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Took some time to look into this, and was able to replicate it myself by going to Ku’lero temple, though seems to only happen in the room called Outlook for me. Azure Archipelago seems unaffected, and in fact, if I teleport there, do something that zooms in the camera, then teleport back to the Outlook room in Ku’lero, the performance issues don’t appear there either, though this is temporary. I took a cursory glance at the game files of the itch and Steam versions, and there’s differences in the filesizes of their executables and libraries. In the case of the the game executable, I’m not sure if that’s Steamworks packaging its own data into it, but I don’t see why Steamworks would change the libraries. This seems to me like what’s causing the performance issue with camera zooming under certain conditions, as their post-game extention folders, and their game folders (containing critical .js and .css files) match exactly, leaving the libraries as the only possibly culprit, at least as far as I can see. I’ll bring this up to RFG in chat during their next development stream, whenever that is (Though I realize they’ll probably refer me to someone at Deck13, as they’re done developing/supporting CrossCode themselves). Hope we can get a fix!

Asked devs on Twitch, they said it’s a known issue across all platforms, and that they’d have to move to a newer version of nwjs to fix it. Found that odd since I had never experienced it on Steam including when specifically trying to, and never got it to happen. Right after he told me that I boot up my Steam copy and it happens, just as badly as on itch. I guess let’s just hope for that nwjs version move at some point.

(2 edits)

I’ve been playing the game with nwjs 0.62.0 and it runs flawlessly, have over 60 hours in the game and am nearing the end of the DLC without issue.

If you’re playing on Linux you can use the install scripts for Lutris that I wrote to automatically prep the game with dlc and update nwjs.

For some reason they haven’t been approved yet for the public list, guess the lutris mod team is really backed up, that makes it a tad more annoying to use, but these links should work: Base Game or Base Game + DLC

Edit: itch filters the links as they’re not standard web links, you’ll need to paste lutris:crosscode-itchio-64-bit or lutris:crosscode-itchio-64-bit-new-ho into your browser’s address bar respectively.

I’m on Windows, can you teach me how to update CC’s nwjs on there? I’ve attempted a few times to do it over the past days but I don’t understand runtime environments at all.

(+1)
  1. Extract the game into a directory
  2. Delete CrossCode.exe
  3. Extract nwjs 0.62.0 on top of the game, replacing any existing files
  4. Rename nw.exe to CrossCode.exe

Should be able to run and be fine afterwards

Thanks! Works great. Didn’t realize literally all of the game’s code is contained in the assets folder. Not sure why this hasn’t been pushed to the game by RFG/D13 if it’s that easy, but doing it manually works in the meantime. I wonder, since this thread has done so off-topic, could it be renamed? Or maybe one of us should make a new post just detailing the manual nwjs updating procedure for all platforms so more people can see it.

It has the potential to introduce bugs, but I haven’t run into any so maybe it’s fine.

The correct way to upgrade, on part of the developers, would be to build the game against the newer nwjs version and then release the new build. There’s probably been some breaking API changes so it’s not as easy for them and probably needs some code and/or build environment changes.

If they do upgrade the correct way, there’s a decent chance the game will run quite a bit faster, as there’s been a lot of improvements to the build toolchain since nwjs 0.35.5 [which is the last version mentioned in crosscode’s changelog, maybe they’re on a newer one as 0.35.5 shipped with 1.2.0-5]

I suppose I can make a post with instructions for all three major platforms.

Makes sense that it could introduce bugs, so I guess that’s why it hasn’t officially upgraded yet. A post with instructions would be great, maybe even with instructions for the unofficial Android port?