Juna Park's broken implant shuts down every device around her, and the city wants her gone. You play Cal Rowe, the PI keeping her alive. She can say stop. Whether you listen decides how much she trusts you, and every one of the ten endings costs something.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

Leaving Early Access: 2028

What the developers have to say:

Why Early Access?

“Crosstalk is being released episodically across three Acts. We’re using Early Access to deliver a complete, polished experience with each Act while building the full story over time. This approach lets us gather feedback on narrative pacing, trust/relationship beats, companion AI, and hazard balance between episodes, ensuring the final game is as tight as possible.”

Approximately how long will this game be in Early Access?

“The game will remain in Early Access until all three Acts are complete.

Act I: The Favor, 2027
Act II: The Sites, 2027
Act III: The Reckoning, 2027-2028

Once Act III launches, the game will leave Early Access as a complete 5–7 hour narrative experience.”

How is the full version planned to differ from the Early Access version?

“Each Act is a complete episode. Future updates will add:

Act II sites and branching routes
Act III routes, endings, and epilogue slideshow consequences
Expanded interludes and environmental writing packs per level
Ongoing polish for art, UI readability, and gameplay clarity”

What is the current state of the Early Access version?

“The initial Early Access release includes Act I: The Favor, a complete, polished episode featuring:

Approximately 1.5–2 hours of gameplay
The full introduction to the story, characters, and core mechanics
A progression from the streets of Neon Han to your first safehouse and the pivotal Offline Clinic, where the true nature of the conspiracy begins to unfold
Core systems implemented and tested (Hazard, Spikes, Companion Commands, Evidence Board)”

Will the game be priced differently during and after Early Access?

“Yes. The price increases as each Act releases, rewarding early supporters:

Early adopters will have all future content included as they release.”

How are you planning on involving the Community in your development process?

“We'll involve the community through regular playtests and feedback loops on narrative pacing, trust/relationship beats, encounter balance, and hazard readability. Players can share feedback through Steam forums and monthly devlogs, with patch notes explaining what changed and why. Short video clips will highlight key routing, Hazard tuning, and mission pacing improvements driven by player input.”
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This game is not yet available on Steam

Planned Release Date: Q4 2026

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About This Game

You play Cal Rowe, a private investigator working off a debt. The fixer he owes calls it in at a Neon Han noodle kiosk: keep Juna Park alive.

Juna's commlink shipped with developer firmware and no safety throttle. Every few minutes it spikes. Cameras reboot, kiosks fail, and a week ago a shopkeeper's pacemaker stopped. She doesn't know you. She doesn't trust you. The city's compliance teams are already looking for her.

Crosstalk is a top-down narrative stealth game set in Nuevo Bay in 2041. There's no combat. Cal doesn't carry a weapon. You get through the city by reading it, and you get through the case by listening to the person it's happening to.

Her call

Juna follows your commands until she decides not to. Put her in danger too many times and she stops, and you choose what happens next: pull back, meet her halfway, or go on without her. You can leave her behind entirely. The game lets you, and she remembers.

Trust is never shown on screen. You read it in how close she walks, whether she warns you before a spike, and which commands she'll accept. Separately, you choose what Cal and Juna are to each other: professional, family, or something more. That choice changes how they talk, not how much she trusts you.

She is the hazard

The closer Juna walks, the louder the network around you gets. Red zones push the city's Hazard meter up. Blue lanes, the analog alleys the courier network keeps quiet, bring it down. Most of the game is routing: park her somewhere safe, cross, then call her up. A Faraday blanket buys you seconds. A breaker you pull buys you a dark room.

Getting caught costs you time

Each mission gives you one bailout. Push past it and a 60-second Sweep starts: a compliance agent hunts you to the exit or the nearest Sanctuary. It's pressure you can survive. You don't have to be good at stealth games to finish this one.

Work the case

A photo booth dead drop, a QA whiteboard, a sealed injunction. The clues you find open conversations that wouldn't otherwise exist, and Cal reads what they mean. There's no deduction quiz. What you investigate decides which ways out exist for Juna at the end. Each run plays six of nine investigations.

Every ending costs something

Three routes, each with three versions depending on how much she trusts you, plus one more for the player who finds everything. Juna gives you her view before the last choice. Then you make it.

The city

Nuevo Bay is a corporate-run federal district on the Chesapeake. Atlas Heights sells insurance on the body it financed. Neon Han runs night markets under rain canopies. Bayport's union can shut the docks in an afternoon. Almost everyone carries the same three implants. What the hardware looks like tells you what they could afford.

Side chapters

Two shorter cases from Cal's desk, set in the same city:

  • La Vuelta. A mother from out of town hires Cal to find her missing partner in a neighborhood that knows her better than it knows him. She leads. He follows half a step behind.

  • Passthrough. An off-grid woman hires Cal to find someone she met once. The trail goes into a sensory-recording operation that sells people as content.

Free for early supporters, $5 each after the full game releases.

At a glance

  • Single player

  • Text dialogue, no voice acting

  • No combat

  • Windows and Steam Deck

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

Some 2D art assets were created with the assistance of AI tools alongside heavy human modification, revision, and intervention by the developer. These are planned to be replaced with commissioned artwork as development progresses.

Mature Content Description

The developers describe the content like this:

Crosstalk is a narrative-driven cyberpunk investigation game. There is no combat, no graphic violence, and no sexual content. However, the story deals with mature themes that players may want to be aware of.
Themes explored through dialogue and world-building (referenced, not depicted):
Corporate negligence resulting in civilian deaths. Suicide and self-harm. Drug and alcohol use and abuse. Organ harvesting and medical exploitation (by reference). Institutional corruption and systemic harm. Human trafficking (referenced in world lore).
Present in gameplay:
Mild profanity and dark humor. Alcohol use (a main character drinks). Tense stealth sequences involving pursuit and surveillance. Emotional themes around consent, trust, bodily autonomy, and coercion. Endings where not everyone is okay.
The game’s tone is noir, serious, grounded, and sometimes bleak. Difficult things happen in this world, but the camera doesn’t linger on them. The weight is in what characters say and what systems reveal, not in graphic depiction.​​​​​​​​​​​​​​​​

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 or Higher
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GTX 1060
    • Storage: 5 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • OS: macOS Catalina 10.16 or Higher
    • Processor: Apple M1 or Intel Core M
    • Memory: 8 GB RAM
    • Storage: 5 GB available space
    Recommended:
      Minimum:
      • Memory: 8 GB RAM
      • Graphics: NVIDIA GTX 1060
      Recommended: