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  • Crossings reimagines Norse mythology in a VR roguelite with gesture-based combat

Crossings takes a sharp turn from its studio’s stealth-action roots and drops players into a mythic afterlife built for VR. Instead of sneaking through offices, you’re hacking through forests, ruins, and spirit-haunted terrain using swords, spells, and motion controls. It’s built for both solo and co-op, but the emphasis is on physicality, exploration, and replayable runs.

This isn’t Norse mythology as window dressing. The game leans hard into its theme, structuring its world like an ever-shifting trial for lost souls. And in this afterlife, combat isn’t passive. Every swing, block, and spell is tied to how you move.

Combat is physical, not cinematic

At its core, Crossings is about first-person melee. Weapons feel weighty, and timing matters. You’ll use axes, swords, or blunt weapons to engage enemies, but it’s not just about attacking—it’s about reacting. Dodging and parrying play as much of a role as landing hits.

The magic system is also notable. Instead of selecting spells from a menu or binding them to buttons, players cast using hand gestures. It’s not a gimmick. Spell execution depends on form and movement, which means learning magic is as tactile as swinging a sword.

Procedural runs with mythic structure

Each run through Crossings reshapes the world. Environments, enemy types, and loot change every time. This structure keeps it aligned with roguelite expectations, but it’s not just about randomness—it’s about mythology-driven progression. Altars grant new abilities. Weapons evolve mid-run. Dead ends hide more than just traps.
Progress isn’t lost on death, but it’s limited. Like other roguelites, each run pushes you a little further into mastering the systems, with just enough carryover to keep long-term momentum.

Co-op designed around trust, not chat

Crossings features native co-op, but with a twist—no voice comms. Communication happens through body language, gestures, and positioning. It forces coordination in a way that feels more organic and less like an MMO party chat.

This design choice shapes how you move as a team. You read your partner’s actions more than you hear them. It makes even simple moments—like splitting a path or taking on a boss—feel heavier. And for VR, where physical presence matters, it works surprisingly well.

What to expect

Crossings is targeting release on Meta Quest and PC VR. A playable demo is expected soon, giving players early access to the game’s core systems. Based on what’s been shown, it’s not aiming to reinvent the roguelite genre, but it is shifting how that genre works in VR.

The takeaway? It’s a game built on movement. On learning through motion. And on treating VR not as a gimmick, but as the default format for how players live inside the world it’s building.

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