

CrossCode
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About CrossCode
CrossCode pairs retro pixel art with brisk action-RPG combat. Use tools to exploit enemy weaknesses, then shape your approach with equipment and skills; puzzle-filled dungeons add exploration between fights. Steam PC player rating: 92% from 16,451 reviews. Released September 20, 2018. Interface languages: Simplified Chinese, English, German, Japanese, and Korean.
Credits
Lowest recorded in 36 months
$3.992025-06-18 · GOGBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| German | Yes | Yes | — |
Show 2 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-10-20
02Before you buy
How it plays
CrossCode is a single-player game on Steam PC with full controller support and a demo. Combat mixes fast action with equipment and skills.
Languages
Interface languages include English, German, Simplified Chinese, Spanish, and French. Subtitles are listed for these languages; full audio is not.
03Frequently asked questions
What are the battles like?
Fast action-RPG battles let you use tools, equipment, and skills to exploit enemy weaknesses.
How do puzzles fit in?
Dungeons combine exploration with puzzles, and each is described as having its own theme and puzzle mechanics.
What is the setting?
The story is set in the distant future and has a science-fiction setting.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
It's hard for me to play games. Every hour I'm playing a game is an hour I could have spent writing some useful code, getting some chore done, or exercising under the preposterous delusion I'll ever be skinny. This game breaks through that and asserts the value of the occasional diversion. It makes me smile when the world around me is a never ending stream of negativity about politics I stopped caring about long ago. This game made it so the Xbox 360 controller I bought doesn't just sit on top of my workstation collecting dust. I won't bother talking about the game itself. It's all already been said. You should buy this game. Don't wait for a sale, just get it. I just wanted to say thank you Radical Fish Games. I am eternally grateful for the small piece of happiness you've provided me.Show moreShow less
Less than the sum of its parts Under a microscope, (almost) everything on CrossCode was expertly crafted, it's astonishing. But when it all comes together, the pieces don't fit tightly enough, and you'll find a lot of frustration venting from the gaps. The problems: Pacing: most chapters start with you exploring a region until you find its city and gather quests that lead you to combat and crafting (with the resource gathering first). After leveling and gearing up, the only place left to go is the local dungeon, which are gigantic puzzle complexes (50+ rooms, takes a couple of hours to go through) that ends in gimmicky boss battles. Although it is a fine sequence, you will need to follow it in order to progress. That means doing hours of puzzle-solving, no matter how excited you were about getting into combat when you decided to play on a particular day. There are accessibility sliders that make timed puzzle mechanics go slower and enemy attacks weaker and less frequent. Still, you really need to like all aspects of the game in equal measure in order to not have a bumpy experience. Make sure about that before purchasing. Perspective: again, under a microscope, the spritework is amazing, very detailed, and well composed, as is the level design in its metroidvania-lite way of intertwined paths that lead to treasure chests. When put together, however, four times out of ten, it's hard to understand the different elevations of terrains, and so you often fall when following a path and have to backtrack two maps to where it started. Controls: actions consist of melee and ranged attacks, as well as dashing and guarding. Both on keyboard&mouse and controllers, the attacks are binded to the same key, as are dash and guard. You can rebind melee and guard, but not ranged and dash. As expected, ranged attacks are better done with the mouse, for precision, while movement, dashing, guarding in specific directions, and meleeing feel better on a controller, because of the analog stick. But combat, boss battles, and puzzles require all four to be working in union and with flawless execution. And that's the problem, you're always at odds with the controls, you always get to a section where you have to either change to the other type or push through the handicap. Playing CrossCode never feels natural, never feels immersive or intuitive.Edit: after a second playthrough, I no longer agree with my past self about the controls complaint, but I'm preserving the paragraph as it's mentioned in numerous commentaries. This is a wonderful game that I wanted to love and praise all the talent and time the developers placed on it, but on a day-to-day basis, I'm always hesitant to play it, because I know I'll get frustrated. If you've seen gameplay videos and are absolutely sure you won't have a problem with extensive puzzles gating you out of the rest of the game, nor with retracing multistaged steps after a depth perception confusion, nor with selecting control types, go for it, you'll find in it an underrated masterpiece.Show moreShow less
In A Nutshell 🔵 Pros + Very inspired and original setting, with good amounts of lore. + Fantastic art direction and style. + Superb combat system, rewarding both character building and skill equally. + Great and satisfying progression system. + Original trading system combining crafting and trade together. + Good storyline development and companions characterization. + Overall well thought-out, fresh, challenging puzzles. + Enormous world, featuring lots of different climates and themed areas. + Huge amount of secrets to discover. + Immense amount of items, materials, equipment, consumables. + Great balance and challenge consistency throughout the adventure. 🔴 Cons - A few optional puzzle-type quests are very annoying and frustrating. - Some fetch quests regarding < 1% drop chance items are a real chore to complete. - Several moderate quality of life issues regarding the in-game map. - The huge amount of mini jumping puzzles can result annoying while exploring. CrossCode is a quite unique take on the ARPG genre, as it tries to recreate an MMO-like world inside a single-player game, but unlike other games with this premise, does so in a very original way lore and setting-wise. One of the things that mostly impressed me is how much plausible the setting is, making you feel like you really are in an MMO even if you're running a single-player game. Besides this, this title sports a great amount of, well, everything: each area has its own themed monsters, secret ones aswell, staggering amounts of secrets, quests, recipes, items... CrossCode is big, in many ways, and shows it right off the bat. This game was promoted as a "Puzzle Action RPG" and is faithful to such description: the game is littered with various types of puzzles everywhere, mostly jumping puzzles while exploring, requiring you to travel a certain not obvious path to reach an area or item, while Dungeons feature more complex varieties, such as rail switching puzzles, block-based ones, logic enigmas, and many more. Aside from the puzzling, all the other core aspects of the genre are excellently realized here, from graphics, to story, to combat and progression. CrossCode demonstrates to be a work of passion, result of years and years of fine tuning, polishing and refinement. Rarely I have seen a game with this degree of precision in its realization, an outstanding job. This is a title recommended to players who enjoy puzzles and exploring, quickly-paced RPGs fans, sci-fi themed stories aficionados, and honestly to anyone wanting to play something really well made and original. The only people that should think twice before playing this game are casual players, as the game is very long, and also does not have a difficulty setting, proving quite a challenge the more it progresses, especially to inexperienced users. Liked this review, and want to see more of the same quality? Check out Tamaster's Review Archive to see all my Reviews in a single, convenient location. In-depth Feature Analysis 🎮 Gameplay The gameplay of CrossCode features exploration and combat as its strong suits, plus the dungeon and quest-related puzzling, of course. The world is divided into various areas, all interconnected, and featuring many secrets, quests and areas only unlock-able later with specific items or skills, so expect a lot of "intelligent" backtracking to gather what you left behind. As mentioned before, getting most hidden items in the various levels is a matter of fighting the right path to them, resorting even to very contorted jumping paths around the whole map to get to a crate Generally, the harder a crate is to reach, the better is the reward, so there actually is meaning in doing such puzzles and players feel compelled to do so. Puzzles other than jumping-related ones are mostly found in dungeons, and are different for each dungeon, as every one of them has a specific theme. Expect block dragging puzzles, logic, moving platforms, and all kinds of weird things mashed together, even enemies and puzzles together! In this side, CrossCode is really brilliant and makes challenging, interesting puzzle sections without them being too frustrating or hard, most of the time at least. Some of them are REALLY tough and even puzzle veterans will be in trouble. Trading / Crafting are mashed together in this title, as vendors will require materials other than money to sell you a certain item. Materials are gathered from environmental elements and also enemies (also loot crates and quests give them sometimes). Here another original mechanic called "combat rank" comes into play: if you kill many enemies fast enough without stopping, your combat rank increases, allowing you to drop more rare materials. This encourages quickly rushing maps to mow down dozens of enemies to "grind" materials for quests or items. 📖 Story CrossCode narrates a quite varied story, that starts out as a seemingly cheerful act, but as it progresses, reveals more and more dark tones to it, implying disturbing events and facts. Dialogues are well written, quests plausible, character personality is top-notch, while world and lore in general are very interesting and original. Overall, excellent work. 👊 Combat System The title proposes a very fast-paced top down action RPG combat system, but with various original additions to the base formula. other than the already explained combat level feature, CrossCode also sports four different elements, unlock-able through the adventure, each with its own skill tree and abilities, swappable at anytime during combat, modifying statistics and abilities in a dynamic way. A player can make one element's tree to be a DPS build for example, but then switch to another built as Tank if the need arises. This deepens a lot tactical possibilities. Enemies can be "broken" by hitting them with a ranged attack, or other means sometimes, while they charge a powerful blow, and make them more vulnerable for a couple seconds. This is a fundamental mechanic. Parrying and doging are also present, featruring skill-rewarding systems such as perfectly timed parries absorbing any damage, same for dodge. Overall the combat is very well made and satisfying, one of the best examples this genre as a whole has to offer. 💰 Content & Pricing Priced at 20€ base price, and offering very around 80-100 hours of content (mostly GREAT content) as stated by the Devs, CrossCode is a true bargain and for this price, there is just no reason for not getting it. 🔗 Balance & Challenge The balance is spot-on offering a consistent challenge for the whole adventure, which is fairly difficult but never overly so. Some grinding is all you need if you find yourself underpowered, as in any RPG. Technical Analysis 🎥 Graphics Superb modern pixel-art style, with great quality of characters in dialogues, expressions, environments, and effects. There is just so much detail in every place, house and biome you will visit, it's a true joy for sight. Excellent. 🔊 Sound Very good soundtrack and effects overall, solid. 🔩 Performance & Stability No issues to report. Rock-solid. 💻 Artificial Intelligence Enemies will use different attack patterns based on situation, and are quite effective at it too. Expect a varied combat experience based on this. 🏠 Quality of Life More types of map markers are needed to differentiate types of collectibles to take later. Missing player position on local map. Nothing else. 🐛 Bugs & Issues Gamepad sometimes stopped working randomly. Conclusion CrossCode is an incredible Action-RPG, well made in almost all aspects and a true masterpiece. RATING: 9.0 / 10 This product was reviewed using a free key provided by the Developers.Show moreShow less
If you do not like puzzles, do not get this game. It isn't a 2D action-inspired RPG. It is first and foremost a puzzle game. Everything is a puzzle in it. There's puzzles within puzzles. Every damn screen is virtually a puzzle. 80% of the time you play the game will be spent solving puzzles. I found the game immensely charming for first couple hours because the graphics are beautiful, it controls well, and the characters were very likeable. Unfortunately, the game just kept doubling down on the puzzles. And that's fine, but I hate puzzles. And that's most of what this game is. I'm glad people have access to a game like this because there aren't many games that are so puzzle-centric. For me, however, it was pure drudgery and I could no longer stand it. So if you are like me and do not enjoy puzzle, avoid it at all costs. You will not be able to just look past the puzzles. They are the focal point of the game above all else.Show moreShow less
TLDR: buy it. You owe it to yourself. Give it some time to warm up; this one's a slow cooker for about 10 hours. I was perusing through Steam to see what was labeled "Overwhelmingly Positive" that I haven't heard of yet. I stumbled upon CrossCode...and figured I'd hate it. 1: Another copy of a Snes style game? ugh. 2: set in an MMO world as a single player game? UGH. 3: Silent...protagonist....uuuuuuuuuuuuuugh Gotta say, I was pretty wrong on all 3 counts. I'm glad I was. 1: CrossCode is a game written in HTML 5, and this is a 16 bit game done right. It has a unique battle mechanic involving a sort of pinball-esque throwing system paired with a melee. It's easy to learn, difficult to master. PERFECT. 2: It IS set in a MMO, but the plot is done in a way that I haven't seen 1000 times over. Nobody is trapped in the game, and there's a reason the setting exsits within it. I won't spoil anything, but the plot is very well thought out and executed. 3: Lea is silent for a reason. And even within that, she can say a few key wods. Her vocabulary expands as the game progresses, and it's really interesting to see how much she can actually say with so little. This sort of ties in with the plot, but Radical Fish found a way to throw in that trope in a new and interesting way. All in all I just finally beat the game after 130 hours. And boy am I glad I misjudged this game. It is a great addition to my library and I'll be vehemently recommending it to anyone who's a fan of ARPGs, or even just RPGs. Also, if you want to know HOW much I liked this game, this is literally my first review on Steam. Ever.Show moreShow less
Sigh... this is the worst kind of review to write. For one, I can tell genuine effort was put into this game, a lot of it. Two, I did enjoy this game to some extent and there are elements here that work + potential for a better game buried in there somewhere. And three, I have several friends who like this game quite a lot. I don't really want to be the dissenting voice here, but I'm also not about to lie and say I liked this game. I'll begin with the stuff I did like, I guess. The game looks great, all the areas are pretty diverse and colorful. The one gripe is that the isometric view + 3D spaces isn't a great fit, but more on that later. And the music is generally pretty good too, wouldn't say I loved the soundtrack but it's more than good enough. The plot itself is... fine, but as the main selling point for me personally I felt it was maybe a bit disappointing? It doesn't help that it feels incomplete. As in, there is literally an epilogue that's not yet in the game, that might help with the problems the story has. There's also a major questline that is, at this moment, unresolved, which... is just as disappointing. The story also takes its sweet time to really get going - the bulk of the plot pretty much doesn't kick in until chapter 7, which is by far the best stretch of the entire game, for the record. Err, positives. I do like the basic mechanics a fair bit, the core combat does feel good and there's a lot of potential in building your character different ways, plus the elemental gimmick to mix things up a little. If I had anything to gripe about in this category it's that there's no one good control scheme - on controller I found it basically impossible to aim the gun which made it not a valid option, and on mouse+keyboard the way to melee attack is a bit clunky, as well as switching between elements. So yeah... and the stuff I didn't like? Well, let's start at the start. The map design. I get it. I understand why there is so much effort put into making these maps elaborate and complicated. But it feels more unnecessary convulted and, ultimately, tedious. I liked the mazelike map design that encouraged exploration at first. But trying to find the one spot you can use to get higher, or the one spot to shoot a specific switch, which for the record could be a screen or two away (or more!) fairly frequently, gets old fast and I was already tired of it by the second main area. And it just goes on... especially when you get to the ultimate maze of disaster in the jungle area. So. Take that map design. And add in a mechanic all over the place that you cannot interact with until after you clear the dungeon at the very end of the map. And then decide to make that the largest area in the game (almost double in size of any other area!). And that was the point where I got completely fed up with the map design. Ironically, the last zone is probably the best designed in this regard, but it's too little too late. Next... the puzzles. Uuugh. This game really likes forcing you to make really precise, awkward shots, especially under time pressure. And the puzzle design just... doesn't feel tight, at all. Add in the fact that dungeons are primarily just onslaughts of these puzzles, including puzzles that can be 40+ second sequences of guiding a bullet, in pretty much every dungeon towards the end, and... again, I got tired of these reeeeal quick. I don't even know if all the individual puzzles are bad, heck, I'm pretty sure most of them are good. But they are more often than not far more difficult to execute than they are to figure out and any sense of accomplishment at solving what the puzzle is gives way to frustration and exhaustion on having to redo the long bullet sequence for the 20th time just because the wave ball decided not to go off its podium at the very last obstacle of the sequence. Again, there are 6 of these dungeons. And three of them are pretty much back-to-back with very little in between them, too! Including that the third one doesn't even introduce new mechanics and just remixes mechanics from the previous two! Wow! And then... the enemy and boss design. So, you know how usually games will have some really basic enemies to warm the player up on? Well, the first real area of the game starts off with a basic mob... equipped with an invincible roll move, that it likes to use frequently. And the second mob spends 90% of its time underground, only making itself vulnerable when it attacks. And the third mob is a big, bulky enemy that you can only hit from behind, that you only get the chance to hit when it charges at you and misses (or if you're like, super good with rebounding shots, which you will not be in the very first area). On top of that, pretty much consistently no matter your level and gear you will still take boatloads of damage from any basic enemy attack in basically every area. And the enemies only get more convoluted and complex as the game goes on. And then every last boss is a puzzle boss, without exception. Often this includes the trapping of "boss is invincible until it lets you attack it" which is the ire of any boss design anywhere. Or the boss has a shield that you have to take down to be able to damage it, but every boss also works in phases and blocks you from attacking whenever you reach the next phase, meaning that if you knock off 90% of a bosses' health and it puts its shield back up, have fun knocking that shield back off just to deal the last 10%. And again, everything does bananas damage to you even with good gear and stats. The worst bosses, ironically, tended to be confined to the side quests, which, more on later. But the issue is... you give the game a good combat system, that feels good to fight with, and then you hardly get a chance to use it while you're stuck fighting gimmick enemies most of the game. And the quests... well, okay, they're more of a mixed bag. "Defend the thing" quests are bad, always have been. If you're underlevelled for a quest by more than a few levels, don't even bother, even if the game isn't gonna stop you. Some quests just have you playing random minigames like the simon says quests or the tower defense quests. And I'm sure I'm not even remembering them all. I do like some of the quests - Henry's questline is actually pretty basic but feels good to fill out, and there are some decent platforming challenges mixed in there, and I did go out of my way to clear every quest in the end but was always left with the feeling of dread of "will this be a fun one or will it be infuriating". So what it boils down to I guess is... everything feels way overdesigned, all the time. Strip back the convoluted map design, strip back the abundance of puzzles to a more reasonable number & tighten them up, strip back the number of gimmick enemies and give more straightforward fights more frequently mixed in with the puzzle fights, and there's probably a much better game to be found here than what was presented. I also can't neglect to mention that the game clearly isn't finished - aside from the epilogue and incomplete questline, some areas towards the end just feel... off. Sapphire Ridge has basically no life to it and almost no quests as well, and rhombus square, which hangs over your head pretty much all game, turns out to be an almost completely barren void of anything interesting - I know some DLC is on the way to remedy this but it was probably the most disappointing moment of the entire game to go here and find out that there's absolutely nothing here but a small few jumping puzzles and a few shops. It's,... disappointing and frustrating more than it is outright bad, and would probably get more of a "meh" from me if steam gave that option, but I definitely wouldn't personally recommend it myself and I mostly wish I enjoyed it a lot more than I actually did.Show moreShow less
I can finally play an MMO without having to interact with other people.Show moreShow less
The amount of hours in game is probably more than the time i actually spent playing. As of me writing this review I haven't finished all the playable content that is available, and I haven't played in a while. I have finished the Faj'ro Temple, in which you receive the second element, if that gives you a better idea of where I am. It is by no means a bad game; it just falls short of the potential I saw in the original demo and has some caveats that make the game unenjoyable at times, which I currently don't see reflected in the reviews. There are a lot of good ideas behind this game. However, due to the nature of the many features (like leveling, an expansive skill tree, equipment, and consumables) that they tried to shove into the game in combination with the existing combat, the balance has suffered and your character is incredibly overpowered. To compensate, they just made many of the generic enemies harder to hit, which just makes the game more frustrating. You spend a lot of time running around not only to avoid getting hit, but just to get the right timing and aim necessary for a few hits on your evasive enemies. The player's strengths and weaknesses are not as reflected in these enemies strengths and weaknesses as they should be. The experience gains are also ridiculous. Just the quests alone will overlevel you, not even taking into account grinding with the exp and item drop boosts of the rank system, or the puzzle dungeons. Pros: Great exploration Decent puzzles Well structured boss fights Transparent dev team (if you're into that) Beautiful assets Resettable keyboard and mouse controls. Decent controller layout (but not remappable yet) Neutral: Story starts out well, but slows down considerably Quickly switching elements while moving may be difficult on the default keyboard layout Cons: Poorly balanced Tedious generic enemy fights Easy accidental overleveling Other features of note: Expansive element based skill trees Quests with dynamic exp gains based on level Equipment Item drops NPC trading and shops NPC party system Various stats and lore menus Overall, the devs seem to have bit off a bit more than they can chew at this time, and the execution has suffered. It's not a bad game, but there are games with similar combat that play better. Also, for anyone wondering, this game does support the Dualshock 4 controller.Show moreShow less
*almost 1500 hours played of a single-player game with no procedurally-generated or random content and an estimated playtime of 40 hours* Um, yeah, so I kinda like this game and think it is very good.Show moreShow less
I have such complicated feelings about this game because on a surface level, it ticks all the boxes. Pixel art, action RPG mechanics, deep and engrossing story, compelling skill tree progression, etc. But by the time I was about halfway through, I could not wait for this game to be over. I think CrossCode was made by and for people with more patience and skill than I have, because for all the thought that was put into all the gameplay mechanics, I just found the game more and more infuriating and not fun the further I progressed. The dungeons don't merely wear out their welcome. They are the guests that stay too long, eat all your food and leave their rubbish everywhere. The dungeons are INTERMINABLE. So many endless rooms of extremely finicky puzzles, trying to aim quickly and jump accurately and failing while racing against unforgiving timers. I would sometimes spend 1-2 hours in these things only to find I was halfway done. It's exhausting. The combat has great ideas, brought down by irritating enemy design and pointless limitations. I got so sick of creatures bum-rushing me and interrupting my shots; aiming is already annoying enough without getting constantly knocked back and having to set up the shot again. The elemental overload mechanic is a useless, pointless, irritating constraint that sucks most of the fun out of using elemental skills, and does nothing but waste time during fights where you need to be constantly swapping elements. By Chapter 7 I had turned the damage slider all the way down because combat was making me so angry that I just wanted it over as quickly as possible. I like the story hooks of CrossCode; I enjoy the way the game-within-a-game setting allows for some really fun metatextual references and jokes. But man, did I ever hate some of these characters. Roughly half of them are the kinds of people I used to avoid like the plague when I played MMOs, the sort of overbearing, overly competitive, abrasive personalities that I tried to minimise interaction with at all costs. Emilie is the worst offender in this regard. I spent the whole game wishing there were an option to unfriend her. And (minor spoiler in this paragraph) I really hated the stuff with the main character's speech module malfunction. You learn at the outset of the game that your character cannot speak but for a few words, and the reasons for this are explained as the story progresses, but it is never fixed or resolved, and in my opinion the story suffers for the main character's inability to explain what is going on. There are a bunch of misunderstandings and awkward situations that arise because of this, that in the end only served to make me dislike the characters more. and as the game wore on I eventually started skipping all nonessential story dialogue because I was just so tired of looking at Lea's dopey facial expressions accompanied by "Lea! Hi! Wait! Sorry! Bye!" That said, there are some really nice resolutions between the characters at the end of the story that I enjoyed and appreciated. Oh and one more thing. Pixel artists, PLEASE. If you're going to create 16-bit style maps that allow us to run and jump all around cliffs and platforms, then you've really got to do SOMEthing that makes it more obvious where platforms are in relation to one another. It is so tedious to have to repeat areas multiple times because there is no way of knowing that the ledge I'm jumping to was higher than the one I was on. This happened CONSTANTLY. I'm a child of the '80s. I love pixel art; it's my childhood. But it needs to be done better than this. Like I said earlier, I think this game for me is just a matter of unmet expectations and a skill and patience requirement that I do not have. Obviously many people love this game, and it's quite likely that you will too. I'm just glad I saw it through to the end, and now I can uninstall it and not think about it anymore.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.



