
Explore and Fight your way through an ever-changing world in a quest for vengeance and survival in an epic Adventure through the Norse afterlife. Meet fellow lost souls in seamless and wordless VR Co-op as you Block, Dodge, Strike and Power your way through Trolls, Draugr and other dark beings.
Modeled estimate, not a reported figure. How we estimate →
Media

About
You awaken cold and weaponless in a realm shaped by death and memory. The air is thick with sap. The roots shift when you're not looking. And something old is watching.
This is the Norse afterlife—reborn as a VR roguelite. Fight, explore, and cross paths with others like you. No voice chat. No usernames. Just presence, movement, and trust.
Block, dodge, and strike your way through an ever-changing world of myth.
Claim weapons and spells, learn from each fall, and forge your path in seamless, wordless co-op.

In Crossings you cross paths with others—naturally and seamlessly appear in the same world. Every player walks their own path. But when paths cross, your fates intertwine—amplifying what each of you brings.
Seamless ambient multiplayer—no menus, no waiting.
Communicate with body language, combat, and attention.
Fight together without speaking—a bond formed in motion.
Split apart or stay close—your journeys intertwine, but your destiny is always your own.

Feel every swing, every hit, every dodge. Your body is your weapon—and your defense.
Master a growing arsenal and combine weapons with trinkets, spells, and consumables.
Swords, axes, clubs and bows - and tons of variants for each weapon.
Switch freely between swinging your weapons, firing your bow and casting your spells.
Block, dodge, and counter enemies in real-time.
Cast fire, ice, roots, lightning, poison, and wind using a gesture-based spell casting system that you upgrade throughout each run.
Chain powers together with weapon combos or effects to gain the upper hand.
Manage your resources, tweak your build, and twist fate to your advantage—or throw it into chaos.
Potions: Restore your health and mana to stay in the fight
Trinkets: Equip passive boosts and strange effects that shape your playstyle
And customize your run with modifiers for:
Damage, status effects, and elemental power
Drop rates, loot rarity, and enemy rewards
Mana regen, spell behavior, and resource costs
Enemy types, spawn patterns, and world conditions
Some upgrades are straightforward while others are unpredictable and risky—stack them wisely, or embrace the madness.

This world is not static. Each time you return, it reshapes itself.
The forest folds in new directions. Caves open where they weren’t. You may return to the same place—but it will not be the same.
Choose a starting weapon to carry with you
Equip your outfit and define your look
Select an altar offering, each of which grants a unique modifier to your run (some with unfortunate tradeoffs)
Discover new paths, side areas, and secrets each time
Die, learn, and push further.
Every death opens a new branch of the story—and every Crossing is yours alone.
Sap drips from the trees like blood. The roots twitch like veins. The forest does not sleep. It waits.
It remembers what you were.
It watches what you become.
And somewhere in its hollow chest, something is still beating.
This is not the end. This is between.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Fun worth the asking price!
Updated Review : 1. Dev has updated and give us "save and quit" button. it worked. but there's a bug. after loading, the button to open my stats didnt work. so I couldnt see my health/mana/skills after loading. hopefully it would be fixed soon. but as promised, I changed this review to positive because there's now the save button at least. 2. I now rarely lost in the woods anymore. Maybe I have accustomed to see the path, or maybe it's now more visible after update. I dont know, but it's now ok. 3. still no shield. plsssssss give me the shield. My right arm was tired after playing this game lol. let me balance it 4. I havent found the poison anymore, but I'm not half as far as I was before. But at least, 1 of the poison that I know now not a poison anymore (yes, I tried it again out of curiousity). 5. and it seems dev has changed the pond, so even if I still walk inside it, it seems that the height is not so deep and not so steep anymore so it's ok and not inducing any nausea. 6. couldnt really confirm, as I havent got the same skill anymore. But I havent noticed the bad club detection (that it moved like after hitting an obstacle) again, though I only used it 20% of the time I played again) 7. other than that, I noticed now there're ambushes by the enemy. It surprised me a few times, but now I know what to look for (again, I wouldnt spoil it so u could find and experience it urself). 8. And I saw that now there's lesser, average and greater healing and mana potion. I dont remember if it was there, so I assumed it's 1 of the new updates. Not groundbreaking, but it's a welcome change. below is my old review : ================================================================================ it's good. it's fun. I like it. I really2 want to recommend it. but the game tried its best against it. the combat is fun. it's simple, just usual melee, but with 3 kinds of weapons that each have each own combos. And better tiers of the weapon would have more combo and some with effect, like cold, poison, etc. remembering the combo, and executing it in the middle of chaos of the fight is surpsingly hard and exciting. it helped alot to break the monotone of the combat. Other than melee, there is bow, with some kinds of enchanted arrows (and non enchanted of course), and there is magic. 3 types of simple magic, with push, lift and gather. Later on, u could change or upgrade the magic, and it helped alot. There are lots of types of enemies with their own type of attacks. so it's not boring. andddddddddd that's where the fun ends. like I said the game tried hard to make the rest annoying. It really2 needs lots of qol. I will change this review immediately to positive, if at least they change the 1st complain of mine. Soooo, here's the complain : 1. NO SAVE !!! yeah, u read it right. I played for 2 hours non stop. have beaten the 2nd boss (or 3rd ? or 4th ? the one with the shield, I dont know which is the boss anymore as later stages, the boss didnt really feel like boss anymore due to my op build). So, this game is full combat, 2 hours non stop, and I was tired. I want to stop and rest, but NO, there's no save anywhere. No button to quit either. Only for new run. So, in the end I tried to force close, and when I tried to go back, all is gone. My tier 7 weapon is gone, all my op skills are gone. I had to do the run from the start. Only with some coins, to buy costume (which I wouldnt see anyway cause I'm single player). Ok, tbf, now I could buy weapon tier 2 from the start. But I have to BUY it with the hard earned money (which is a little), and it's only tier 2, which wouldnt really helpful anyway, and I have to start all over from the 1st boss ???? 2. 30% of my time was wasted on finding the way. It should be a combat game, but 1/3 of it is "lost in the woods" game. Yeah, I was like zoro in vr game. Though there's the main path, but sometimes it's hard to see/remember the split of the path, and a bit of stray, sometimes means lost in the woods. Please provide maps for ppl with bad direction like me. 3. I need a SHIELD. Please provide shield. All the attacking and defending was done with right hand because there's no shield. It's very taxing on my right hand. A shield would help a lot to balance the burden to both hands. 4. POISON !!! U put trap to get me poisoned (I won't specify what it is so other would experience it too mwahahha), but it was too strong. Crazily strong. It ruined like 3 of my runs as I was curious and tried it again, hmph !!! Once poisoned, full health (7 hearts) goes down to a sliver of heart in no time. I struggled my best and got level up so got new addition heart and restore full heart, only to go down again to a sliver in no time. so 15 hearts gone with a single poison, in a few seconds.. come on. The poison should wear off sooner and had limit like maybe 3-5 hearts with 1 poison. Not to gobble up 15 hearts at once. 5. Please just remove the pond. or made it so we couldnt go pass it. It's sometimes hard to differentiate it with a forest land, and it's very bad when I got in the pond, as I suddenly got down, and it's almost make me nausea. 6. The club is OP as the combo is so short and easy to remember. BUT u should state that it is not count as combo. I had the skill to restore mp when using weapon combo, and the combo of the club NEVER restore my mp (dont know if it's a bug or because, I suspect, the combo is too short, and too op if it could restore mp too). So I changed it to sword and then to axe, and both combo restore my mp. Other than that, only the club's attack detection that's bad. About 1/3 of the time, the attack from the club moved so slow (which some ppl in the reviews complained that it's like it collide with invisible obstacle) that it was not satisfying and half the time it didn't even registered as an attack. This never happened with the sword and axe from my experience. So, u need to fix the attack detection, and fix the bug that the combo of the club didn't restore mp (when have the skill) or stated that it didn't count as a combo for it. Those are just what I remembered. Fix at least the save (number 1) and I would change this review to positive. Fix it all, and this could be the game of the year.
The concept of this game is great. That's about it. The smooth turning is very slow for a combat game and there is no way to adjust the turning speed. The combos barely register because the weapons get stuck on invisible objects. Still trying to decide if I want to refund this or wait to see if they fix it. Current playtime about 1 hour.
Сира техно демка а не гра.
가격 저렴하고 그럭저럭 할만한데 화면 회전 속도 옵션이 없어서 너무 느려서 회전 속도 옵션 추가가 필요해 보이고 콤보 넣으려고 첫타 때리고 다음 행동 하려고 몹 몸쪽에서 칼 빼내려고 하면 이것도 공격으로 인식해서 콤보가 자꾸 실패 하는 상황이 너무 자주 일어나서 수정이 필요해 보임.
jank
small performance issues
Empezamos este juego muy ilusionados por lo que se veia en los videos...q es todo lo que tiene el juego. Te lo venden como un rogue lite y lo primero en lo que falla es en eso: a diferencia de otros rogue lite no sientes que mejoras con cada partida más allá de saber la mecánica de ataques de los jefes. TODO lo que consigues, lo pierdes para la siguiente partida y has de volver a empezar de cero, sin ninguna mejora significativa con lo cual, vuelves a llegar al jefe final de la fase y estas muerto. Jugar individualmente es un suicidio, directamente. Ya, gráficamente o jugablemente, el juego es MUY básico, lleno de cofres que no aportan absolutamente nada con armas de nivel mucho más bajo que la que llevas (si encuentras una buena, quédatela). Mención especial a los combos de las armas y los hechizos: unos, difíciles de hacer en su mayoría, los otros, que salen cuando les da la gana. Muy decepcionante, la verdad. Se siente como un juego hecho por primerizos de la VR.
Didn't find other players which seems to be the main premise of this game. I am disappointed by the melee system having been spoiled by half a dozen other VR games (Karnage Chronicles, Until you fall, Gorn, ...) Not being able to play as a mage or archer due to 2 magic casts and 5 arrows seems like a mis too imo. Buy with your overly co-dependent friend group. Otherwise check out other stuff.
Crossings, developed by Neat Corporation and published by Neat Corporation in partnership with Creature Label, is a dark fantasy VR roguelite that merges deliberate melee combat, gesture-based spellcasting, and procedural progression into a cohesive and immersive afterlife journey. Set within a mythic realm inspired by Norse themes, the game casts players into a mysterious liminal world where survival depends not on brute force alone but on precision, adaptability, and careful build choices. Rather than overwhelming players with exposition, Crossings relies on atmosphere and mechanics to convey its identity, allowing the environment and combat to tell their own story. Combat is the foundation upon which the entire experience is built. Encounters feel intentional and weighty, requiring proper timing and spatial awareness rather than frantic swinging. Weapons such as swords, axes, bows, and blunt instruments each carry a distinct feel, encouraging experimentation to discover which suits your rhythm best. Strikes land with satisfying impact, enemies visibly react to blows, and a poorly timed attack can leave you exposed to punishing counterattacks. Dodging, blocking, and repositioning become instinctual tools as you learn enemy patterns. The physicality of VR enhances every encounter, making even small skirmishes tense and engaging. Success is earned through mastery rather than sheer aggression, giving victories a tangible sense of accomplishment. Spellcasting introduces a dynamic layer to combat through gesture-based mechanics. Rather than simply pressing a button to cast magic, players perform intuitive motions to unleash elemental abilities such as fire bursts, freezing waves, lightning strikes, or poison clouds. These spells complement melee engagements, allowing for creative combinations that feel fluid and expressive. Freezing an advancing enemy before finishing them with a blade, or poisoning a cluster while retreating to safer ground, transforms combat into a dance of timing and resource management. Magic is not merely an auxiliary system; it becomes integral to shaping a personalized fighting style. The roguelite structure ensures that each run feels distinct. Environments subtly rearrange themselves, pathways branch differently, and enemy placements shift, maintaining unpredictability across sessions. Between attempts, players choose starting weapons, equip trinkets with unique modifiers, and accept altar offerings that alter future encounters. Some enhancements provide powerful advantages, while others introduce risk-reward dynamics that can dramatically change the flow of a run. These decisions foster replayability and encourage strategic thinking before even stepping back into battle. Over time, players refine their builds to suit preferred tactics, whether leaning into heavy melee dominance or weaving spells into a hybrid approach. Atmosphere plays a central role in establishing the game’s tone. The world feels ancient and unsettling, with fog-draped forests, torch-lit ruins, and shadowy corridors suggesting a place caught between life and death. Environmental storytelling is subtle yet effective, with crumbling structures and scattered remnants hinting at forgotten histories. Sound design reinforces immersion through distant echoes, low ambient tones, and sudden enemy cues that keep tension high. Rather than relying on scripted horror elements, Crossings builds unease through silence and spatial awareness, making exploration as suspenseful as combat. A notable feature is its wordless cooperative mode, which emphasizes presence over communication. Players can encounter one another without usernames or voice chat, interacting solely through movement and shared combat. This design fosters a unique sense of connection, relying on nonverbal cues and coordinated action to overcome threats. Though still evolving and occasionally rough around the edges, the concept underscores the game’s commitment to immersive interaction rather than conventional multiplayer structures. Despite its strengths, Crossings has areas that could benefit from further refinement. Enemy variety, while thematically cohesive, may feel limited over extended play. Certain weapon or spell combinations can imbalance difficulty if not carefully tuned, potentially diminishing challenge in later stages. Gesture recognition, while generally responsive, can occasionally falter, disrupting the flow of spellcasting. Additionally, players seeking a narrative-heavy experience may find the understated storytelling approach less satisfying than more plot-driven adventures. Ultimately, Crossings stands as a compelling evolution of VR roguelite design. By blending tactile combat, expressive magic systems, and atmospheric world-building, it crafts an experience that feels purpose-built for immersive hardware. Its emphasis on skill-based encounters and strategic progression rewards patience and experimentation, while its moody setting invites players to lose themselves in a mythic afterlife. For VR enthusiasts drawn to dark fantasy, methodical combat, and replayable challenges, Crossings offers a distinctive journey defined by presence, precision, and the thrill of survival against shifting odds. Rating: 7/10
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Dear me, I was... | $8K | 70 | 100% | $5.59 |
| Bullet Candy | $8K | 85 | 51% | $4.99 |
| INCUR Survival | $8K | 108 | 82% | $3.99 |
| Games&Girls | $8K | 266 | 73% | $1.99 |
| 咫尺遥心-Proof of existence | $8K | 173 | 92% | $2.99 |
| The Keep | $8K | 189 | 70% | $2.24 |
Related
| Black Myth: Wukong | $794.9M | 1.2M | 97% | $59.99 |
| DayZ | $531.7M | 465.8K | 78% | $49.99 |
| DARK SOULS™ III | $467.1M | 438K | 94% | $59.99 |
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Call of Duty®: Black Ops III | $370.1M | 231.3K | 85% | $59.99 |
| Hogwarts Legacy | $323.6M | 370K | 90% | $59.99 |