Crossfall Key Art
IN DEVELOPMENT

Top-down tile-based RPG with deep systems, branching dialogues, and zero microtransactions

Roadmap
PC
2026
Single Player
Offline
Action-idle RPG 2D Visual Novel Turn-based Combat Crafting Mini-games

What is
Crossfall

Crossfall is a top-down desktop RPG on a tile-based map. Imagine a mix of classic CRPGs with progression systems from Korean MMOs and mini-games a la Stardew Valley. It all works offline, on your computer, without the internet or donations.

You create a character, explore the world tile by tile, talk to NPCs, fight monsters, craft, fish, gather herbs, clear dungeons, and advance the story through branching dialogues. It sounds like "just another indie RPG," but the devil is in the details — and there are a lot of details here.

Gameplay

Screenshots &
Media

Game
Features

Character & Progression

Multiple characters with individual progress. Level, HP, mana, energy, XP. Visual customization: hair color, body, eyes, eyebrows, and equipment display. Unique magic affinity that affects spell costs.

Tactical Combat

Turn-based combat with body part targeting: head (x1.5 damage), limbs (x0.7). Enemies adapt — if you strike the same spot twice, they'll start defending it. Debuffs like bleeding, poison, blindness, and stun tick each round.

Tile-based World

Tiles with varying traversal difficulty (0-5) and danger levels. Some require specific items to pass. Movement costs energy, and random events may occur: find resources, gain buffs, or encounter trouble.

Magic System

Spells divided by schools, learned through scroll items. Each spell can be leveled up to mastery 5, reducing mana cost, cooldown, and boosting power. Equip up to 7 spells at once. Types: attack, defense, heal, debuff.

Inventory & Equipment

11 equipment slots: head, chest, legs, feet, hands, main weapon, off-hand, ranged, two rings, necklace. Belt with 4 quick slots for consumables. Item grades from common to angelic and demonic. Durability system.

Crafting

Four categories: Alchemy, Blacksmithing, Cooking, and General Craft. Recipes unlock through items, dialogues, or events. Failure chance — ingredients are lost. Batch crafting and experimentation mode to discover new recipes.

Trading

NPC merchants have their own inventory and limited wallet (gold, silver, copper). Prices vary between merchants. Stock refreshes every 24 hours. Simple drag-and-drop interface.

Branching Dialogues

Branching stories with conditions, choices, and consequences. Through dialogues you can receive buffs, items, spells, recipes, or teleport. Background music and sound effects for dialogues.

Quests

Regular (one-time or repeatable) and daily quests. Objectives: talk to NPC, collect items, deliver, reach location, perform actions, defeat enemies, craft. Hidden objectives revealed as you progress. Some quests are time-limited.

Dungeons

Separate grids for exploration. Each tile has a chance to spawn a monster that engages in combat immediately. Invisibility buff reduces encounter chance. Cooldown before re-entry after completion.

Mini-games

Fishing and herb gathering — separate activities with mini-game mechanics. They provide loot and mastery experience.

Mastery System

Every action (fishing, gathering, combat) has a mastery level (up to 5). Leveling grants bonuses: more loot, reduced cooldowns, double loot chance, XP bonuses, and synergy effects from action combinations.

Art &
Vision

Characters
Character Art
Monster Design
Environment
UI Mockup
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