Crossfall is a cozy single-player top-down RPG with turn-based combat, developed by a solo creator. Explore a tile-based world, take part in dialogues, complete quests, craft items, go fishing, and gather herbs. Improve your skills and shape your own build.

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Die Entwickler dieses Spiels planen, das Spiel zu veröffentlichen, während es sich noch in Arbeit befindet, und möchten es mit dem Feedback von Spielern weiterentwickeln.

Hinweis: Spiele im Early Access sind noch nicht fertiggestellt und können in Zukunft Änderungen erhalten. Wenn Ihnen das Spiel im aktuellen Zustand nicht gefällt, warten Sie eine Weile, um zu sehen, wie sich das Spiel weiterentwickelt. Mehr erfahren

Was die Entwickler zu sagen haben:

Wozu Early Access?

„Crossfall was designed from the beginning as an ambitious RPG built around many interconnected systems: combat, magic, crafting, mini-games, quests, factions, and mastery progression. I am developing the game on my own, and the current foundation is already playable, but a project like this benefits a lot from real player feedback.

Early Access is important to me for several reasons.

First, feedback. The game has many systems, and the way they feel and balance in practice is something real players can judge far better than I can alone. Combat difficulty, mastery progression pace, the economy, dungeon rewards, and mini-games are all areas I want to tune with the help of the community rather than relying only on my own assumptions.

Second, content development. The game is built on a flexible foundation that makes it possible to expand it with new items, spells, quests, dialogues, monsters, and regions over time. Early Access gives me the opportunity to grow the world step by step, guided by what players actually find interesting.

Third, I am working on the game alone. My wife helps me a lot by testing all kinds of new features, but building the kind of RPG I want Crossfall to become takes both energy and time.

For me, this is a passion project, and I want to build it openly and honestly together with the people who care about it.“

Wie lange wird dieses Spiel ungefähr den Early Access-Status haben?

„I am currently aiming for roughly 1–2 years in Early Access.

Since I am developing Crossfall on my own, I would rather give an honest and realistic estimate than make a strict promise. My plan is to use that time to expand the game’s content, continue polishing and balancing the existing systems, and adjust development priorities based on player feedback.

If the game feels ready earlier, I may move toward the full release earlier. If feedback shows that it needs more time, I would rather continue improving it than rush the release at the expense of quality. My main benchmark is the game’s readiness, not the calendar.“

Wie soll sich die Vollversion von der Early Access-Version unterscheiden?

„The Early Access version already includes the game’s core systems: turn-based combat, magic, crafting, mini-games, quests, factions, and mastery progression. During Early Access, I plan to continue expanding the game with more content, further development of existing systems, and general polish based on player feedback.

My current development goals include:

Expanding the world over time with additional regions, dungeons, monsters, items, spells, recipes, and story quests.

Continuing to improve the combat system with more tactical options, clearer feedback, and better overall game feel.

Developing peaceful and collection-focused systems further, including possible new mini-games, activities, journals, and a bestiary for players who enjoy exploring the world more fully.

Exploring additional mechanics that I am currently considering, such as companions, a customizable player home, item upgrading and enchanting, and dynamic world events.

Improving usability and accessibility through better onboarding for new players, clearer explanations of game mechanics, and general interface polish.

Continuing to adjust the balance of combat difficulty, economy, progression pace, and rewards based on player feedback.

These are my current plans and goals, not promises. The final list, scope, and priorities may change depending on development progress and what turns out to be most important to players.

Crossfall is designed as a single-player game that works offline and has no microtransactions. I do not plan to change that core direction. As a possible optional feature, I may experiment with asynchronous multiplayer in the future, but it would not be required to play.

You can find the current roadmap and development notes on my website.“

Was ist der derzeitige Stand der Early Access-Version?

„Crossfall at the start of Early Access is a complete, playable RPG with its core systems in place, not an early prototype.

What is already available:

Character creation with visual customization and a magical mark, which defines affinity for a school of magic.

Exploration of a tile-based world with grid movement, energy costs, and random events along the way.

Tactical turn-based combat with body-part targeting, zone defense, adaptive enemy behavior, and effects such as bleeding, poison, and stun.

Magic systems, including spell schools, learning through scrolls, up to seven spell slots, and spell mastery progression.

Inventory and equipment systems, including eleven equipment slots, a quick-access belt, item grades, durability, and drag-and-drop controls.

Crafting across four disciplines: alchemy, blacksmithing, cooking, and general crafting, including an experimental recipe system.

Mini-games such as fishing, herb gathering, and woodcutting.

Action mastery progression and a synergy system.

Quests, including standard, repeatable, and daily quests; branching dialogues; trading; factions with reputation; dungeons; buffs and effects; and an achievement system with Steam integration.

The game is already stable and, I hope, enjoyable to play through the currently available content, but it is still growing. During Early Access, I plan to expand the amount of content, improve individual systems, and continue adjusting the balance. Bugs and rough edges may appear, and I will actively work on fixing them. Bug reports and suggestions are extremely helpful.

Updates will be released gradually, and I will do my best to keep development active and transparent. The game already offers a complete Early Access experience, and I want to keep improving it together with the players.“

Wird dieses Spiel während und nach Early Access unterschiedlich viel kosten?

„The price may increase over time.

As Crossfall grows during Early Access, I may adjust the price to better reflect the amount of content and the overall state of the game. I do not want to promise an exact price change or timeline yet, but the current plan is for the Early Access price to be lower than the price of the full version.

Buying Crossfall in Early Access is intended to be the most cost-effective way to support the project early and follow its development as the game grows.

And yes, I do need to eat too, and maybe even drink something from time to time...“

Wie werden Sie versuchen die Community in den Entwicklungsprozess miteinzubeziehen?

„I plan to communicate with players through Steam discussions and read reviews, bug reports, and suggestions. Community feedback will help me make decisions about balance, feature priorities, and the order in which new content is developed. Since I am developing the game on my own, player feedback is especially valuable to me.

I also have an idea to create a convenient interface on my website where players could help shape development priorities, possibly with a user rating system. However, this idea is still early and may change as I better understand what would be useful for the community.“
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Infos zum Spiel

Crossfall

A cozy single-player top-down RPG that I’m developing on my own. A large world (well, eventually), deep systems, and zero pay-to-win nonsense — just sit down and play.

Crossfall is a desktop turn-based RPG inspired by classic CRPGs, MMO-style progression systems, and cozy mini-games in the spirit of farming sims. You create a character, explore the world tile by tile, talk to its inhabitants, fight monsters, learn crafts, and uncover the story step by step. All of it works fully offline on your computer, with no internet connection, subscriptions, or anything like that required.

⚔ Tactical Turn-Based Combat

Combat here is about decisions, not mindless clicking. Aim at specific parts of an enemy’s body: headshots hit harder, while strikes to the limbs deal less damage. Protect your own vulnerable spots and read your opponent, because they adapt: hit the same place twice, and the enemy will start guarding it. Bleeding, poison, stun, and weakening effects tick down over rounds, turning every move into a small tactical puzzle.

✨ Magic and Builds

Spells are divided into schools and learned through scrolls. Every character has their own magical mark — an affinity for a specific school: “native” magic costs less, while unfamiliar magic costs more. Equip up to seven spells at once and level each of them to mastery, reducing mana costs and cooldowns. Attack, defense, healing, debuffs — build your own playstyle.

🎒 Gear and Inventory

Eleven equipment slots and a quick-access belt for potions and food. Items come in different grades — from common to angelic and demonic — along with a durability system, convenient drag-and-drop controls, stack splitting, and multi-select. Weapons, armor, jewelry, consumables, materials, recipes, keys, chests with contents, and much more.

🔨 Crafting Across Four Disciplines

Alchemy, blacksmithing, cooking, and crafting. Recipes are unlocked through items, dialogues, and events, while especially curious players can experiment by throwing together random ingredients and discovering new recipes through trial and error. Craft items one by one or in batches, but remember: failure is always possible.

🎣 Mini-Games and Peaceful Activities

Fishing, herb gathering, and woodcutting are separate activities with their own mechanics. They are a source of resources, a way to catch your breath between battles, and another reason to improve your skills.

📈 Layered Progression

It is not only your character level that grows. Every activity — fishing, gathering, combat — has its own mastery level, granting meaningful bonuses: more loot, shorter cooldowns, a chance for double resources, bonus experience, and more. The synergy system rewards combinations of actions with additional effects. The longer you play, the stronger and more distinctive your character becomes.

🗺 A Living, Reactive World

Branching dialogues with conditions, choices, and consequences. Quests — standard, repeatable, and daily — with hidden objectives. Factions with a reputation system: your actions change how entire groups see you. Merchants have their own wallets and inventories that refresh over time. NPCs live their own lives, and some patrol their routes. Dungeons feature random encounters and rewards. Under the hood, everything is powered by an event system — the world reacts to what you do.

🏆 Achievements

A full achievement system with progress tracking and Steam integration.

About Development

Crossfall is made by one person — me. It is both terrifying and exciting. This is a passion project that is growing gradually, system by system. No paid loot boxes (well, technically there are chests, but not for real money), no “always online,” no race for your wallet — just an RPG that, I hope, feels good to come back to. Thank you for stopping by. Every review and every piece of feedback truly matters to me.

Offenlegung von KI-generierten Inhalten

Der Spieleentwickler beschreibt den Einsatz von KI-generierten Inhalten in diesem Spiel wie folgt:

During the development of Crossfall, generative AI is used as an auxiliary tool for creating game content. The following materials have been created or prepared with its help:

Images. Some of the game’s visual content has been created using generative AI, including character images, as well as some sprites and icons. Other parts of the artwork were made manually.

Text. AI helps me prepare some of the text content, including drafts of item names and descriptions, text for certain in-game events, as well as translation and localization of texts into other languages.

Music. The game’s musical soundtrack was created using generative AI.

All content generated with the help of AI is reviewed, selected, and, if necessary, refined by me before being added to the game.

The game itself does not use generative AI during gameplay: no content is generated in real time on the player’s side, and the game does not require an internet connection or access to any AI services.

Systemanforderungen

    Mindestanforderungen:
    • Betriebssystem: Windows 10
    • Prozessor: Core i3-4600f
    • Arbeitsspeicher: 4 GB RAM
    Empfohlen:
    • Betriebssystem: Windows 10
    • Prozessor: Core i3-4600f
    • Arbeitsspeicher: 8 GB RAM
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