Hi, I'm Linnea! CEO of Neat Corp, and also one of the designers, artists, and worldbuilders behind Crossings. This is a deeply personal project for us, and we’re so excited to finally share it with you.
In this update2
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Full Crossings update
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What changed
0 fixes0 additions5 changes0 removals
Gameplay
Maps
Balance
Compatibility
changedCrossings is a VR co-op roguelite about lost souls finding each other —and finding their way—through a mythic forest in the afterlife. It’s a world of shifting paths, strange altars, and ancient things in the trees that don’t always welcome your presence. It’s about learning how this place works, how you fight within it, and how you survive together—whether that’s with an axe and a poison flask bomb, or ranged weapons and earth-warping spells you wield with your hands.
changedWhat We Believe Makes VR SpecialWe’ve been working in VR for over a decade now, and what keeps us here isn’t flashy gimmicks or trying to recreate the world exactly as it is - for us it’s all about presence. It’s about building worlds you experience with your whole body. In Crossings, you lean, duck, toss, and block with intention—but you also communicate through movement. You can tell at a glance if your co-op partner is overwhelmed, fired up, or changing tactics—just from the way they hold themselves. Combat becomes choreography. Strategy becomes physical. And co-op becomes personal. Steam post image
changedWhat We Believe Makes VR SpecialOur level design is rooted in that same physicality. These aren’t just digital spaces—they’re places we want you to feel. The terrain is shaped for movement, improvisation, and quiet moments of discovery. Our inspirations are close to home: the dense pine forests of Sweden, overgrown burial mounds, and the stories our grandmothers told us about spirits, trolls, and the paths you mustn’t stray from. These aren't set dressing—they're part of the logic of the world.
changedCo-op That Feels HumanThe strategy isn't just in the builds, but in the bond. Do you split up and scout, or move as one? Do you double down on damage, or balance defense? Success depends not only on twitch reflexes, but on how well you move and think together.
changedCo-op That Feels HumanWe’ll be sharing more soon—behind-the-scenes peeks, beta invites (join our Discord, it’s a cool place!), and a closer look at how we're designing the game's systems, spaces, and mysteries. Thanks for following along. We can’t wait to meet you in the forest.
Crossings changes
changedCrossings is a VR co-op roguelite about lost souls finding each other —and finding their way—through a mythic forest in the afterlife. It’s a world of shifting paths, strange altars, and ancient things in the trees that don’t always welcome your presence. It’s about learning how this place works, how you fight within it, and how you survive together—whether that’s with an axe and a poison flask bomb, or ranged weapons and earth-warping spells you wield with your hands.
changedWe’ve been working in VR for over a decade now, and what keeps us here isn’t flashy gimmicks or trying to recreate the world exactly as it is - for us it’s all about presence. It’s about building worlds you experience with your whole body. In Crossings, you lean, duck, toss, and block with intention—but you also communicate through movement. You can tell at a glance if your co-op partner is overwhelmed, fired up, or changing tactics—just from the way they hold themselves. Combat becomes choreography. Strategy becomes physical. And co-op becomes personal. Steam post image
changedOur level design is rooted in that same physicality. These aren’t just digital spaces—they’re places we want you to feel. The terrain is shaped for movement, improvisation, and quiet moments of discovery. Our inspirations are close to home: the dense pine forests of Sweden, overgrown burial mounds, and the stories our grandmothers told us about spirits, trolls, and the paths you mustn’t stray from. These aren't set dressing—they're part of the logic of the world.
changedThe strategy isn't just in the builds, but in the bond. Do you split up and scout, or move as one? Do you double down on damage, or balance defense? Success depends not only on twitch reflexes, but on how well you move and think together.
changedWe’ll be sharing more soon—behind-the-scenes peeks, beta invites (join our Discord, it’s a cool place!), and a closer look at how we're designing the game's systems, spaces, and mysteries. Thanks for following along. We can’t wait to meet you in the forest.
Hi, I'm Linnea! CEO of Neat Corp, and also one of the designers, artists, and worldbuilders behind Crossings. This is a deeply personal project for us, and we’re so excited to finally share it with you.
Crossings is a VR co-op roguelite about lost souls finding each other —and finding their way—through a mythic forest in the afterlife. It’s a world of shifting paths, strange altars, and ancient things in the trees that don’t always welcome your presence. It’s about learning how this place works, how you fight within it, and how you survive together—whether that’s with an axe and a poison flask bomb, or ranged weapons and earth-warping spells you wield with your hands.
What We Believe Makes VR Special
We’ve been working in VR for over a decade now, and what keeps us here isn’t flashy gimmicks or trying to recreate the world exactly as it is - for us it’s all about presence. It’s about building worlds you experience with your whole body. In Crossings, you lean, duck, toss, and block with intention—but you also communicate through movement. You can tell at a glance if your co-op partner is overwhelmed, fired up, or changing tactics—just from the way they hold themselves. Combat becomes choreography. Strategy becomes physical. And co-op becomes personal. Steam post image
Our level design is rooted in that same physicality. These aren’t just digital spaces—they’re places we want you to feel. The terrain is shaped for movement, improvisation, and quiet moments of discovery. Our inspirations are close to home: the dense pine forests of Sweden, overgrown burial mounds, and the stories our grandmothers told us about spirits, trolls, and the paths you mustn’t stray from. These aren't set dressing—they're part of the logic of the world.
Co-op That Feels Human
At the core of Crossings is your connection to the other player. You’ll guide each other, protect each other, and make irreversible choices that shape your paths. Some moments are frantic—one of you barely holding a line while the other charges a finisher. Others are quiet—navigating a risk together, or deciding who takes the altar’s gift and who goes without.
The strategy isn't just in the builds, but in the bond. Do you split up and scout, or move as one? Do you double down on damage, or balance defense? Success depends not only on twitch reflexes, but on how well you move and think together.
We’re making this for players who crave meaningful VR co-op. Who want rich worlds to explore with someone they trust, or dare to put their faith in the hands of a helpful stranger. We want to make a game where even your failures together feel like stories you’ll tell later.
We’ll be sharing more soon—behind-the-scenes peeks, beta invites (join our Discord, it’s a cool place!), and a closer look at how we're designing the game's systems, spaces, and mysteries. Thanks for following along. We can’t wait to meet you in the forest.