Compare Cross Blitz prices across 50+ stores and find the best deal. Developed by Tako Boy Studios LLC. Published by The Arcade Crew. Released on 11/24/2025. Available on PC. Genres: Adventure, Indie, RPG, Strategy.

Thirty-plus hours of story campaigns plus a near-endless roguelite mode, all running on a lane-based card system that rewards build obsessives and forgives newcomers in equal measure.

My gut reaction walking into Cross Blitz was skepticism: another indie deckbuilder in a genre already drowning in Slay the Spire imitators. Two hours later I had a spreadsheet of relic synergies open in a second window and I hadn't noticed the time pass. That's the clearest signal I can give you about what this game actually is. The foundation is a lane-based card combat system built on a four-by-four board, split evenly between you and your opponent. Positioning is a genuine decision, not decoration. Each player starts with 20 life points and a hand of five cards drawn from a 30-card deck, with mana growing by one each turn, so your opening curve matters and your late-game payoff needs planning to reach. Decks are assembled from minions, spells, and traps, plus up to four equipped relics that act as passive modifiers shaping your entire strategy. Card copy limits vary wildly per card, with some minions stackable up to eight copies and others restricted to a single slot, which means every build decision has a clear opportunity cost attached. On top of all that, Blitz Burst cards serve as match-finishing bombs that reward you for building toward a specific win condition rather than jamming value generically. Cross Blitz splits its content across two distinct modes. Fables is the story campaign: five separate character storylines, each with its own starting deck, talent tree, and hex-map progression. Redcroft the lion pirate, Violet the pop-star sorceress, Quill the mouse thief, and the rest each play differently enough that replaying the mode with a new character is a genuine strategic reset, not a cosmetic one. Battles in Fables can be immediately replayed after a loss with no penalty, making it genuinely low-pressure to experiment with deck swaps and relic combinations before progressing. The writing is light-hearted and character-driven, with enough personality to make you care about the outcome of each chapter. One legitimate gripe: the 1.0 release shipped with the Fables storyline ending on a cliffhanger rather than a complete conclusion, which is a valid frustration if you burn through all five campaigns expecting a full wrap-up. Tusk Tales, the roguelite mode, runs a randomized branching map in the Slay the Spire mold, rewarding Husks and Souls currencies for meta-progression upgrades between runs. Daily Hunts add optional difficulty modifiers for harder Souls farming, and the game no longer forces you to pick up cards after every fight, a change the community explicitly pushed for during Early Access and that significantly tightened the drafting feel. For anyone who has bounced off deckbuilders because the roguelite loop felt cold and mechanical: Fables mode functions as a 30-plus-hour structured tutorial that introduces mechanics gradually, teaches card archetypes through actual story context, and lets you fail and iterate without run-ending consequences. That is a genuinely newcomer-friendly ramp that most genre entries skip entirely. The difficulty spikes in Tusk Tales are real and occasionally feel like the enemy got a relic that shouldn't exist at that tier, a balance roughness the developers have addressed repeatedly through patches but haven't fully ironed out. Spell card information also flashes too briefly on screen during opponent turns, making it harder than it should be to learn counter-strategies on the fly. Neither issue is a dealbreaker, but both are visible seams. The visual presentation is pixel art with a GBA-era confidence to it, all bold outlines and expressive sprite work, backed by an energetic soundtrack that fits the pirate-world setting without overstaying its welcome. No voice acting, which is the right call for the tone. Cross Blitz is a pure single-player experience; a planned multiplayer mode was cancelled as the solo content grew in scope, so if PvP is your requirement, look elsewhere. What you get instead is a mechanically dense, generously sized deckbuilder built by a two-person studio with no microtransactions, no wait timers, and no free-to-play friction anywhere in the package. Diego, Scout Team

Cross Blitz
AdventureIndieRPGStrategy

Cross Blitz

Nov 24, 2025Tako Boy Studios LLCThe Arcade Crew
GamerScout Says

Thirty-plus hours of story campaigns plus a near-endless roguelite mode, all running on a lane-based card system that rewards build obsessives and forgives newcomers in equal measure.

PC
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Screenshots & Media

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About Cross Blitz

My gut reaction walking into Cross Blitz was skepticism: another indie deckbuilder in a genre already drowning in Slay the Spire imitators. Two hours later I had a spreadsheet of relic synergies open in a second window and I hadn't noticed the time pass. That's the clearest signal I can give you about what this game actually is. The foundation is a lane-based card combat system built on a four-by-four board, split evenly between you and your opponent. Positioning is a genuine decision, not decoration. Each player starts with 20 life points and a hand of five cards drawn from a 30-card deck, with mana growing by one each turn, so your opening curve matters and your late-game payoff needs planning to reach. Decks are assembled from minions, spells, and traps, plus up to four equipped relics that act as passive modifiers shaping your entire strategy. Card copy limits vary wildly per card, with some minions stackable up to eight copies and others restricted to a single slot, which means every build decision has a clear opportunity cost attached. On top of all that, Blitz Burst cards serve as match-finishing bombs that reward you for building toward a specific win condition rather than jamming value generically. Cross Blitz splits its content across two distinct modes. Fables is the story campaign: five separate character storylines, each with its own starting deck, talent tree, and hex-map progression. Redcroft the lion pirate, Violet the pop-star sorceress, Quill the mouse thief, and the rest each play differently enough that replaying the mode with a new character is a genuine strategic reset, not a cosmetic one. Battles in Fables can be immediately replayed after a loss with no penalty, making it genuinely low-pressure to experiment with deck swaps and relic combinations before progressing. The writing is light-hearted and character-driven, with enough personality to make you care about the outcome of each chapter. One legitimate gripe: the 1.0 release shipped with the Fables storyline ending on a cliffhanger rather than a complete conclusion, which is a valid frustration if you burn through all five campaigns expecting a full wrap-up. Tusk Tales, the roguelite mode, runs a randomized branching map in the Slay the Spire mold, rewarding Husks and Souls currencies for meta-progression upgrades between runs. Daily Hunts add optional difficulty modifiers for harder Souls farming, and the game no longer forces you to pick up cards after every fight, a change the community explicitly pushed for during Early Access and that significantly tightened the drafting feel. For anyone who has bounced off deckbuilders because the roguelite loop felt cold and mechanical: Fables mode functions as a 30-plus-hour structured tutorial that introduces mechanics gradually, teaches card archetypes through actual story context, and lets you fail and iterate without run-ending consequences. That is a genuinely newcomer-friendly ramp that most genre entries skip entirely. The difficulty spikes in Tusk Tales are real and occasionally feel like the enemy got a relic that shouldn't exist at that tier, a balance roughness the developers have addressed repeatedly through patches but haven't fully ironed out. Spell card information also flashes too briefly on screen during opponent turns, making it harder than it should be to learn counter-strategies on the fly. Neither issue is a dealbreaker, but both are visible seams. The visual presentation is pixel art with a GBA-era confidence to it, all bold outlines and expressive sprite work, backed by an energetic soundtrack that fits the pirate-world setting without overstaying its welcome. No voice acting, which is the right call for the tone. Cross Blitz is a pure single-player experience; a planned multiplayer mode was cancelled as the solo content grew in scope, so if PvP is your requirement, look elsewhere. What you get instead is a mechanically dense, generously sized deckbuilder built by a two-person studio with no microtransactions, no wait timers, and no free-to-play friction anywhere in the package. Diego, Scout Team

Tags

singleplayerachievementscloud-savestier:indieLane-Based CombatBlitz Burst MechanicRelic SynergiesMulti-Campaign StoryHex-Map ProgressionCard CraftingMeta-ProgressionDaily HuntsSingle-Player OnlyNewcomer-Friendly Ramp

Steam Deck & Linux

Steam Deck PlayableProtonDB Gold

Valve rates this game Steam Deck Playable. Runs great on Linux after minor tweaks. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 10
Memory
4 GB RAM
Storage
600 MB available space
Graphics
NVIDIA GeForce GT 320, 1 GB or AMD Radeon HD 6570, 1 GB
Processor
Intel Core 2 Duo E6750 or AMD Phenom II X2 550
Additional Notes
Low 1080p @ 60 FPS

Recommended

OS
Windows 10
Memory
4 GB RAM
Storage
600 MB available space
Graphics
NVIDIA GeForce GT 320, 1 GB or AMD Radeon HD 6570, 1 GB
Processor
Intel Core 2 Duo E6750 or AMD Phenom II X2 550
Additional Notes
Low 1080p @ 60 FPS

Community Discussion

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Reviews & Ratings

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Game Info

Developer
Tako Boy Studios LLC
Publisher
The Arcade Crew
Release Date
Nov 24, 2025

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What platforms is Cross Blitz available on?

Cross Blitz is available on PC.

When was Cross Blitz released?

Cross Blitz was released on 24 November 2025.

Who developed Cross Blitz?

Cross Blitz was developed by Tako Boy Studios LLC and published by The Arcade Crew.