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Crossgate profile
Crossgate
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Crossgate
A dark adult management sandbox about building power inside a living fantasy city.
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Crossgate
Public post

Release 1.22 is available now for Windows, Linux, and macOS


Patreon announcement for everyone with more details
  • Customers use the same wallet to pay for drinks, meals, and subsequent services.
  • Massages, private strip shows, and peep shows charge customers for the services provided.
  • After a massage or private strip show, customers can request a separately paid sexual extra.
  • Oral sex, tittyjobs, handjobs, and footjobs are associated with the Whore job.
  • The new tipping rules are enabled by default: tips are calculated per service and paid to the workers who provide it.
  • Street work retains its separate per-act tipping rule.
  • Singers sell seats for 4 gold each, with a starting capacity of 8 seats per bar per shift, shared among all Singers.
  • Accounting shows attendance and average visit satisfaction.
  • Whore's limit is 5 acts per indoor shift or 3 acts on the street.
  • Customer wealth distribution has been corrected, and group wallets have been increased to account for every member.
  • Bar stock purchases can now reach a maximum of 64 drink portions and 32 food portions per shift.
  • Barmaid, Waitress, and Bar Cook wages now cap at 40 gold per shift.
  • Content Manager now supports paginated browsing, searchable traits, a character Gallery, and folder or zip package installation.
  • Training reports show actual gains, and stat training no longer increases unrelated skills.
  • Turn Summary labels level-ups, new traits, and training gains separately.

Downloads:

Crossgate is developed independently. Financial support lets me spend more time developing and invest in additional writing, design work, artwork, tools, and third-party resources.

You can support the game on Patreon and SubscribeStar:
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Crossgate
Public post
The main addition in this release is the Farm, a new business you can buy on the town map and staff with up to twenty workers. It produces food, animals, drinks, crafted goods, and reagents; it can supply your other businesses directly and sell what you do not use.
The Farm is meant to be something you run, not another passive income source. Who you put there matters; different jobs depend on each other; workers can get hurt or exhausted; and work can slowly change the people doing it.
Most of the numbers are still working values. Prices, reserves, magic chances, and the speed of worker changes will likely change as I get more feedback.

The Farm

A Farm costs 10,000 gold and can accommodate twenty workers. All Farm jobs share the same business inventory, visible on the Farm screen.
Your bar takes drinks from the Farm before buying more. The arena does the same with beasts. A Marketer keeps enough stock to roughly cover what your buildings used last week, adds a small reserve, and sells part of what remains.
How well this works depends on how you staff the place. A reasonably balanced Farm can make money after wages and upkeep, while an understaffed one can easily cost more than it produces. Processing also matters: turning food into something useful is generally worth more than simply selling the raw stock.
Every Farm job now produces a report for each shift. Skill affects output, but workers can also have good and bad days, get tired, lose mood, or suffer injuries. A shift in which the worker dies produces nothing and pays nothing.
Farmers can occasionally find things while working, but those finds come out of their harvest rather than appearing on top of it. Unpaid slaves work around 10% slower on the Farm, and crafting becomes less efficient as the house cut increases.

Farm staff

These jobs are more than different names for the same production bonus.
A Farm Manager takes exhausted or injured workers off duty and slightly improves their obedience while they work. A Milker needs animals, and each herd can produce only so much milk per shift. A Veterinarian reduces weekly animal losses.
A Hunter’s catches improve with skill, and they can occasionally find unusual items, including one rare find that permanently affects whoever consumes it. A Farm Hand handles cleaning, with the amount cleaned depending on skill. The Catacomb Rancher uses her actual armor and weapons on the job.

Work can change workers

Some jobs gradually affect the people who do them.
Field and herd work can make a worker Tough or Strong, or wear away Fragile. Jobs that involve interacting with people can make her Charismatic, while research can remove slow learning.
These changes are intentionally uncommon. When one occurs, the weekly report tells you which job caused it.

Magic

You can enable Magic for the Farm in Building Setup, with a minimum mana reserve.
A charm can improve or reduce a shift's output and may also injure the worker. With low Magic skill, it is generally a bad trade; with high skill, it can become worthwhile.
Skills
There are 22 new skills in total, including Farming, Animal Handling, Crafting, Herbalism, Brewing, Cooking, Medicine, and four act skills.
Buildings now give workers skill experience, and you can use free time to train any skill.

Other changes

  • Loan interest is now 10% of the remaining balance, rather than 10% of the original loan. 
  • Tips from bar and floor jobs are no longer capped. 
  • Named characters you already have should no longer reappear in the catacombs or during town walks. 
  • Double-clicking a conversation option no longer skips the reply. 
  • Adding an Arena room now correctly costs 200 gold. 
  • The default UI font is now Atkinson Hyperlegible Next. F9 still switches between the available fonts. 
  • The Settings screen now scrolls. 
  • With experimental Accounting enabled, buildings show stock produced, used, lost, and sold. 
  • Test characters are no longer included directly with the game. A small Base Roster pack provides characters for new games instead. Old sample files are removed during the update, while edited ones are moved to retired-files/.

Not in yet

Crafters currently produce stock rather than named items, and milk production does not yet depend on lactation or pregnancy. Some Hunter and milking events are still missing.
Jobs do not yet become liked or disliked on their own. For now, that can only happen through events during a shift.

For pack authors

Buildings can now be added as pack content and bought, staffed, and run by the player.
Jobs can share per-shift limits, scale their output, exchange stock for a worker, require combat equipment without being combat jobs, and weight lines based on worker skill.
See the authoring kit and turningpnt.com for details.

Saves

1.20 saves are intended to load, and existing workers receive starting values for the new skills once.
This migration path is covered by automated tests, but I have not yet manually loaded a real long-running 1.20 save. Back up your saves/ folder before updating.
If something breaks, send me gamelog.txt before launching the game again. The file is overwritten on every launch.

Download

Itch: https://turningpoint.itch.io/wmcrossgate
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Crossgate

Recent releases have been thinner on the player side than I'd like. That's because most of the wo...

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Crossgate

As noted in the comment, the new 1. 20 had WebP support issues due to misconfiguration and the SD...

This post also includes Mega.NZ content links
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Crossgate
Public post

This release reduces job refusals, fixes anti-pregnancy purchases, and removes duplicate unique characters from existing saves. It also replaces the graphics and video systems, so you now need a graphics card and driver with OpenGL 3.3 support.
There is no software fallback. If the graphics driver cannot run the game, the error will be recorded in gamelog.txt.
Downloads

What's new

  • Lower job refusal rates. In the tested fresh-worker profile, catacomb refusals decreased from 72% of shifts to 47%. Obedience above the midpoint now reduces refusals, and a single refusal no longer incurs a penalty on the next shift. Workers can still refuse jobs they dislike or fear.
  • Progress for catacomb beginners. Once a worker starts out, the chance of an encounter is at least 25%, increasing with Combat or Magic skills. An uneventful expedition now grants some experience, and losing a fight also provides combat practice.
  • Duplicate unique characters fixed. A unique character could appear twice in the market or available pool, especially with character packs installed. Existing saves remove those duplicates upon loading. Deleting a character's file also prevents it from appearing again in the market.
  • Anti-pregnancy supplies per building. Each building has its own stock and auto-restock setting. Previously, auto-restock left purchased potions untouched while charging again for each dose. Workers now use the potions already paid for. Auto-restock orders up to the set amount at the start of the week; emergency purchases after stock runs out cost five times the normal price. A Matron can increase the order if demand exceeds it. The weekly report lists usage and any supplies the building couldn't afford.
  • Customer preferences influence satisfaction. Preferences previously affected whether a customer accepted a worker. Matching or requesting a specific worker by name now also improves the customer's mood and can increase tips. The encounter report explains the match. This change applies to the brothel whore job.
  • Runaway searches persist across weeks. A recapture crew targets the worker closest to escaping permanently. Continuing the search increases the chances of finding that worker. The mission preview shows the target, remaining time, current odds, and net availability.
  • Fallback portraits. Workers without their own art now use images supplied with the game. Personal portraits still take priority.

Smaller wins

  • Fixed a freeze when selecting a worker on the Turn Summary and a crash when closing the game.
  • Backgrounds now fill windows that are not 16:9. Windows and Linux use the desktop's title bar again.
  • Randomly generated workers now show their descriptions. A missing gold range in their definition no longer causes a crash.
  • Catacomb encounters now use characters marked as inhabitants of that location.
  • Fixed launching on Ubuntu 22.04-era systems. Linux launch failures now include an explanation.
  • The Supplies panel's Order -10 and Order +10 buttons work, and the panel now shows last week's usage.
  • The game uses the Crossgate name throughout, with its wordmark on the main menu.

For pack authors

The validator checks resource definitions and conflicting storage choices. Packs can configure fallback images, and scripts can read the weather, season, and time. Jobs can also declare relevant abilities, though these declarations do not yet provide player-facing ratings.
See the authoring kit and turningpnt.com for details.
Thanks
🙏 Thanks to BubbleLord for the random-template report.
Thanks also to everyone on Discord who reported duplicate characters, the Supplies buttons, and Linux launch issues.
Saves from version 1.19 are compatible.
If something misbehaves, send me gamelog.txt before relaunching. The file is overwritten each time the game starts.
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Crossgate

1. 20. 2 Is now available - small patch before the public release

This post also includes Mega.NZ content links
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