Generic filters
Filter by Platforms
Select all
Famicom Disk System
Game Boy
Game Boy Advance
Game Boy Color
Google Stadia
New Nintendo 3DS
Nintendo 3DS
Nintendo 3DS eShop
Nintendo 64
Nintendo DS
Nintendo Entertainment System
Nintendo Switch
PlayStation 2
PlayStation 3
PlayStation 4
PlayStation 5
PlayStation Network (PS3)
PlayStation Network (PSP)
PlayStation Network (Vita)
PlayStation Portable
PlayStation Vita
Super Nintendo Entertainment System
Wii Shop
Wii U
Xbox 360
Xbox 360 Games Store
Xbox One
Xbox Series X
Xbox Series X/S
Xbox Series X|S
Filter by Developers
Select all
1-UP Studio
AlphaDream Corporation--Ltd.
Animation Magic Inc.
Arc System Works Co.--Ltd.
Atlus Co.--Ltd.
Bluehole Ginno Games
Bluehole Studio
Brace Yourself Games
CD Projekt Red
Criterion Games
Digital Hearts Co.--Ltd.
Dingo Inc
EA Bright Light
Epic Games
First Strike Games
Flagship Co.--Ltd.
Genius Sonority--Inc.
Grasshopper Manufacture inc.
h.a.n.d. Inc.
Hello Games
Hexa Drive
id Software
Imagica Digitalscape Co.--Ltd.
Insomniac Games
Inti Creates Co.--Ltd.
Jupiter Corp.
Kinetic Games
Koei Tecmo
Massive Entertainment
Matt Dabrowski
Mobius Games
Monolith Software--Inc.
Motive Studios
Naughty Dog--Inc.
Neowiz Games
Nintendo EAD
Nintendo EAD Tokyo Group No.1
Nintendo EPD
Nintendo SPD Division
Nintendo SPD Group No.3
Omega Force
P Studio
Panic Button
Pentavision Entertainment
People Can Fly
Pillow Castle Games
Pure Sound Inc.
Radical Fish Games
Red Storm Entertainment--Inc.
Remedy Entertainment Ltd.
SadSquare Studio
Satelight Inc.
Square Enix
SRD Co. Ltd.
Studio Zero
Sucker Punch
Supergiant Games
Tantalus Media
Team Ninja
TOSE Co.--Ltd.
Ubisoft Annecy Studios
Ubisoft Bucharest
Ubisoft Montreal Studios
Ubisoft Reflections
Ubisoft Shanghai Studios
Ubisoft Sofia
Ubisoft Toronto Studios
Visual Impact
Wales Interactive
WayForward Technologies
Young Horses
Filter by Publishers
Select all
505 Games
Acclaim Entertainment--Inc.
Annapurna Interactive
Arc System Works Co.--Ltd.
Atlus Co.--Ltd.
Atlus U.S.A.--Inc.
Bethesda Softworks
Bluehole Ginno Games
CD Projekt SA
CyberFront Corporation
Dangen Entertainment
Deck13 Interactive GmbH
Deep Silver
Electronic Arts
Epic Games
Gearbox Software LLC
Ghostlight Ltd.
GungHo Online Entertainment
Hello Games
Inti Creates Co.--Ltd.
Kinetic Games
Koei Tecmo
Neowiz Games
NIS America--Inc.
Pentavision Entertainment
Pentavision Global--Inc.
Philips Interactive Media--Inc.
PM Studios
SadSquare Studio
Sony Interactive Entertainment America
Sony Interactive Entertainment Korea
Spike Chunsoft
Square Enix
Square Enix Ltd.
Supergiant Games
Tencent Games
The Pokémon Company
Ubisoft Entertainment
Wales Interactive
WB Games
Xbox Game Studios
Young Horses
Filter by Franchises
Select all
Alan Wake
Animal Crossing
Assassin's Creed
Balloon Fight
Breath of the Wild
Compilation of Final Fantasy VII
Crypt of the Necrodancer
Dynasty Warriors
Far Cry
Final Fantasy
Hyrule Warriors
Iron Man
Mario & Luigi
Marvel's Spider-Man
Megami Tensei
Persona 2
Persona 3
Persona 4
Persona 5
Persona Q
Persona: Dancing Night
Shin Megami Tensei
Star Wars
The Division
The Last of Us
The Legend of Zelda
The World Ends With You
Tom Clancy
Watch Dogs
Filter by Themes
Select all
Alternate Historical
Comic Book
Modern Military
Filter by Genres
Select all
Dual-Joystick Shooter
First-Person Shooter
Flight Simulator
Light-Gun Shooter
Minigame Collection
Vehicular Combat


CrossCode is an action-RPG created in HTML5 by a German team named Radical Fish Games for Windows, Mac and Linux computers. Development of the game began sometime in 2011 and was initially released to the public in December 2012 as a tech-demo that only consisted of one area. Several other demos and builds of CrossCode were released in the following years but full-time development started in 2015 when the team launched an Indiegogo campaign on February 25th to help fund the project, which ultimately raised €90,026. The game soon became available as an Early Access title through Steam on May 15, 2015 and eventually left the service with version 1.0’s release on September 20, 2018. Radical Fish Games is also planning to release ports of CrossCode for the PlayStation 4 and Nintendo Switch sometime in 2020.


CrossWorld's first town Rookie Harbour
CrossWorld’s first town Rookie Harbour

In a distant future a whole planet has been turned into a giant playground for an augmented reality MMORPG called CrossWorld, where people can log into physical androids called “avatars” that are remote controlled by players on Earth. The main character “Lea” is one such player, who has seemingly lost her memory after playing and, following a brief explanation by some the MMOG’s staff, is sent back into CrossWorld where her best chance of regaining her memory is by playing the game.


While being set in an MMORPG, CrossCode itself is an single-player action RPG reminiscent of SNES and Playstation 1 era JRPGs. Its most distinct quality, for a game of that genre, is its top-down shooter like control scheme, which makes both gamepad as well as mouse & keyboard viable options. Also noteworthy are the puzzle filled dungeons not unlike those of the Zelda games. Apart from the action oriented gameplay the game also comes with elements one comes to expect of an RPG such as a leveling system with skill tree, a story with multiple supporting characters and an open world.

The gameplay consists of combat, puzzles and some platforming. The player’s main tools for those tasks are melee attacks, guarding, dashing and long range projectiles (named VRPs for Virtual Ricochet Projectiles, a.k.a. Balls).

A charged VRP can bounce between walls to solve puzzles.
A charged VRP can bounce between walls to solve puzzles.

Due to the heavy emphasis on throwing projectiles a comparison with top down shooters stands to reason. In most puzzles switches and other elements need to be hit from a distance, some of which require quick and precise inputs. By aiming for a short amount of time the player can shoot charged VRPs, which can ricochet of walls and reach places, which might be out of line of sight, hence their name.

Long range attacks also have their place in combat, where they can be used to keep a distance from enemies or to exploit weak spots, whenever such a chance arises. A fight against multiple enemies of different types can itself be seen as a puzzle, as each of them has their own attack pattern and needs to be taken out in their own way. The knowledge of how to deal with those situations becomes just as important as reaction, timing and execution. While most enemy types reward waiting and striking in the right moment, more seasoned players might try to get into close combat as much as possible, dealing considerably more damage but being at greater risk of taking hits themselves.

A Perfect Guard is not only used defensively, but also to disrupt the enemy.
A Perfect Guard is not only used defensively, but also to disrupt the enemy.

In defense the player can choose between the guard, to block imcoming attacks and reduce the damage taken, and dashing, to evade and keep a distance. However both of these can also are useful to maximise damage output. For example guarding can be used to “perfect guard”, which requires the player to guard in the exact moment of impact in order to “guard counter”, allowing to deal extra damage. Similiarly melee attacks and projectiles are used to end some enemies’ attacks prematurely by hitting them as they are charging up. Overall all four main skills can be used in different ways and combinations, allowing for a variety of different fighting styles.

Adding to that the player can choose between four elements: heat, cold, shock and wave, which they have to collect over the course of the game, plus the neutral element. They add their respective elemental effects to the player’s attacks, increasing the damage against enemies with certain elemental weaknesses, but likewise decreasing it in case of a high elemental resistance. In puzzles they are also mandatory, for example to melt down ice barriers in heat mode.

Shizuka performing a level 3 melee heat Combat Art
Shizuka performing a level 3 melee heat Combat Art

Each element has its own skill tree, called “Circuit”. There the player can spend their Circuit Points earned at level ups for stat boosts etc., but also for special attacks, called “Combat Arts” in the game. Every Combat Art corresponds to one of the four main skills, so they are basically strong versions of melee, projectile, dash and guard. They also come in three levels, which corresponds to how strong they are and how many Special Points they consume. All in all a Combat Art has a type, a level and an element assigned to it.

Equipment that is either found, bought or traded during the game also increases the stats and can give special properties like extra invincibility frames. Consumable items are used for HP recovery or temporary stat boosts.

In many parts of the game the player can also play with two party members from a list of befriended NPCs.

Latest On CrossCode

No items found.
No items found.

All game data on this page is sourced via Giant Bomb.

We use cookies to give you the best online experience. By agreeing you accept the use of cookies in accordance with our cookie policy.