A cyberpunk narrative adventure about protecting someone who doesn't trust you, in a city that wants her dead. Build trust, navigate hazard zones, make hard choices, and discover how deep the conspiracy goes. Every ending costs something.

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Akan Datang ke Akses Awal

Pembangun permainan ini berhasrat untuk melancarkannya sebagai projek yang sedang berlangsung, dengan perkembangan dipengaruhi oleh maklum balas pemain.

Nota: Permainan dalam Akses Awal belum lengkap dan mungkin akan mengalami perubahan. Jika anda tidak berminat untuk bermain permainan ini dalam versi semasa, anda seharusnya menunggu untuk melihat jika permainan ini akan terus dibangunkan. Ketahui lebih lanjut

Kata-kata daripada pembangun:

Kenapa Akses Awal?

“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.”

Berapa lama permainan ini dijangka akan berada dalam Akses Awal?

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

Act I: The Favor, October 2026
Act II: The Sites, 2027
Act III: The Reckoning, 2027

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

Apakah perbezaan yang dirancang antara versi penuh dan versi Akses Awal?

“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”

Bagaimanakah keadaan semasa versi Akses Awal?

“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)”

Adakah harga permainan ini berbeza semasa dan selepas Akses Awal?

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

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

Bagaimana anda merancang untuk melibatkan Komuniti dalam proses pembangunan anda?

“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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Permainan ini belum tersedia di Steam lagi

Tarikh Keluaran Dirancang: Q4 2026

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Tentang Permainan Ini

Crosstalk is an isometric 3D cyberpunk narrative adventure set in Nuevo Bay, a rain-slick sprawl of glass towers, dock cranes, floodwalls, and forgotten analog infrastructure. You are Cal Rowe, a private investigator working off a debt by protecting Juna Park, a young woman whose botched commlink implant has turned her into a walking broadcast storm.

Her presence causes cascading electronic failures, “crosstalk”, that turns the hyper-networked city against you both. Cameras glitch. Kiosks fail. Compliance teams hunt your digital trail. Navigate the corporate core of Atlas Heights, the neon markets of Neon Han, and the industrial docks of Bayport, every step beside Juna is a risk.

The job seems simple: get her to the Offline Clinic, figure out what’s wrong, fix it. But when the diagnosis reveals developer firmware shipped with fatal flaws, you’re faced with an impossible choice: remove the implant and erase her digital life, or dig deeper into a conspiracy where casualties are treated as “acceptable externalities.”

Juna refuses the easy answer. “There has to be another way. Help me find it.”

What follows is a noir investigation through proof boards and analog sanctuaries, gathering evidence to expose the corporation responsible... or find a way to retune her implant before she collapses. Every choice has weight. Every ending costs something. And the clock is running out.

If you love story-driven games but want your choices to feel dangerous, not just emotional, this is for you. The story takes the front seat. The city provides the pressure.

Current Features

  • A Narrative-First Cyberpunk Experience: An atmospheric neo-noir story where trust, choices, and consequences drive everything. Most of your time is spent in dialogue and investigation, the hazard navigation between story beats makes the stakes feel physical.

  • Dynamic Hazard & Spike System: The city's network density builds Hazard as you move, triggering telegraphed spikes that create emergent tension. This isn't traditional stealth, you're navigating environmental pressure, not hiding in shadows.

  • Forgiving, Fail-Forward Design (Bailout → Sweep): One mistake isn't game over. Getting caught triggers pressure, not punishment. If you push too far, Sweep Mode creates a timed escape, but you always have options. You don't need to be good at stealth games to play this.

  • Red vs. Blue Routing: Brave high-risk networked red zones for speed, or recover through analog blue lanes that reduce Hazard but introduce their own friction.

  • An AI Companion, Not an Escort Mission: Juna is your responsibility, but she’s not helpless. As you build Trust through your choices and actions, she follows closer without panic and gains new ways to survive alongside you. Low Trust means harder routing and forced detours; High Trust unlocks environmental dampening and new paths forward. She’s not your tool, she’s a person caught in a system that treats her like acceptable collateral damage.

  • A Toolbox of Analog Tricks: Deploy a stationary Faraday Blanket, command Juna to Brace to reduce emissions, and pull breakers to create analog pockets. Additional tools expand across Acts.

  • Evidence Board: In your safehouse, review collected proof and build a case that unlocks new routes and outcomes across the episodic Acts.

MICRO-FAQ

Perspective? Isometric 3D with a fixed camera tilt, designed for clear tactical oversight.

Is this a finished game? Not yet, Crosstalk is episodic. Act I is a complete, polished episode; Acts II and III follow as major updates until 1.0.

Is Juna an escort? No. She's a person with opinions, boundaries, and trust that you have to earn. She responds to commands, but how she responds depends on whether she believes you have her best interests in mind. The game won't tell you when trust changes. You'll feel it in how she talks to you.

Who is Rook? A fixer and conduit into Nuevo Bay’s underlayers, the person who gets you through doors that don’t open for honest people.

What is “Crosstalk”? In-world slang for overlapping signal noise across Nuevo Bay, amplified by Juna’s unstable commlink implant. This interference is the cause of the electronic malfunctions (“spikes”).

Pendedahan Kandungan Dihasilkan AI

Pembangun menerangkan cara permainan mereka menggunakan Kandungan Dihasilkan AI seperti berikut:

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.

Penerangan Kandungan Dewasa

Pembangun menerangkan kandungan ini seperti berikut:

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.​​​​​​​​​​​​​​​​

Keperluan Sistem

Windows
macOS
SteamOS + Linux
    Minimum:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    • OS: Windows 10 or Higher
    • Memori: 8 GB RAM
    • Grafik: NVIDIA GTX 1060
    • Storan: 5 GB ruang tersedia
    Dicadangkan:
    • Memerlukan pemproses 64-bit dan sistem pengendalian
    Minimum:
    • OS: macOS Catalina 10.16 or Higher
    • Pemproses: Apple M1 or Intel Core M
    • Memori: 8 GB RAM
    • Storan: 5 GB ruang tersedia
    Dicadangkan:
      Minimum:
      • Memori: 8 GB RAM
      • Grafik: NVIDIA GTX 1060
      Dicadangkan:
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