CrossCode on Steam - User reviews, Price & Information

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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.

CrossCode is a action rpg, pixel graphics and rpg game developed by Radical Fish Games and published by Deck13, WhisperGames, DANGEN Entertainment and Mayflower Entertainment.
Released on September 20th 2018 is available on Windows, MacOS and Linux in 5 languages: English, German, Simplified Chinese, Japanese and Korean.

It has received 16,866 reviews of which 15,699 were positive and 1,167 were negative resulting in an impressive rating of 9.1 out of 10. 😍

The game is currently priced at 19.99€ on Steam, but you can find it for 6.20€ on Gamivo.


The Steam community has classified CrossCode into these genres:

Media & Screenshots

Get an in-depth look at CrossCode through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows XP
  • Processor: 2 GHz dual core
  • Memory: 2 GB RAM
  • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
MacOS
  • OS: Mac OS X
  • Processor: 2 GHz dual core
  • Memory: 2 GB RAM
  • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
Linux
  • Processor: 2 GHz dual core
  • Memory: 2 GB RAM
  • Graphics: Hardware Accelerated Graphics with dedicated memory, 1GB memory recommended
  • Additional Notes: Limited Gamepad Support. 3rd Party Tools might be required

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

April 2025
One of the best games I've played on Steam. Great story, gameplay, audio, and visuals. The art for the characters in dialogue is so expressive. The dungeons and puzzles give me a zelda-ish vibe, but with more difficulty and complexity. The combat has variance, nuance, and difficulty to it as well. For those who enjoy finding secrets and working through multi-layer platforming puzzles, that is an optional form of content for you as well. The story is well thought out and felt very impactful to experience. For those who are interested in it, there are accessibility features which help tune the difficulty of the game in case the challenge is not desired. Overall, one of my top games played in 2024. Do recommend.
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Jan. 2025
this game is fantastic but at the 13 hour mark, it feels like theres too much of it, and i gotta push to continue playing more of more-or-less the same. inb4 food analogy, but imagine you order a pizza, but instead you get like 8 pizzas. all of its equally high quality, but im not eating 80+ slices bro, im already full by the 10th slice. so if theres one thing to take away here, its that you should probably pace yourself when playing this, and avoid doing too much of the optional content, as fun and authored as most of it may be. and it is absolutely worth playing, my thoughts were entirely glowing up until my last play session made me realise why i'd put off playing it for two weeks. the biggest thing this game does well is how holistic its core gameplay is. a lot of games segregate or downright instance their gameplay elements; so for example in other games, you'll be in the overworld doing a puzzle, then you go into a platforming room, then you get locked into an arena where you fight enemies. this results in a sequence of 1 dimensional gameplay styles, but crosscode integrates all of it into one. all of your combat tools are also your puzzle solving tools, and the platforming of the vertically layered stages is relevant to both. so you get this wonderful multi-dimensional space of gameplay possibility, where a given challenge can be any fluid combination of combat execution (usually aiming), movement, exploration, puzzle solving and platforming. and it explores all of these possibilities very well. i bring this up because one of my major pain points with the JRPG genre is the complete lack of this. if you're like me and you enjoy the concept and aesthetics of JRPGs, but are bored by the gameplay of walking down interaction-less dungeon corridors with completely instanced and spatially irrelevant battle scenes, then crosscode will be what you want. the fact that you can jump especially gives the entire game so much more interaction and the spaces more mechanical meaning. in a lot of RPGs, towns are just glorified menus, where you walk between houses to read text boxes, buy items, or maybe find a secret chest if you're lucky. but in crosscode, even the areas with no enemies have you engaging with the core gameplay through these little parkour puzzles. and thats completely ignoring the sidequests that DO have you fighting stuff in the towns, which more games need to do (especially if combat is their only gameplay) i think many action rpgs could learn a lot from crosscode, because its the only ARPG i can think of that does this all this so well. the closest game is like kingdom hearts 1, but even in that game the combat was fairly isolated from all the adventure game elements. to briefly level a complaint at the combat, i feel it could take more cues from shmups in such a projectile focused game. there are plenty of interesting bullet patterns, but the hitboxes are too large and your inertia too high to really dodge them. by that i mean raw touhou dodging, not dodge-roll i-frame dodging, the latter of which is the strategy most of the time. the game does well with the defensive mechanics present (though it really needs an indicator for unblockables), the perfect guard stops it from being too roll-spammy and theres other abilities besides, but i feel like theres untapped potential here with the natural complexity of raw dodging patterns if the game really allowed it. as is, you mainly find yourself right-clicking away from or through various bullet waves and melee bumrushes without too much thought on space or positioning. but it does work and is suitably fun and challenging, not to mention the extra layer of on-the-fly puzzle solving often involved in major encounters. besides gameplay, its also got good music, detailed art and a good aesthetic (though i wish it leant more into the y2k/sci-fi over the cozy stardew valley kitsch). the story has an intriguing premise and works perfectly as a framing device for all of the mechanics that other games take for granted without bothering to contextualise (there are stats and MMO npcs because it literally takes place in an MMO), and it effortlessly marries the themes and the gameplay as a result. writing and characters are fine, its not anything elaborate or particularly colourful but its pleasant and earnest. lea is the highlight for me, mainly because she can't speak and communicates mostly non-verbally, so you kinda project more depth onto her than the other characters show. theres a lot of pathos to the idea of this character whos so warm and eager to connect with people, but is physically unable to speak, and i expect the story will capitalise on it. any pushing through this game from me will be to learn more about her. but that kinda gets back to the start of the review. this is a good ass game but im not sure if its a '100 hours' good ass game. by the point im at, youre pretty full, and unlike a zelda game (which is also much shorter), the progression here doesn't change the gameplay and entire map in the way that something like getting the hookshot or bow does. you get new elements, but theyre basically just keys; stuff like ice blocks you need to melt to access a previously inaccessible area. you do unlock cool new combat abilities with the skill tree for each element, but theyre optional and can't have any challenges specifically designed around them, so it seems from beginning to end you're just throwing balls at bruddas in some configuration. this would be perfect for a shorter, more replayable game that explored the permutations at a much faster pace, but not for this. its like, resident evil 4 is exceptional and you could comfortably get 40 hours between replays and bonus modes, but if the campaign itself was 40 hours it wouldn't work. and i use that as an example because that game ALREADY starts to drag past the halfway mark, despite how tight it is. you either need insane levels of depth and variety in core gameplay, or a fast paced episodic / constantly evolving narrative to maintain attention over that length. by the time you've cleared the first real dungeon and got the first of the act 1 mcguffins in this game, you're 4 hours out of midgar in ff7 and balls deep in the medallions in OoT. so if theres something i hope the devs learn in their successor to this game, its to trim stuff down. not because any of the content is bad or filler like an open-world game, but because too much of good but somewhat interchangeable content harms the overall experience. did there really need to be 5 sliding block/bomb puzzles in a row before getting the boss key in the ice mines, even if all 5 were thoughtful and challenging? did autumns rise really need so many similar screens and 20 sidequests? all of these things are distinct enough from each other not to feel repetitive in the moment, but in the bigger picture, they're kind of redundant. its in the not-so-sweetspot of being unique and tightly packed enough that you're initially compelled to do all of it, but still so much that it gets tiring. but ultimately this is an exceptional game in most areas, and an easy recommend if you like action-RPGs or zelda-likes at all, but know that you're mileage may vary and the well-spent hours might not take you to the credits.
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Dec. 2024
Still the only video game to make me ugly cry. Some shows and movies have made me cry but this was the first game and oh my god. Please play it. Pretty pretty please. You will be so happy with your decision.
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Aug. 2024
Peak. So peak. Like literally, it is my favorite game of all time, and if you have not tried it out yet, you should. The characters are great and the music is amazing. The puzzles range from easy to challenging, and the fighting is really good. One tip for the puzzles is that if it seems too complicated to solve, you are probably overthinking it. I know I felt dumb after figuring out that a solution to a puzzle I was stuck at was so simple.
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July 2024
I've played a lotta games in my day, starting way back in the 80's, and I can confidently say this is one of my favorites. The characters are fun and endearing, and the gameplay is challenging, rewarding, and fair. That said...the question here isn't whether or not I personally liked the game, it's about whether or not I recommend You playing it. But then, that depends an awful lot on you, doesn't it? One of the first few screens this game will show you is one that explains that the combat and puzzles are meant to be challenging. I think a lotta people misunderstand what they mean. "Challenging" tends to be an overused term I think...sorta like "may cause drowsiness" on medicines. They put that on everything from ibuprofen to xanax. Same with games that claim they're challenging. To continue my medicine analogy, on a scale of ibuprofen to xanax, this game rates as a quaalude or phenobarbitol. To drop the metaphor...when they say challenging they don't mean you might have to fight a boss two or three times, they don't mean you'll have to try a puzzle a few times before you get it right. They mean challenging like Ninja Gaiden or Mike Tyson's Punch Out, as two NES examples. The kind of challenging that will make you wanna scream, throw your controller across the room, and punch the game in the face. That's what they mean by challenging. For instance, as one (allegedly) professional review site said "...even after understanding what we were supposed to do, it still took everyone in the office dozens of tries before even one of us could do some of the puzzles". Which, first of all, is probably the definition of a skill issue. But also, is a fair definition of what "challenging" means in terms of this game. As combat goes, you have a melee and a ranged attack. You also have a dash and a shield. You are expected to use them All regularly. You will have a bad time if you don't. As puzzles go...there's a ton of interesting mechanics, which don't have an explicit tutorial. Instead, the first few puzzles after a mechanic is introuced are the tutorial puzzles. These will then become more and more complex, and often include sequences of actions that must be performed in a certain timing. Dungeons will typically alternate between a fight room and a puzzle room. Increasing in difficulty until the puzzle "boss", followed by the actual boss. You may very well have to retry both bosses dozens of times. So then, do I recommend this game to You? Do you find the puzzles in most modern games challenging, or even amusing? Is your idea of challenging "I could barely focus on the podcast I was listening to while fighting that boss" or "Man, that puzzle took me three tries and I still barely did it!"? Then no, I do not recommend you playing this game, you'll just turn into another embarassing salt dispenser in the discussions. If you enjoy overcoming challenges that will push you to your limits, then yes, absolutely!! This is a must play gaming experience for you in that case!
Expand the review

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Frequently Asked Questions

CrossCode is currently priced at 19.99€ on Steam.

CrossCode is currently not on sale. You can purchase it for 19.99€ on Steam.

CrossCode received 15,699 positive votes out of a total of 16,866 achieving an impressive rating of 9.08.
😍

CrossCode was developed by Radical Fish Games and published by Deck13, WhisperGames, DANGEN Entertainment and Mayflower Entertainment.

CrossCode is playable and fully supported on Windows.

CrossCode is playable and fully supported on MacOS.

CrossCode is playable and fully supported on Linux.

CrossCode is a single-player game.

There are 5 DLCs available for CrossCode. Explore additional content available for CrossCode on Steam.

CrossCode does not support mods via Steam Workshop.

CrossCode supports Remote Play on TV. Discover more about Steam Remote Play.

CrossCode is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for CrossCode.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 06 June 2025 06:30
SteamSpy data 12 June 2025 02:01
Steam price 14 June 2025 20:45
Steam reviews 13 June 2025 15:53

If you'd like to dive deeper into the details about CrossCode, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about CrossCode
  • SteamCharts - Analysis of CrossCode concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck CrossCode compatibility
CrossCode PEGI 12
9.1
15,699
1,167
Game modes
Features
Online players
125
Developer
Radical Fish Games
Publisher
Deck13, WhisperGames, DANGEN Entertainment, Mayflower Entertainment
Release 20 Sep 2018
Platforms
Remote Play
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