A retro-inspired 2D Action RPG set in the distant future.

Meet Lea as she logs into an MMO of the distant future.Follow her steps as she discovers a vast world, meets other players and overcomes all the challenges of the game.

Also: Lea can't speak. Nope, no heroic mime. She is actually mute.
You can try out the newest demo right now. Just press the button below to get to cross-code.com where you can play the demo inside your browser or download it. You can also download the demo here on IndieDB via the downloads section.

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If you liked the game, why not vote for us for Indie of the Year? Just press the bug red button! We appreciate a lot!

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ARGHHHH! The Beginning HELP
Blog RSS Feed Report abuse Latest News: CrossCode Demo – Bugfixes

6 comments by Regiden on Dec 9th, 2014

Hi everyone!

The important thing first: we finally updated the CrossCode Demo! The new version fixes several bugs and has small improvements here and there.
You can find the new version in our newly revamped webpage:

Of course you can also download the newest version here on IndieDB!

Also, we finally got a proper trailer:

(some artifacts going on there, we might upload a better version soon)

Kudos to Taifuuni Advertising, who helped us a lot putting this trailer together!

So what changed in the new version? Just read on!

First things first

So we'd like to get one thing out of the way first, because it's kinda urgent:

If you do like CrossCode and you'd like to support us, please consider voting CrossCode for "Indie of the Year 2014" at IndieDB! Just go back to the main page and press the red button!
We'd very much appreciate it. Note, that the vote only lasts about two more days!

All them bugs

So after the long crunch time we had the week before the release, some of us actually thought we'd be finally able to relax a bit. We thought wrong. This is what happened:



Like... so many of them! Well, that's to be expected when you only have a very short beta test and add way too much content and features on the day of the release.

Serves us right.

Or in other words: we're sorry for the buggy release and are really humbled that so many of you still enjoyed the game. And also we want to say a big thank you to all the people who sent us these detailed bug reports! Thanks to your help we managed to fix a lot of the problems.

Here is a short (incomplete) list of things that have been (hopefully) fixed:

  • The crash at the end of the puzzle mode and several other occasions
  • All those saving, loading and respawning issues, such as resetting levels, non-resetting skills and overlapping with things like blocks that moved back to their original position
  • Canceling Shizuka's special attack and other crazy stuff
  • Pulling yourself backwards through walls
  • Display bugs in the equipment menu
  • A whole bunch to map errors
  • Wrong treasures count in the exploration part (... we're sorry!!)

So apart from all these fixes, the new version also has a couple of changes:

  • Damage is computed slightly different now: compared to before, you do more damage on enemies with very high DEF and slightly less damage when you have very high ATK.
  • You can now reset your skills by talking to Carla in the Exploration mode. It'll cost you some credit (finally you can use it) but it's not much.
  • When loading a game your position is always at the point where you last entered the map.
  • Shizuka's special is now slightly more awesome. I think.
  • Your old saves will hopefully work, but we changed some things there. So it might be that you'll start at the wrong spot in the map. This shouldn't be a problem in most situation, but in others it might. We're sorry if this should break some of your save states!
  • The standalone version of the game has been extended by some libraries that might improve performance on some machines. If the standalone was running much slower than the browser version you should give the new version a try. And please tell us if it works or not.


Overall, we're quite content with the reception (especially considering all the bugs). CrossCode also has been featured in several videos and webpages. Here a short list:

  • IndieDB tweeted about us.
  • Dekay (German Let's Player from the Gronkh network) played CrossCode in a live stream. We've been around in the chat as well.
  • VSauce3 mentioned CrossCode in a DONG!
  • Siliconera wrote an article about us.

...and we didn't really reach out to the press yet. Wow! That's what we plan to do next.

Next steps

Apart from more bugfixes (there will most likely be some bugs left in this version, so keep the bug reports coming), we now have to prepare for our big Crowdfunding Campaign in February 2015.

You can expect an extended demo (like a Demo++) to be released around that date as well. And what will be new in this version? We still need to plan this. But most likely there will be more puzzle content and more interesting stuff to do in the Exploration part. Maybe even a bit more plot. That depends on how much time we'll find in the next two month.

And that's all we can report for now!
Again, a huge thank you to everyone playing our game, submitting bug reports and giving valuable feedback! We wouldn't have come so far with CrossCode without your support. :D

Until the next update!

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CrossCode Demo (ver. 0.1.2)

CrossCode Demo (ver. 0.1.2)

Dec 1, 2014 Demo 6 comments

Play the Demo of CrossCode (windows only for now) which takes you to 3 different locations: The Story Mode where you get a first peek at the plot, the...

Post comment Comments  (0 - 10 of 40)
Guest Dec 12 2014, 10:10pm says:

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Regiden Creator
Regiden Dec 13 2014, 9:44pm replied:

Funny enough, I get this. At least when downloading, Chrome insists that the archive could be dangerous. My gut tells me this is some overreacting anti-virus software because of missing checksums and the external libraries we provide. Gotta look into this :D

+1 vote   reply to comment
streak1 Dec 9 2014, 1:20am says:

Anyway, everything in the demo was great. Story mode and puzzle mode were short, as expected, but seemed fairly solid. The art style is very good for what is there, and leaves me curious to see what the rest of the game will look like. And, after you learn to use to the various upgrades you decide to get, the combat is pretty fluid, and is very easy to understand. The only thing left to add is more variety.

As for the exploration mode, it was also fun, but it felt like it lacked some things. It didn't feel like there was a whole lot of variety in what you could equip, and the scenery got repetitive after a while.

Also, unless it hasn't been implemented yet, I was unable to customize anything but the default element. The idea of the elements is good and all, but it feels a little pointless if you can just as easily do without them. If it were me, I would reduce customization on the default element a little, or make the upgrading universal. The element should also be made weaker in comparison to the other elements. That way, you have a good reason too conserve your elemental energy, as an overload would be something to that you want to avoid.

+1 vote     reply to comment
Regiden Creator
Regiden Dec 11 2014, 8:30am replied:

Thanks a bunch for playing! Glad you liked and we always love to hear feedback :)

It's true that the autumn area is missing more details. It pretty high on our list to make this better, add more landmarks and give maps more unique properties. However the goal is to not overdo it. This could easily lead to us never finishing the game :D

Is's intended that you can only activate skills on the neutral tree. But because the element modes acre already there (actually the skilltrees to, but the skills are not implemented) we though adding at least 2 of them so people can try them out and see how "magic" works in CrossCode. You can be sure we already planned how elements work. Each one will have an advantage and a disadvantage. Every element also weak against its counter element (Heat <-> Cold, Shock <-> Wave). So even if you fighting a cold-based enemy you have to make sure you're not getting hit.
The neutral tree is much much smaller than the element trees. Elements should be stronger much like a super mode you can use for a while.

While creating the menu for the tree I posted a picture of all the trees. Here check it out:

Thanks for the feedback!

+2 votes   reply to comment
streak1 Dec 11 2014, 4:10pm replied:

I see what you mean with the elements, and it looks like it would be pretty cool.

Will those trees be something that you have to unlock, or will you have access to them by default?

+1 vote     reply to comment
Regiden Creator
Regiden Dec 12 2014, 6:06am replied:

You'll unlock them as you progress through the story. It'll be always two of them at the same time :) First Heat/Cold then Shock/Wave.

+1 vote   reply to comment
streak1 Dec 9 2014, 1:14am says:

I noticed a few glitches with various area gates in the Exploration mode. It seems that in some areas you are able to jump on top of the gate pillars Doing this allows you to go slightly OoB and walk on parts of the area barriers, though I haven't found any usable exploits. I also noticed that if you walk along the walls that connect to these area loading zones, you can clip through the map, though this also doesn't seem to have any use for exploits.

There is also a quick way to move around, which may or may not be intended. You can dash 3 times in the wanted direction, pause slightly, and start dashing again as normal. If one were to keep dashing without the pause, you would dash slower, so the technique essentially lets you skip that slow down. It doesn't really harm anything by leaving it there, though, so I would suggest leaving it, or replacing it with some sort of speed-enhancing armor or weapon.

+1 vote     reply to comment
Regiden Creator
Regiden Dec 11 2014, 8:20am replied:

Yes, sadly we can't 100% guarantee that we find all the OoBs. But we'll fix all we hear about. As long as it's not making the game less fun I hope everything is okay :D Walking on the barriers is actually correct from a collision standpoint but I know what you mean! :)

The technique is completely intended. This could be done from the very start. The idea here is that -if you want- can perfect dash moving and go faster through the game which is awesome for speedrunners. (Also good for testing :p) Good find!

+2 votes   reply to comment
streak1 Dec 11 2014, 4:15pm replied:

The only OoBs that I would say are a problem are the ones I mentioned secondly, as those are pretty easy to run into by accident. I can't really see the pillar ones done on accident, and only feel as though they could branch off into other problems.

Oh, and just in case, when I say barriers, I mean the sort of grey lines that surround the various areas, not the colored ones. Not entirely sure what you meant by "correct", but it definitely doesn't seem like it would be intended.

+1 vote     reply to comment
Regiden Creator
Regiden Dec 12 2014, 6:10am replied:

The pillars have a certain height, so you can stand on them. This height corresponds to the height of the cliffs so you can walk on it. But the collision map restricts the movement which makes it look like you can only around the edges. this can be used to walk "on" collision tiles. This is what I meant when saying intended. Intend by the collision system that is. But that does not mean we don't have to fix it as you said! :)

+1 vote   reply to comment
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RT @MMOAttack: Crosscode Gameplay | First Impressions HD: T.co via @YouTube

14hours 25mins ago by radicalfishgame

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RT @MMOAttack: Crosscode Gameplay | First Impressions HD: T.co via @YouTube

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