新养成习惯,或是压根没想起来,只能打开菜单看图鉴。 从始至终在线的就只有剧情了,并不进行道德讨论理念冲突(也就一进朱红废土有些过火),只是讲好故事本身,每个角色都有自己的特点,尤其是艾米莉(文本这一块)和高谭(演出这一块)。大体量游戏特有的的拉长时间让玩家产生感情,这种技巧容易对负面感情也是一样的增加,但远星物语把握得不错;不过换个角度想,就算玩家对静、高谭等角色产生了厌恶,等到玩法再次突破下限恶心玩家,这点小厌恶也就被更大的负面情绪压过去了,原来是这么解决的吗,你赢了,你的游戏设计思路小众又变态。 感觉我这篇差评都要比远星物语的地图有探索感了,已经力竭,接下来扔点零碎的问题吧: 装备系统看似能组bd,实际选择很少,无脑换更高等级的就行; 任务很有通马桶的感觉,但通马桶的体验在远星物语里算是相对有趣的了,至少不恶心人; 冲刺战技有平衡性问题,伤害低于其他战技还没什么功能性。防御战技用比远近战技更不稳定换来了强大的效果,这确实是防御战技应得的,但有没有可能冲刺战技比防御更不稳定更吃时机:冲刺战技本来就难按、冲刺战技很难打中怪、冲刺战技违反了用冲刺闪避的逻辑、冲刺的快速与战技的蓄力结合导致手感很怪,在这个基础上还不给一些类似防御战技的功能性补强,甚至于伤害稳定亏模(制作组不会认为2、3级冲刺战技的位移占模吧……),基本只能用一级战技当长位移。 流程里红发打坐男和粉发坐桌女不断出现,让玩家建立起了“靠近他们就能看一段对话”的习惯,然而这两个人的小人并不唯一;坐桌女还好,有基地桌子这个特定场景,而打坐男是随地大小坐的,会出现“这个人长得和打坐男一样,玩家满怀期待过去,却无法触发对话”的情况。(甚至有些打坐男虽然打坐但无法对话,很难评) 如果在传送点解锁之前在对应的位置标记,那么标记就再也无法用键鼠删除,只能用手柄删; 文字也有十几处问题,比如新手港电路重置室就有四个问题,第十章的做好准备写成最好准备,波电路的复仇者比词条的复仇者写的更详细,俾尔根的秘密基地任务还有漏翻情况(不存在是玩某种梗的可能,因为莉亚说的是bye而非再见,而bye在剧情里没被录入语音系统); 任务百分比显示bug,数据和公告板&实际情况不符; x基地只告诉你在青玉山脉,彩蛋也要讲究基本引导,更何况x基地作为任务最终环是带有功利性的 ; 信守承诺这个横跨几十小时的大支线虎头蛇尾,打一个夸张性格补丁也无法掩盖游戏设计的问题,大团圆就得平淡了吗?人都来不全。 菜单ui反人类,莉亚这么大一个人杵这却没有特殊形态或变装之类,制作组甚至用远星世界的规则给自己打了补丁:你看,不是我们不想给主角换装,是我们的故事背景不允许哦。(结果还有换装DLC) 各种材料没有对应图片,在背包的获取途径上面弄个图很难吗?至少金材料得有吧,我缺的忙活半天获取一个金色垃圾的正反馈谁给我补啊。 材料的掉落位置不能在最近获得里看,只能去可交易菜单里看。 每次都需要重新手动调整排序排序,有没有一种可能,固定玩家选择,玩家想换回去就自己切要好得多? 电路的切换分支选项,但这么大的空间还不够写对应技能的效果方便前期的玩家切换吗? 成就一直闪着光,进入对应页也不会停止,必须把鼠标悬停在对应成就上,新成就也不会移动到最上方,只能一点一点翻找; 百科也是如此,还有更大的问题——故事部分,前期的我刚经历了这些角色,给一个上帝视角的总结十分出戏,就算需要也应该放在百科外面,搞一个单独的UI,前期别的部分都填满栏位了,故事还是“第一章”“第二章”,对比起来很怪(严格来说这里也产生了隐性引导,不过我玩的时候没什么感觉)。 怪物也是,按照属性/弱点/地图分多好,按生物类别分是个什么鬼,机械和生物还好点,我怎么知道一个怪是不是概念,概念又是个什么东西?翻译成奇幻生物/奇幻不行吗? 战斗状态禁止看地图也很难评,经常因此刷到错误的方向,有问题就修,传送产生问题就禁掉传送,一刀切真的是。 UI问题或许放在别的游戏算得上吹毛求疵,但远星物语的UI问题太大了,并且也能很好的体现出制作组不玩游戏的重大问题; 写这篇差评我都不知道先说哪一部分了,各个部分的问题相互耦合,前一部分会因为后一部分变得更烂,环环相扣。 没怎么谈解谜和神庙,因为完全没什么可说的地方,也不像战斗那样在一个不错的底子上烂的出彩,最多夸夸神庙地上的纹路算相当可以的隐性引导。 青玉山脉、罗姆布斯直到结尾的战斗体验还蛮不错的,罗姆布斯能爽刷两三个小时,但终究是没有BD组合。 至于究极体验……制作组交出了完美的答卷,于是我修了快六七个小时评价,把极具攻击性的词都删了,又优化了行文结构,增强阅读体验。 原结尾:“这是一款堆料的作品,制作者随意的采摘一些设计,将他们做成大杂烩,让玩家像x一样趴在底上舔舐他们认为口味丰富,实则七彩xx的游戏设计。这是一款傲慢的游戏,值得所有游戏制作者参考:无脑的缝合会让游戏变成xx,而美术对风评的正面影响超乎想象。” 虽然我还是认为远星物语是完美的反面教科书。 但我与它,也与自己和解了。 至少它很有独立精神,不是吗? (和解了我也不推荐😤,减少点攻击性得了😋,不然我不是白受折磨了👿)
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| $3.99−80% |
| 1.2Kratings |
| 86% |
| — |
| not modelled |
| $19.99 | 635ratings | 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 895 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
=======《 Gráficos 》======= □ Parece a vida real □ Maravilhosos ■ Bons □ Aceitáveis □ Ruins □ É melhor não olhar por muito tempo □ MS-DOS =======《 Jogabilidade 》======= ■ Excelente □ Boa □ É uma jogabilidade, eu acho □ Mais ou menos □ Prefiro ver a tinta secar □ Nem tente jogar =======《 Áudio 》======= □ Meus ouvidos estão no céu □ Muito bom □ Bom ■ Ok □ Ruim □ RIP ouvidos =======《 Público-Alvo 》======= □ Crianças ■ Adolescentes ■ Adultos □ Vovó / Vovô =======《 Requisitos de PC 》======= ■ Roda até numa calculadora □ PC da Xuxa / Batata □ Decente □ Rápido □ É bom ter um PC forte □ Peça um computador pra NASA =======《 Tamanho do Jogo 》======= ■ Cabe num disquete □ Pequeno □ Aceitável □ Bem grande □ Adeus, 1 TB de espaço □ Precisa de um HD próprio □ Hora de comprar um buraco negro =======《 Dificuldade 》======= □ Aperte W e vença □ Fácil □ Fácil de aprender, difícil de dominar ■ Exige um pouco de cérebro □ Difícil □ Nível Dark Souls =======《 Grind / Esforço 》======= □ Praticamente sem grind □ Apenas para rankings ■ Grind opcional □ Médio □ Grind excessivo □ Prepare-se para perder a sua vida =======《 História 》======= □ Que história? □ Alguma lore □ Média □ Boa ■ Muito boa □ Esse jogo mudou minha vida =======《 Duração do Jogo 》======= □ Termina antes do café esfriar □ Curto □ Médio ■ Longo □ Nos vemos no ano que vem =======《 Preço 》======= □ Grátis! ■ Vale cada centavo □ Melhor pegar em promoção □ Só se tiver dinheiro sobrando □ Não vale a pena □ É o mesmo que rasgar dinheiro =======《 Bugs 》======= ■ Que bugs? □ Alguns bugs pequenos □ Começando a irritar □ Simulador de bug □ Os bugs fazem parte do jogo =======《 Nota Final: ?/10 》======= □ 1 □ 2 □ 3 □ 4 □ 5 □ 6 □ 7 □ 8 ■ 9 □ 10
Fun puzzles, good combat, great art and music, a massive amount of side content to interact with, and to top it off a great story with great characters that are easy to fall in love with. Highly recommend, including the DLC.
Great game with great references. Can't believe they put my boy Simon in the game.
its an amazing game.. and i personally enjoying it a lot .. i am in mid game rn and i feel like story is pretty long but overall its geat ...it lets u feel that u are playing an MMO even tho its completely offline
An absolute masterclass of puzzle design and combat. Some criticize the game for the games puzzles, both their constant presence in the game and their difficulty. However I argue that this is not an issue with the game itself, but the fact that the combat is so good, that the game fails to make it clear that it is a Zelda-like puzzle game first and foremost. If you do not enjoy puzzles, you will likely not enjoy Crosscode, but if you do, what's here is some of the greatest puzzle design in gaming. You will also be treated to some damn good combat which most of the time incorporates puzzle solving into its design. The side-quests in this game are mostly all fantastic and some of the most unique I have ever seen in gaming, especially in the games latter half. The game is rich with secrets and if you enjoy collecting things, Crosscode has one of the most engaging maps to explore for collectors. Crosscode doesn't have a "crafting" system per se, but it has a trading system where you pay a fee alongside some materials to obtain items or equipment, functionally acting like a crafting system. Not only does this make obtaining materials more rewarding, it also adds something new to search for as some the market fronts are hidden within their towns as well. Finally the story, I wont spoil it, but aside from a small Ludonarrative issue, Crosscode is one of the most "human" games I have ever played, you don't really feel alone when you are playing this even though it is a single player game, and the narrative is as amazing and beautiful as it is heart wrenching. Overall, Crosscode is an amazing indie gem and I strongly recommend this game to any puzzle enjoyer. Some criticism: -The games narrative choices result in a separation of the game world you play in and the actual narrative itself, meaning that when the game finally shows its cards in the latter half, having long stretches of gameplay that isn't important to the story can feel weird. It can lead to the actual games story looming at the back of your mind instead of being the focus of everything you do during that stretch. -The isometric artstyle does not mix well with the top down perspective, and makes it difficult to determine altitude. This is surprisingly very important as the game has a decent amount of verticality to it, meaning that puzzles using this verticality can be particularly frustrating. -The game has a fairly slow start. In a way I haven't really seen before. The intro and the newcomers area are literally a perfect introduction to the game and what's to come. However immediately after the tutorial dungeon, you are put into what is most likely the most mediocre point in the game, and it kinda drags on. It doesn't help that the first few quests which you'll obtain there are (while still better than most video game side quests) the least interesting quests in the game and could undersell the quality of the games side quests all around.
Experiences like these are the reason I would prefer there is an option to express "mixed feelings" when it comes to write a review since I want deeply to like this game and there undeniable qualities and at the same time there are aspects of it that disappoint me and give me a sour taste in my mouth. I am writing this as I finished the second main dungeon but I am not committed to continue, so what I am about to write is based on solely what I experienced until this point. The game is very beautiful in artistic terms, the sprites of the characters are very expressive and colorful with the right tones and shades and the aesthetic of the world is charming with its setting. A feeling that threw me back into the DS-era of gaming combined with the nostalgia aspect of MMORPGs. The soundtrack, while not the strongest, has some good tracks with my favorite being the snow village. On paper this game has everything I would like given that I grew up with these themes and this sort of presentation, however a lot of design choices push me back to enjoy it. While the combat is smooth and responsive with its good animations, I didn't find the feeling very good as a lot of enemies don't have clear visual indicators for when they're about to attack, apart from their sprites glowing red where it can be your chance to shoot in order to stun them. This was a problem when I was fighting groups and I had issues on keeping track of everything since the hit frequency of the enemies is high. You can customize these aspects in the settings but the fact the original difficulty was intended like this it's not reassuring. Most of my deaths were also caused by enemies projectiles that had the same color as the environment and that frustrated me a bit. Later in the game you unlock elemental forms that spices the combat and each element interact in a unique way with the enemies and the environment, I didn't like the "overheat elemental" mechanic where your character can overheat if you use too much of a specific form and some forms are essential to kill some enemies and bosses. While the combat isn't the best, I have to say that the puzzles were satisfying in their structure and design and. My main issue with them is that there were too much of the same thing in the dungeons and I wish there were fewer rooms so they don't overstay their welcome. In RPGs games I love to explore and exploration here is the most tedious thing I ever felt. Every biome and area that I have explored so far is filled with platforms and each of these have a specific altitude that it's not communicated in an effective way, not sure if it has to do with the way the shadows are set or it's the composition in general. Lot of heights and chests can be reached only if you find a specific point to climb that is located by backtracking a lot of screens and even after you managed to find that spot and climb it, it it's not very clear which direction to go after that and if you fail one jump you go back all the way to the start. All of that for an item or a piece of equipment weaker than that one you already have. Finally I didn't find the story that interesting as it has some serious pacing issues where you're introduced to a big menace of a villain only to be forgotten later barely mentioned and the dialogues and the characters weren't enough captivating to keep me hooked. There is clearly an audience for this game and I can see why people like this very much. I am just not a part of that.
Um dos melhores jogos que já joguei na minha vida, rivalizando com elden ring e breath of the wild como melhor em meu rank pessoal. Acabei descobrindo ele num comentário de um vídeo do Linus. Inacreditável esse jogo. Pra mim o único nuance foi que mais para o final eu estava um pouco saturado das batalhas e puzzles, o que foi de boa, porque o jogo da uma opção de baixar a dificuldade então você passa mais rápido por isso. Dito isso, o sistema de batalha e puzzle é único, nunca vi nada igual, não sei como não fiquei sabendo desse jogo antes. A história, roteiro e narrativa da parada é outro nível, é absolute cinema mesmo, algo que te engaja e te move fortemente emocionalmente, os personagens são super bem escritos e na quantidade perfeita. Como compositor e Sound designer, posso falar com propriedade que a trilha sonora é espetacular e os efeitos sonoros imperceptíveis, ou seja, perfeitos, não há nada fora, estranho e etc. É tudo muito satisfatório. Direto pausava e ia fazer algo e a música rodando de fundo nunca me irritou por repetições e etc. Tanto a música como o jogo em si me lembra muito a vibe de Ragnarok online e os mmos dos anos 2000s em geral, por isso também conversou com experiências profundas da minha infância e adolescência. Deixo aqui meu obrigado aos desenvolvedores e todos os envolvidos! Um abraço. E pra quem não jogou ainda, JOGUE!
5 dollars for a gem
So fweaking good
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