CrossCode combines retro-style 2D graphics with the unique theme of
throwing energy balls at everything.

By throwing balls you will:

  • Solve challenging puzzles
  • Defeat many enemies and master epic boss fights
  • Destroy boxes Interact with your surroundings

All this gets delivered as a plot-driven Action-RPG. Now that's at least the plan. The development of CrossCode is still at a very early stage. But you can already get an impression on how the game feels by playing the TechDemo!

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Rhombus Square Background Preview Playing Games on the cargo ship Mass Ball Throwing Technique
Blog RSS Feed Report abuse Latest News: CrossCode Update #52 New Chipset, Autumn Area Expansion and More

7 comments by Regiden on Aug 3rd, 2014

I don't have time for a proper introduction this time. There is so much content we added this week because of a certain deadline that is coming up! We created a map-layout for the autumn area and already implemented 3 maps from it. A new tileset has been created for the puzzle area. GIFs incoming!

Alright, let get this started!

Menu Updates and Skills

GFlügel and I worked a bit on the menu the past two weeks. GFlügel started adding the names and descriptions of each passive skill as well as a placeholder icon graphics for them. Here's a little GIF that shows the neutral skill tree with the icons and descriptions.


You probably noticed the zeros in the square brackets, huh? These will be replaced with the actual raise in your stats of passive abilities very soon. As you might guess this is a major balancing topic and the numbers will change a lot as we go.

While GFlügel made sure that every skill has a proper description, I was tasked with adding new icons for the quick buttons on the top of the menu screen and writing help texts for all available menus. Take a look:


We plan to make the menu as self-explanatory as possible so these help texts are kept very minimal. But we will probably come back to change them help texts by adding multiple pages. So if you ever feel stuck you can get a small help menu.

Oh! I almost forgot. We also made some small changes to the title screen.


This new title screen contains the 3 parts of the next demo. While the Story Mode takes you to the usual start of the game on the cargo ship, the Gameplay Mode takes you right to the autumn area for some awesome grinding. In this mode you can also use the menu and activate some skills! Cool! The Puzzle Mode will get you into our new environment for some nifty riddles including our newest puzzle elements.

Map Updates

While we talked about the layout of the area we came up with a handy way to easily sketch areas very fast. So I sat down, took my graphic tablet and spent the remaining day to create the first few maps of the autumn area. Wanna see how it looks? Sure you want to! Here you go:


You start at the bottom right and make your way over to the left side. We aim to make every map a little unique in its path and structure to make it feel more natural. You can also see that there are branching paths that will get you to different places. And who knows, maybe there is even treasure. ;)
Of course this only shows the layout. Here are some pictures for you to see how it looks in game:




To throw a ball, or not to throw, that is the question.

These maps really take a long time. Normally one day is enough to get everything together. But we wont stop there. There are still some details missing (like proper milestones). So we'll get back to these maps later for some polish. However, for now we want to focus on getting content done.

New Areas and Content Updates

Felix created new graphics for the puzzle area and adapted our existing puzzles graphics for the new environment.



In the second picture you also see the new changes for push-pull blocks. If you drag them over surfaces they now respond with dust effects and a small jitter while moving it around. It feels pretty neat and gives the large block that "heavy" kinda feel.

All in all the content pipeline is running hot. In fact, we already have our concept artist Frece sketch out new areas. Being the speedster he is, he comes up with really cool designs. Here's is a little teaser on two new areas:



What do you think?

And lets not forget about Tina, TQ, T-Free, Teflo and Intero (Lots of "T"s there).

Tina continues to work on graphics for the area we teased in the last update.

TQ or The_question makes some new props for the outer area of the cargo ship area (Yes we still feel like there is something missing on the details side of the area :D) as well some more elements for the autumn area.

T-Free works on new enemies for the autumn area.

Teflo is currently pact with college work and finals. But soon he will be back to create sound effects. For now we added placeholders sounds for different effects and most importantly background sounds. Roaming the outer area of the cargo ship is now accompanied by the sound of the ocean while you hear the sound of an engine inside the ship. It really gives the places much more depth.

And Intero works hard to create new music for the game and even finished a new one already! But you have to wait a little longer to get a peak at this one. ;)

So you see, (nearly) everyone is busy creating content for CrossCode. All this new content feels like the game is making a huge step forward and we can't wait to show it all to you in the next demo!

Alright, that's it! Hope you liked this update.

See you next time!

P.S. The next update will be postponed for a week. Felix will be at Siggraph (if you're there too, try to find him!) while I'm on vacation.

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Post comment Comments  (0 - 10 of 28)
ili53 Aug 12 2014, 1:03am says:

Please don't forget to add the possibilty to customize the controls. I mean every key and additional thumbkeys for mice.

+1 vote     reply to comment
Regiden Aug 19 2014, 5:52am replied:

Don't worry, it's planned since the initial release!

+1 vote     reply to comment
why_me Jul 22 2014, 9:40pm says:

After countless tries and fails, I have finally beat wave 2 of the bonus level! But then I realized wave 3 has 7 enemies at once. I surrender!

The tech demo is just so much fun by the way. I really can't wait to try whats next in store for cross code. All I hope is that there's no wave 3 with 7 enemies again. T_T

+2 votes     reply to comment
Regiden Jul 23 2014, 6:21am replied:

Thanks a lot!

You will find 7 enemies at once again! But they won't be as hard (maybe :p). For optional fights however such a challenge will become interesting again (like arena fights)!

+1 vote     reply to comment
MediaShuffler Jul 7 2014, 10:21am says:

Actually I tried it, and I didn't play it until the end, but it is really nice and well done. Good job ('till now ;) )

+2 votes     reply to comment
Guest Jul 6 2014, 4:32pm says:

This comment is currently awaiting admin approval, join now to view.

Regiden Jul 7 2014, 6:39pm replied:

We plan to release a demo at the end of this year. The final game will be done by the end of the next year (+ 2 months at max maybe. It depends on how smoothly development goes).

+1 vote     reply to comment
NickCh Jun 23 2014, 10:31am says:

Im in love with the game guys! good work!

+3 votes     reply to comment
CrusnikCore May 12 2014, 1:17pm says:

Enjoyed the Tech Demo. Tracking.

+4 votes     reply to comment
Regiden May 10 2014, 9:12am replied:

It good way to handle the second wave is to be patient. Wait for one enemy to use his charge attack. Cancel his charge with a big ball and hit him. Be aware of the other enemies using normal attacks and dodge away.
Hope it helps :)

+2 votes     reply to comment
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@RadicalFishGame I could have sworn I deleted that tweet... Anyway, that tweet was originally by me.

Aug 9 2014, 7:59pm by lachsen

I'm now from Kansas-City, Germany. #web3d2014

Aug 9 2014, 1:03pm by lachsen

I'm now from Kansas-City, Germany. #web3d2014

Aug 9 2014, 1:02pm by radicalfishgame

RT @lachsen: Currently trying to create some maps for #crosscode... while not falling asleep. Just arrived in Vancouver and my day is 8 hou…

Aug 7 2014, 6:01am by radicalregiden

Currently trying to create some maps for #crosscode... while not falling asleep. Just arrived in Vancouver and my day is 8 hours longer.

Aug 6 2014, 11:47pm by lachsen

RT @RadicalRegiden: Today, I did 2 maps and reworked another. Here is one of the maps #crosscode #gamedev #DoNotAngerHedgehogs

Aug 6 2014, 7:31pm by radicalfishgame

Today, I did 2 maps and reworked another. Here is one of the maps #crosscode #gamedev #DoNotAngerHedgehogs

Aug 6 2014, 5:41pm by radicalregiden

RT @lachsen: We decided to add sine variance in to our level curves. It will revolutionize RPG! #crosscode #gamedev

Aug 4 2014, 12:02pm by radicalregiden

We decided to add sine variance in to our level curves. It will revolutionize RPG! #crosscode #gamedev

Aug 4 2014, 10:18am by lachsen

@Evu_DE @RadicalFishGame Actually, that was intentional. We wanted people to never stop reading the update.

Aug 3 2014, 8:55pm by radicalregiden

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