CrossWar · iPhone · now in beta

A tower war that plays like a shooter.

Real people on the other side. Nothing on sale that makes you better. Matches that last minutes and never quite repeat.

Join the beta on TestFlight Free · iPhone · 2 to 4 players online

How it plays

Ten seconds to learn. Years to master.

The board is a web of roads. Every tower on it makes troops for whoever holds it. Drag along a road to send them. Overwhelm a garrison and the tower is yours.

  • Hold towers and they fill up for you.
  • Send troops down the roads with a swipe, as many or as few as you like.
  • Take the last tower and the match is over, usually in two to five minutes.

Two to four people, live, over the internet. No turns, no waiting. Everything happens at once, and the clock does not stop while you think.

A CrossWar match in progress: four players on a diamond-shaped web of roads, towers marked with their garrison counts, a blue arrow sending troops down a road.

Why it exists

Two things the genre never did at the same time

Tower-war games tend to fail in one of two ways. They fake their multiplayer, quietly filling the room with bots and calling it a match. Or they sell advantage, so the player who pays outranks the player who practices.

CrossWar refuses both. Real people on the other side, and nothing on sale that makes you better. Everything else about the game follows from that refusal.

The ones with skill are going to win. Just like in shooters.

The standard

Same device, same map. The better player wins more often.

Picture two players who both live close to the edge of what is possible in this game, on identical phones, on the same board. It is not a coin flip. One of them wins more often, because one of them is better.

That only holds if the game is deep enough to have an edge worth chasing, and honest enough that nothing except skill moves the odds. And the edge is not one right answer: two masters should be able to beat you in two completely different ways.

Why it stays interesting

Few maps. Endless situations.

The great shooters run on a handful of maps for years. The map is only the stage. What changes is the people, the situations that unfold on the same ground, and the fact that no two rounds ever line up the same way.

CrossWar is built the same way. Variety comes from combination, not from content: who holds what, how many, where the fight breaks out, and the one variable that never repeats, the person on the other side.

A game where you keep meeting situations you have never met before.

What mastery looks like

Patterns are the skill

Experienced players see the shape of what is about to happen, because they have seen it before. So the game has to be readable enough for real patterns to exist, and deep enough that finding them takes a long time.

Predictable to the master, unpredictable to everyone else. And now and then unpredictable even to the master, when a new player does something no pattern covers.

Two axes, not one

Thinking is only half of it

The best shooter players are fast and smart at the same time: reflexes on top of map knowledge and a feel for how everything moves. Tower wars have historically tested only the second half.

CrossWar tests both. Reading the board, and executing on it while the clock runs. Both get paid out in wins.

Who it is for

The shooter players who gave up on phones

People who love Counter-Strike and PUBG, and play them on a PC, never on a phone. Not because they dislike the phone, but because a pane of glass will not do what a keyboard and mouse do, and a shooter squeezed onto it feels like a worse copy of the game they already love.

CrossWar is not that copy. It is a shooting experience living inside a game that is not a shooter, designed for the phone from the beginning rather than ported onto it. Easier to control, easier to learn, still full of variables, still demanding real skill.

They have never played anything quite like this, because it did not exist.

The limit

As much as fits comfortably in one hand

A phone is a small place. There is a ceiling on how much can live in it before it stops being playable, and shooters get to spend a screen we do not have.

So the rule is a balance, not a maximum: as much as we can, while keeping it easy to understand and intuitive. Depth nobody can perceive is just noise.

What we promise

Play it

Bring a friend. Or three.

Join the beta on TestFlight Requires the TestFlight app on iPhone