
Explore and Fight your way through an ever-changing world in a quest for vengeance and survival in an epic Adventure through the Norse afterlife. Meet fellow lost souls in seamless and wordless VR Co-op as you Block, Dodge, Strike and Power your way through Trolls, Draugr and other dark beings.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
You awaken cold and weaponless in a realm shaped by death and memory. The air is thick with sap. The roots shift when you're not looking. And something old is watching.
This is the Norse afterlife—reborn as a VR roguelite. Fight, explore, and cross paths with others like you. No voice chat. No usernames. Just presence, movement, and trust.
Block, dodge, and strike your way through an ever-changing world of myth.
Claim weapons and spells, learn from each fall, and forge your path in seamless, wordless co-op.

In Crossings you cross paths with others—naturally and seamlessly appear in the same world. Every player walks their own path. But when paths cross, your fates intertwine—amplifying what each of you brings.
Seamless ambient multiplayer—no menus, no waiting.
Communicate with body language, combat, and attention.
Fight together without speaking—a bond formed in motion.
Split apart or stay close—your journeys intertwine, but your destiny is always your own.

Feel every swing, every hit, every dodge. Your body is your weapon—and your defense.
Master a growing arsenal and combine weapons with trinkets, spells, and consumables.
Swords, axes, clubs and bows - and tons of variants for each weapon.
Switch freely between swinging your weapons, firing your bow and casting your spells.
Block, dodge, and counter enemies in real-time.
Cast fire, ice, roots, lightning, poison, and wind using a gesture-based spell casting system that you upgrade throughout each run.
Chain powers together with weapon combos or effects to gain the upper hand.
Manage your resources, tweak your build, and twist fate to your advantage—or throw it into chaos.
Potions: Restore your health and mana to stay in the fight
Trinkets: Equip passive boosts and strange effects that shape your playstyle
And customize your run with modifiers for:
Damage, status effects, and elemental power
Drop rates, loot rarity, and enemy rewards
Mana regen, spell behavior, and resource costs
Enemy types, spawn patterns, and world conditions
Some upgrades are straightforward while others are unpredictable and risky—stack them wisely, or embrace the madness.

This world is not static. Each time you return, it reshapes itself.
The forest folds in new directions. Caves open where they weren’t. You may return to the same place—but it will not be the same.
Choose a starting weapon to carry with you
Equip your outfit and define your look
Select an altar offering, each of which grants a unique modifier to your run (some with unfortunate tradeoffs)
Discover new paths, side areas, and secrets each time
Die, learn, and push further.
Every death opens a new branch of the story—and every Crossing is yours alone.
Sap drips from the trees like blood. The roots twitch like veins. The forest does not sleep. It waits.
It remembers what you were.
It watches what you become.
And somewhere in its hollow chest, something is still beating.
This is not the end. This is between.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unless they make some serious changes it's not worth the time at the moment. No dual wield. No two handing. If you like a left handed bow draw I got some bad news for you...
For only $10 crossings is an easy buy if you have any interest in VR and action games. Crossings brings some great ideas to the field of VR melee games. Each weapon has "combos" that can be executed by performing a sequence of swings in the correct direction (ex. down, up, diagonal). Just about everything in the game is tuned to be snappy and jank-free. For example, unlike some other VR games, melee weapons can't be dropped as they simply return to their holster when you let go of them. This allows you to focus on the combat in front of you and this will be needed as the game can be quite challenging, especially with bosses. When you do manage to get through a tough boss though it is very satisfying. I do have a couple of complaints about the game ATM. My biggest complaint is that the smooth movement is not always so... smooth and I occasionally hitch on the environment which has caused me to take hits that I shouldn't have. Additionally, while I enjoy the challenge, having bosses that infinitely respawn minions can be very overwhelming to deal with solo and I think this could absolutely be adjusted so that players can actually focus a bit more on the boss itself instead of having to play using hit-and run tactics, which can feel very drawn out. I'm also not entirely sure if there is a way to save mid-run? Having a "save and quit" option in the menu is essential IMO for rogue-likes, especially VR ones. Even if it's just an option after beating a boss that would be much better than not having the option at all.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
가격 저렴하고 그럭저럭 할만한데 화면 회전 속도 옵션이 없어서 너무 느려서 회전 속도 옵션 추가가 필요해 보이고 콤보 넣으려고 첫타 때리고 다음 행동 하려고 몹 몸쪽에서 칼 빼내려고 하면 이것도 공격으로 인식해서 콤보가 자꾸 실패 하는 상황이 너무 자주 일어나서 수정이 필요해 보임.
Шик
Сира техно демка а не гра.
Crossings, developed by Neat Corporation and published by Neat Corporation in partnership with Creature Label, is a dark fantasy VR roguelite that merges deliberate melee combat, gesture-based spellcasting, and procedural progression into a cohesive and immersive afterlife journey. Set within a mythic realm inspired by Norse themes, the game casts players into a mysterious liminal world where survival depends not on brute force alone but on precision, adaptability, and careful build choices. Rather than overwhelming players with exposition, Crossings relies on atmosphere and mechanics to convey its identity, allowing the environment and combat to tell their own story. Combat is the foundation upon which the entire experience is built. Encounters feel intentional and weighty, requiring proper timing and spatial awareness rather than frantic swinging. Weapons such as swords, axes, bows, and blunt instruments each carry a distinct feel, encouraging experimentation to discover which suits your rhythm best. Strikes land with satisfying impact, enemies visibly react to blows, and a poorly timed attack can leave you exposed to punishing counterattacks. Dodging, blocking, and repositioning become instinctual tools as you learn enemy patterns. The physicality of VR enhances every encounter, making even small skirmishes tense and engaging. Success is earned through mastery rather than sheer aggression, giving victories a tangible sense of accomplishment. Spellcasting introduces a dynamic layer to combat through gesture-based mechanics. Rather than simply pressing a button to cast magic, players perform intuitive motions to unleash elemental abilities such as fire bursts, freezing waves, lightning strikes, or poison clouds. These spells complement melee engagements, allowing for creative combinations that feel fluid and expressive. Freezing an advancing enemy before finishing them with a blade, or poisoning a cluster while retreating to safer ground, transforms combat into a dance of timing and resource management. Magic is not merely an auxiliary system; it becomes integral to shaping a personalized fighting style. The roguelite structure ensures that each run feels distinct. Environments subtly rearrange themselves, pathways branch differently, and enemy placements shift, maintaining unpredictability across sessions. Between attempts, players choose starting weapons, equip trinkets with unique modifiers, and accept altar offerings that alter future encounters. Some enhancements provide powerful advantages, while others introduce risk-reward dynamics that can dramatically change the flow of a run. These decisions foster replayability and encourage strategic thinking before even stepping back into battle. Over time, players refine their builds to suit preferred tactics, whether leaning into heavy melee dominance or weaving spells into a hybrid approach. Atmosphere plays a central role in establishing the game’s tone. The world feels ancient and unsettling, with fog-draped forests, torch-lit ruins, and shadowy corridors suggesting a place caught between life and death. Environmental storytelling is subtle yet effective, with crumbling structures and scattered remnants hinting at forgotten histories. Sound design reinforces immersion through distant echoes, low ambient tones, and sudden enemy cues that keep tension high. Rather than relying on scripted horror elements, Crossings builds unease through silence and spatial awareness, making exploration as suspenseful as combat. A notable feature is its wordless cooperative mode, which emphasizes presence over communication. Players can encounter one another without usernames or voice chat, interacting solely through movement and shared combat. This design fosters a unique sense of connection, relying on nonverbal cues and coordinated action to overcome threats. Though still evolving and occasionally rough around the edges, the concept underscores the game’s commitment to immersive interaction rather than conventional multiplayer structures. Despite its strengths, Crossings has areas that could benefit from further refinement. Enemy variety, while thematically cohesive, may feel limited over extended play. Certain weapon or spell combinations can imbalance difficulty if not carefully tuned, potentially diminishing challenge in later stages. Gesture recognition, while generally responsive, can occasionally falter, disrupting the flow of spellcasting. Additionally, players seeking a narrative-heavy experience may find the understated storytelling approach less satisfying than more plot-driven adventures. Ultimately, Crossings stands as a compelling evolution of VR roguelite design. By blending tactile combat, expressive magic systems, and atmospheric world-building, it crafts an experience that feels purpose-built for immersive hardware. Its emphasis on skill-based encounters and strategic progression rewards patience and experimentation, while its moody setting invites players to lose themselves in a mythic afterlife. For VR enthusiasts drawn to dark fantasy, methodical combat, and replayable challenges, Crossings offers a distinctive journey defined by presence, precision, and the thrill of survival against shifting odds. Rating: 7/10
small performance issues
It works. It may be fun. But to my taste it's just boring shallow brother of "The Light Brigade". Same formula, but ingridients are messed up and it's just not fun.
Je n'y ai joué que 1h30, donc il me manque probablement pleins de choses à découvrir sur ce jeu. Je suis arrivée au deuxième boss lors d'une run, et j'ai malheureusement failli! J'ai peur qu'il n'y ait pas assez de variétés dans les mécaniques de jeu (je n'y ai pas joué assez longtemps pour en découvrir plus, j'espère être agréablement surprise). Je ne suis pas fan de roguelike/lite en général, Balatro étant le seul que j'ai vraiment apprécié dans le genre. J'ai toutefois réussi à obtenir une certaine synergie entre quelques powerup, ce qui est le plus gros plaisir que je prends : créer un build cohérent. Le jeu manque d'un poil plus d'informations sur le fonctionnement de certaines choses, notemment le multijoueur. J'ai rencontré une personne à un moment. Y a-t-il du chat vocal? Cette personne était elle juste muette? Pouvait-elle m'entendre? Je ne le sais pas. Il manque également de sous-titre: même sans être malentendante, un sous titrage lors de la narration est toujours le bienvenu. J'ai également déjà rencontré un bug! un ennemi coincé dans un rocher, que je ne pouvais pas voir et qui m'a causé bien du tort en m'envoyant des lances. Pour l'instant ce jeu me semble prometteur! Visuellement parlant il me parait également assez "poli". Le design bien travaillé etc.
Игра огонь, всем с vr и друзьями советую!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $7.3K | 89 | 93% | $4.99 | |
| $7.3K | 80 | 91% | $4.99 | |
| $7.3K | 129 | 67% | $1.99 | |
| $7.3K | 90 | 97% | $3.19 | |
| $7.3K | 178 | 95% | $1.99 | |
| $7.3K | 60 | 92% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |