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001STUDIO5 MIN

Hello, crossing

What CROSSGEN is, what it isn't, and the three rules we're building by.

CROSSGEN is a game design lab and developer community. This is the first entry in the devlog, which means it has the boring job of explaining what we are. We'll keep it short and get back to the turnips.

What we are

A lab, because we prototype more than we ship. A community, because the people who break our builds are the same people building their own, and we'd like the credit to flow both ways. We build games across genre boundaries, with intelligent systems as co-developers at every stage.

Three rules

01 · CROSSGenre without borders. Mechanics, worlds and audiences combined on purpose, not by accident.
02 · CO-DEVELOPIntelligent systems as collaborators. Design, code and art made with intelligent models in the loop, directed and owned by people.
03 · COMMONSShared community and funding. Pooled resources, open process and fair credit for every indie who contributes.
Genres are starting points, not categories.

What "co-developer" means here

The model is in the room. It drafts, it argues, it plays the build more times than any human should. It does not decide what ships. People do, and people own the result. Both names go in the credits.

CO-DEV NOTE · BUILD 01
humanwhat if the dungeon is a city?
modelthen every floor is a district. zoning law as loot table.
humanand the boss?
modelthe planning committee.

What's next

Three prototypes. A Discord that is still being wired up. A newsletter that sends once a month and not a day more. A playtest program with a short queue you can join today. Entry 002 is about teaching a model to lose a race; it took longer than it should have.