
Explore, gather, craft, fight, and survive the fantasy world with persistent world simulation as an adventurer party. Every part of the world is persistently calculated, environment interacts and changes over time with season and progress. Play alone or play together with your friends!

"I guess it's another open-world survival craft RPG, how is it different this time?"
Ever thought of an open-world game where stuff in the background never disappears into thin air, or map chunks don’t freeze with everything in them—NPCs, trees, animals, etc.—until the player walks nearby?
How about an open world where nature and the environment constantly progress with the flow of time into the future, with weather, temperature, and seasons shaping the world as they go, and whatever changes you or the world have made are persistent throughout the entirety of the game world?
For example, the fruits you harvested from a tree would rot and eventually disappear even after you’ve moved away from the area, and the trees would change shape with the seasons and bear fruit again the following year.
Cross The World started as a very ambitious project, an answer to that itch I’ve always felt as a gamer who wanted a game just like that.

How does the game play?
The game world isn't procedurally generate. It is 6006x4026 sized world including ocean chunks.
Game offers several difficulty levels and a choice to turn on/off features like permadeath and fog of war.
It's a party-based RPG, you can control up to 4 characters in your party.
You can choose between 28 classes and 3 races, while some classes can be similar to each other.
Game provides more traditional RPG elements of character progression with levels, exp from combat and quest, active and passive skills, equipment enchantments as well as the well-known open-world survival crafting genre's UI and experience like chopping tree, grass, breaking rock, crafting tools, cooking meals, etc.
Environment features such as temperature, weather, wet/dry/frozen, day and night, darkness and lighting, fog of war, permadeath, and 4 seasonal changes affecting the gameplay.
In multiplayer, you can host the game so your friends can control the characters together.
Everything in the game world runs persistently, nothing freezes and stops progression just because the player is away. Whatever progress or change you inflicted upon the game world will not just stay, but progress over time as well.
This also means there is no loading once you are in the game, switching between two characters, even if they are 500 or 1000 chunks away, is instantaneous.
Game features a world scenario where through the quest progression, players are expected to save the world from the great imminent dangers.
Level editor you can access while running the game like a creative-mode, in both single-player and multiplayer.
Everything written here sounds very ambitious, can you really do this?
In a perfect world, yes. But we don’t live in a perfect world.
That’s why I’ve decided to make 90% of the game’s source code open source.
Hopefully, this action shows the passion—and the willingness to accept criticism of my game’s code—that I’ve embraced in pursuit of this goal.
What future updates are planned?
Enhanced NPC behaviors: Animals, monsters, humanoid NPCs participate in routines that more actively reshape and influence the world they live in and drive narratives.
More Season/Biome based content such as seasonal plants, animals, fish, etc.
New Scenarios.
This Includes large-scale simulations like animals crossing the continent by change of season, monsters raiding nearby town, mobs reproducing and taking combat each other.
New Areas which are currently greyed-out in the map.
Controller, Steamdeck support.
Improved and polished level-editor.
Dedicated modding support from the official developer.
For more details on the game, please join our official discord via the link provided in this store page.
#WORLD
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- 0.8.0 gets a new world map!\n
- Bandit camps spawn with treasure chests.\n
#UI and CONTROLS
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- You need to hold Shift key or toggle TaskMode with T key to interact with objects. This solves an old issue where trying to left-click a target to enter combat could be interpreted as digging or cutting grass from misclick.\n
- Sprint key in RPG Mode is now a control key.\n
- Targeted Animal, Monster, Person are highlighted.\n
#STSTEM
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- Removed \"EMBARK\" function from the game.\n
- Bodyparts have been added to the game.\n
- New tasks \"Apply Splint\", \"Perform Surgery\", and \"Install Prosthetic\" have been added.\n
#GAMEPLAY
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- You can now left-click to autoattack.\n
- You can now wear any type of equipment without worrying about class attack/defence types. All equipment grants full stats regardless of class.\n
- Enchanting materials have been replaced with moonstone shard, moonstone and red moonstone.\n
- Animals, Monsters, NPCs out of sight range while you are underground now display as a question mark instead of not rendering.\n
- School of Fish tiles have been added. They spawn on random water tiles when the world is generated. You must fish in these tiles to acquire epic and legendary fish and they increase chances for rare fish.\n
- You can no longer acquire recipe tech from research. You now need to read the corresponding book to unlock the recipe requirement. Books are found in loot chests or purchased from Scholar NPCs.\n
- Researching new technology now requires reading the relevant book.\n
- Resting and sleeping in chairs/beds grant refreshed buffs lasting up to several days, encouraging traveling adventurers to stop by settlements.\n
- Using forge, anvil, workbench, chair, or bed now requires either permission from the NPC who owns them or having friendly/ally reputation with their faction.\n
- Some Animals and Monsters are larger, stronger, and drop better loot!\n\n
#Class Buffs
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- Angler does not need a rod to fish.\n
- Angler has higher chance to catch fish and faster fishing action.\n
- School of Fish will not run away from Angler.\n
- Miners find 1/2/3 extra ores at levels 1-3 / 4-6 / 7-10.\n
- Food & Drink made by Cook have higher portion (durability) by 2*cook level. At level 20, dishes have 4x regular portion.\n
- Farmers harvest extra produce (1 + level/5) from mature crops.\n
- Tinkerer repairing equipment at anvil will repair with bonus durability equal to 10% * level, exceeding normal max durability.\n\n
#BALANCE
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- You now die at -100% HP instead of -50%.\n
- Corpses disappear if they take -300% damage of total HP, instead of -100%.\n
- Buffed [Small Boned] trait speed boost from 0.15 to 0.3.\n
- Nerfed Slime and Dark Slime attack speed and damage.\n
- Nerfed Poison and Bleeding damage.\n
- Default sight radius buffed from 6 to 8.\n
- Default Energy regen cooldown is now 10 seconds (previously 8 seconds).\n
#BUGFIX
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- Fixed a bug where Camera sometimes didnt follow the character well and dragged behind.\n
- Fixed broken coastal line.\n
- And countless bugfixes I can\'t remember all.\n
Minimum Setup
- OS: 64 bit
- Processor: Intel Core i5-2400/AMD FX-8320Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: 1GB VRAM: Intel HD 3000 GPU / AMD HD 5450 / Nvidia 9400 GT
- Storage: 500 MB available space
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