Infinity Knights: Xross | Solo/Co-op Retro Adventure RPG

Created by Timesea Studio

Inspired by ‘90s Japanese RPGs, pixel, and retro classics, explore this solo/up to 3-Player co-op adventure game for PC and Consoles.

Latest Updates from Our Project:

Project Update #19 - February 2026 - Progress Reward Updates, Animators, The Alpha (Update), Game Updates
4 days ago – Tue, Mar 03, 2026 at 05:38:33 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Project Update #18 - January 2026 - Kickstarter Reward Progress, Discord/Community Updates, Live Stream Recap, Animators, and Game Updates
about 1 month ago – Wed, Feb 04, 2026 at 03:57:38 AM

This post is for backers only. Please visit Kickstarter.com and log in to read.

Project Update #17 - December 2025 - Live Stream! Kickstarter Admin, Game Updates, 2025 Recap
about 2 months ago – Sun, Jan 11, 2026 at 03:16:35 AM

Hey, everybody! 😁

It's 2026. This is it! This is our year. Infinity Knights: Xross is on the horizon. We're beyond excited to share everything we've been working on. We hope you had a Merry Christmas (if you celebrate) and a Happy New Year!

An excellent Christmas tree ornament, made by one of our dear fans!

Summary

Not a lot of motion over December since we took time off to see our friends and family (singular, we're brothers!). Since we usually write these updates at the end of the month/start of the next, this update has been posted a little later than usual. We'll be back on schedule come end of this month 👍

Holiday Live Stream / Q&A with Saxon

Saxon is doing a livestream Q&A in the Discord on the 25th of January at 8pm GMT+8. This is a good opportunity to ask any questions and have Saxon answer them in person (while we run the game in the background). We'll have the channel open from now until then so you can post questions!

He'll be chatting about development, programming, music, you name it. All things Infinity Knights: Xross. Drop in and say hi!

Here's a link to the event.

Kickstarter Admin

We had an exciting December. The Kingdom Castle and its museum are looking incredible. Here are our new and refreshed Museum designs, where all your sweet backer items will be showcased:

Some museum items created for backers stored in the Kingdom Castle's Museum.

These cases are toggleable, so you can choose to customize how your museum finds will show up and they'll stay that way for your playthrough.

We have a few remaining statues, museum items, and fish to be created, but otherwise they are complete. We're leaving this comment here again just to let anyone know that if you haven't done your survey, please get in touch with us. We have sent several messages - and we understand, life gets busy sometimes. When you're ready, please let us know! 😁

Otherwise, we'll be focusing more on the backer NPCs and questlines moving forward. We've already created quite a few of the NPCs, and they're looking cool!

Game Updates

  • UI Upgrades

    We're always making more improvements to the menus, but we've started capturing more information to view lately. Things like showing achievement completion dates/times, consolidating controls to be unanimous between menus, tooltips, etc.

    These designs are Works In Progress (WIPs) and are going to change as we include more information and complete more graphics.
Tooltips for some Items (WIP).
  • Tile sets and areas

    Several new tile sets have entered the game. We'll do a deep post in the coming months; we've almost finished every area set. This is a HUGE milestone and has been a monstrous task but we're very proud of how the game currently looks. Here is another sneak peek 👀 
The Interior of the Kingdom Castle
  • Music

    Kikuta-san is still composing away, making songs. We didn't ask him to make just one or two songs! The soundtrack is looking pretty packed and healthy at the moment - it's almost too good not to share... but we'll wait for now. The music for the game is advancing wonderfully 👍
     
  • Various Boss Fight Improvements and Animations

    While we don't want to go into specifics (spoilers), we've completed more animations for the BIG bosses of the game. Unfortunately, this is the biggest time gate we've encountered. The bosses take a long time to animate, so we're looking to bring more talent on board to help us speed up this process.
A boss from Infinity Knights: Xross
  • Title Menu Improvements

    We spent some time making sure that, in combination with eliminating as much loading time from the game as possible, the title menu sequence into the game was seamless. This meant UI configurations, controls, animations, loading sequences, 'cutscenes', and so on, all had heavy refactors.
     
  • Scene Loading, Camera Locking

    The camera action for this game is a little technically complex. The game looks 2D but, as we all know by now, is actually built in 3D. This means that the cameras operate on an angle, and have to behave a certain way (e.g. always moving specific distances) to make sure the pixel perfect visuals are captured correctly. 

    We updated the way that camera transitions happen between areas/sub-areas, as well as implementing proper camera bounds. 

2025 Recap

We had a great year and accomplished a lot of our goals. We didn't want to hash out and bloat the update with things we've already posted about, so we'd encourage you to go back and have a glance through any of our old posts if you haven't read them already.

Infinity Knights: Xross | Solo/Co-op Retro Adventure RPG by Timesea Studio — Kickstarter/Posts

Thank you

We're just so excited for everything this year has in store for all of us. Playtesting, the whole soundtrack, the story, the visuals, the co-op gameplay, all of it. Don't forget to tune in to the Discord livestream on the 25th of January!

Working on this project is a privilege and a dream come true. Let's make sure 2026 is a year to remember 😁

Warm regards,
Saxon, Michael, and Tyrone Goodrick

Project Update #16 - November 2025 - KARANEKO, Halloween Art Prizes, Kickstarter Admin, Game Updates
3 months ago – Thu, Dec 04, 2025 at 03:11:26 AM

Greetings, everybody! 😁

Summary

  • KARANEKO Final Hours!
  • Holiday Live Stream in Early January.
  • The Art Challenge Continues! Congratulations to ponky!!, Streak, and Dittoon 2.
  • Administration.
    • Short Break in December.
  • Game Updates
     

KARANEKO

KARANEKO is in their final few hours. If you haven't backed them already, we'd strongly encourage you to check them out. Their Kickstarter has been mighty successful! You don't have to back them either - even just a like and a follow on socials does wonders. 

Check out KARANEKO before their mighty successful Kickstarter ends.

Holiday Live Q&A Stream and Art Challenge

We're extending the Art Challenge into the New Year (more details in the Discord). It was a small event, but we really enjoyed it. Congratulations to ponky!!, Streak, and Dittoon 2 for participating. ponky!! scored a copy of the game, and all three of them will be naming mushrooms in the game, too. Congratulations 😁

To celebrate the holiday season and the new year, Saxon will be doing a live Q&A stream as well as talking a bit more about all things Infinity Knights: Xross. This event will be tagged in the Discord as we'll host it there, but if enough people want to see it we could migrate it to YouTube so it's more accessible to all. Let us know! We're posting it here now, since announcing it in the December update means we won't have a lot of time to get the word out. The stream will take place early January.

Administration

First off, we know some people expect the game to come out next month (December) as it says per our original Kickstarter goal (we are not allowed to edit this). We are, as we've said before, taking extra time to make this game as quality as it can be. We really want to publish something worthwhile, and we need more time to do it. This is our debut, our entrance into the world of video games - and we are not taking it lightly. This work is a concentrated effort between the three of us brothers and we're doing everything we can to show the world that we're making something grand, and really worthy of your time and attention.

So, all things considered, we really appreciate your patience.

Creating multiplayer and online interactions in the game significantly increases the amount of time it takes to implement new mechanics because there is more to do/test. For every mechanic you include for a player, you then have to test it working with multiple players on the same console, then multiple players online on different consoles, and so on. It's great fun, but it means everything takes a little longer than we originally anticipated. 

We've been working very hard all year long. The three of us work all day every day on this project. That being said, we'll be taking a short break over Christmas to (finally) spend time with our loved ones and family. As such, the December update might be smaller than usual!

We're tidying up the remaining statues and museum items, but so far we're really happy with the way they've all turned out. We're not going to show off any other statues or items, we'll leave them as a surprise. We hope you enjoy their implementations into the game 😁

With respect to the rewards, we're currently polishing off the in-game fish which have been an absolute delight 😂

Three of our special backer reward fishes!

These fish will feature in the game as consumables, trophies, or even parts of craftable items! 

Game Updates

Previously, this section was called 'Tech Updates' but we're renaming it to 'Game Updates', because that's a bit more relevant.

We mentioned earlier that we do a lot for this game - we're always working on it, always improving and learning new things, and working on the overall experience.

This takes time, and unfortunately, a lot of the work isn't something we show because it's usually a massive spoiler or we just can't take a picture of it. Regardless, here are some of the things we have worked on in November.

  • Further inventory improvements. Over 100 new items implemented. 

    There is quite a range of items in Infinity Knights: Xross, including monster materials (spider silk, pelts), gatherable materials (crystals, berries), crafted materials (rings, amulets, potions), discoverable materials (letters, books) to name a few.
An assortment of items sourced from crafting, gathering, discovering, or defeating foes.
  • Quest system architecture completed. 

    This means that we're able to fully create quests now with no restrictions. All triggers, cutscenes, or random implementations (like obtaining items during cutscenes, cutscene controls, and so on) are good to go for both single player and multiplayer. 

    We're currently working on refining the UI and fleshing out some finer details for the quests that are featured in the Alpha (dialogue, sequences, so on).
     
  • Dialogue system rework for regular worldly NPCs. 

    When we restructured the way our dialogue worked for cutscenes, it affected the way that the active world NPCs used their own dialogue. We since updated that system, so now that's also good to go on all fronts. 

    We designed the system so that it would be easy to create, import, and export long conversations that had choices, variable dialogue, or action commands - you name it. 
     
    We did this carefully because we knew that in the future, when it comes to integrating translations for the game, we could just import/export our database of conversations, fill in the translations using a workbook or Excel sheet, and import it all back in. Easy peasy. Planning ahead is key!
NPC Dialogue!
  • Updated minigame - global currency, reward system, and structure. 

    As a fallback while you're gathering (and playing the gathering minigames), you passively collect a small amount of currency that you can use to buy low level gatherable supplies. 

    For instance, if you really like woodcutting but 'don't like mining' (yeah, right), you can use some of the currency you earn from woodcutting to buy low level mining materials. This wasn't working properly, but we patched it up 👌 This is all explained in game - no need to get it memorized.
Woodcutting Minigame: Blue nodes give you currency (bottom right) that you can spend on materials.
  • Updated interaction nodes and emotes. 

    There wasn't a clear enough indication displayed when trying to interact with a node. 

    We used to just highlight the entire object, similar to how 'Enter the Gungeon' does. We didn't really like how this looked on massive boulders and trees though, so we changed it to a more 'Dark Cloud' approach, which suits the vision we have better anyway. 

    Instead of just the classic red exclamation mark, we have different emotes appear for different things. We're still working on animating these and changing the effects, but we've made some progress and thought we'd share because it's cool, and it's visible!
Split screen shot of interactable node icons. The graphics, sizing, and animations, are subject to change and are things we're actively working on.
  • Enemy controller improvements.

    Our enemy system is really specifically designed. Explaining it is probably best saved for a video, but essentially its foundational structure was based on Final Fantasy XII's Gambit System and Final Fantasy XI's Macro System

    What we mean by that, is that we're able to select (for an enemy) a COMMAND, an ACTION, and a TARGET, all without programming. We make a generic command (e.g. Attack) and then we can use the command in any enemy behaviour tree.

    For example, we can drop in a condition and a command to an enemy such as 'Below 50% HP' and 'Run Away'. They'll then run away once they're below 50% HP. Additionally, if we wanted to use the 'Below 50% HP' condition in any other behaviour tree, we just drop it right in. Easy!

    This lets us rapidly create unique behaviours in enemies, as our library of Commands and Actions just continues to grow, and is incredibly easy to scale up. If we don't require new Commands or Actions for a new enemy, then we don't have to program at all!
     
  • Title screen refinement. 

    We have done a bit of work on the Title Screen. All that's left there is some UI improvements, which we'll be working on over December/January. It's looking good!
     
  • Integrated achievements for the whole Alpha (50+ task list). 

    One of the main tasks in this game is to... complete many tasks! The Infinity Knights are given a journal that lists many things they can achieve during their career. These tasks range from discovering secrets, amassing materials through gathering, making interesting layouts when building your Kingdom Sector, to destroying dungeons at speed, taking down epic foes, and making story progress.

    The Alpha will feature quite a few that relate to the Woodlands and first dungeon. This system is foundationally solid now, and all we actually have to do to create more is just write in and test the relevant triggers. Super neat! We'll work on integrating the backer achievements using this system too, now that it's complete.
     
  • Notification UI updates/simplification.

    Most things in the game are now capable of pushing notifications to players' individual logs. We've always liked the idea of games like FFXI using a chat log to essentially write down everything that's going on. We wanted something similar, but not so permanent. Our notification list was disabled for a long time, but now it's fully functional and it correctly animates everything we want to display. 

    Calling future notifications is just a simple one-liner, which we can insert anywhere in the code. This will all be filterable, and something we'll pay close attention to during play tests and the release of the game. 

    We're very keen to see feedback for all things (not just notifications) so we can make this game into something incredible.
     
  • Kazere and Alessia are now fully playable characters. 

    Neat, huh! Everything Xross and Fate can do, Kazere and Alessia can do too now (bar a few special things).
Kazere joins the fight! We're showing off just a few of Kazere's animations here in the Woodlands.

Thank you!

That's a wrap on the November update everyone - thanks for joining in.

Let us know if the extended/in-depth game updates were something you appreciated, or if you'd like us to include other/additional information in these updates. These updates are for you! So, we want to make sure that you're satisfied with them and enjoying seeing the project develop. Every piece of feedback is a chance to improve both ourselves and Infinity Knights. 

We will not stop working to deliver the highest quality experience we can.

Thank you again for all your time, consideration, support, and passion for Infinity Knights: Xross. We wish you a happy and safe holiday season, until next time! 

Warm regards,
Saxon, Michael, and Tyrone Goodrick

Project Update #15 - October 2025 - KARANEKO, Halloween Art Event and Prizes, Kickstarter Admin and Reward Fulfillment Progress, Tech Updates and the Alpha.
4 months ago – Tue, Nov 04, 2025 at 06:01:58 AM

Hello, everyone!

We hope you're all doing very well. We've had a productive month and the future is looking good. We've created many more rewards for fulfillment as well as made solid progress on the development of Infinity Knights: Xross.

Summary

  • Our friends over at KARANEKO have launched their Kickstarter (it just went live!).
  • We are throwing a Halloween/Thanksgiving art prize draw in the Discord (you might get to name a mushroom in-game!).
  • Kickstarter Admin - all things statues, museum items, and next steps.
  • Tech updates and the Alpha Test.
  • The Last Worlds: Crossed Souls - another trio of brothers reaching for their dreams. Good stuff!

KARANEKO

Our friends over at KARANEKO have JUST launched their Kickstarter. They're such an excellent team and we really like who they are and what they're doing. They even have a demo you can play on Steam.

If you like games such as Undertale and Deltarune, then KARANEKO is for you. They've also got an Early Bird special!

Please support our friends as they make KARANEKO real!

Halloween Event

We're doing an art event in the Discord for Halloween and Thanksgiving, in case you haven't seen! We'll be randomly drawing prizes for entries so all skill levels are welcome. We'll be giving away Digital Strategy Guides, and also the chance to contribute a name to one of our mushroom 🍄 friends.

Our resident 'spooky' character, The Skeleton Lord.

Submitting any related art to the channel will net you one of our Trick (or Treat) roles (as well as a chance to win the DSG and naming a mushroom!) Jump on in and get on board! 🎃👻

Is Xross with a... Demonic... Tissue... Box? And what's inside that coffin?!

Kickstarter Admin

Museum Items and Kingdom Statues
We have absolutely smashed through the sprites for the Museum and the Statues. In fact, we're almost done (for now). Here are some stats:

  • 93 / 153 Museum Items
  • 30 / 63 Statues
A Broken Mask, A Crystal Dragon Pendant, A Fabergé Egg
A Paladin, A Stoic Knight, A Dragon Knight 

Note: Kickstarter compresses our pixel perfect images. While they are still very accurate, you can 'right-click' open image in new tab to view them at their original resolutions uncompressed.

We are indeed missing a few, however, we've done about 98% of all the items we CAN do. There are still a few backers who haven't left any information about what they'd like us to create. We've tried reaching out several times to your Kickstarter inboxes but otherwise there is not much more we can do! If you ever eventually find these messages, please let us know. We'll keep trying to get in touch for the time being.

BackerKit
We're still in touch with BackerKit and we're getting to the bottom of the charge issues. This is another reminder that you won't miss out on anything. Same goes for the 'Eternal Thanks' entries that some backers are missing from their rewards. We're aware and working on it. Sit tight, we've got your back 😁.

Next Steps
We'll be making the fish, which should be quite quick and plenty of fun. Then we'll go through the remaining in-game implementations; NPCs, Quests, Custom Enemies, Special Moves, and Achievements.

We've designed many of the NPCs already, but most have elected to keep them under wraps until Infinity Knights: Xross is released. Fair enough! You'll just have to wait to see them.

Tech Updates and the Alpha

Work on the Alpha is underway, but as always we are working on all aspects of the game. We appreciate your patience as we continue working on delivering an incredible experience. The Alpha is really important to us, but most important is our progress towards the release of the completed game. That means making progress on all fronts - which we're doing well and are quite happy with.

Right now we're continuing to polish things that we can see are immediate issues with the build. Things like menu navigation errors or certain necessary events not firing consistently. Once we have a smooth playthrough from A -> Z, then we'll launch the Alpha and continue to fix any errors that crop up.

While many updates that we do are under the hood, here are some visual technical updates so you can see what we've been working on.

Cutscene Accessibility

We love it when games give you a backlog of the conversation that you can scroll through just in case you skip a beat. Why not take it a step further? As part of our commitment to accessibility, we're currently integrating 'Cutscene Controls'.

Cutscenes are played forward. When a character is done speaking, you can press the 'confirm' button to continue the conversation.

Note: The dialogue and animations shown here are just for display purposes!

You're able to advance cutscenes automatically and let them play out, or you can manually press through dialogue - a feature present in almost all RPGs these days.

You're also able to skip forward and backwards through the cutscene as you like, incase you want to watch animations again or you accidentally skip through too fast.

Pressing the 'Left' and 'Right' buttons allows players to navigate backwards and forwards through any cutscene conversation in the game. Neat!

Note: The dialogue and animations shown here are just for display purposes!

We're actively working on improving this system to give players the most accessible version of the game possible.

A few of the updates and bugfixes that don't have strong visual components for us to show:

  • Redesign of UI elements navigation to accommodate multiplayer.
    • Inventory list is friendlier to navigate through.
    • Inventory has been remodelled so using items and quick items are easier and more straight forward for players.
    • Character animation logic repaired when using items.
    • Item command menu has been discarded. You can now instantly do the available item commands using different keyboard shortcuts. These have been standardised across all player menus when interacting with items.
  • Quest System event signals improved. 
    • UI Updated to display journal entries and updates to quests.
    • Track quest objectives in HUD.
    • Save data correctly implemented for multiplayer sessions/different progress points.
  • Elemental Swapping commands are tidier, various errors fixed, various shaders improved.

The Last Worlds: Crossed Souls

They're almost in their last 24 hours and they're also three brothers working on a game together. Some very awesome influences from Monster Hunter and Pokémon, but it's also inspired by Dragon Quest! Amazing.

It's also an open world, gathering, crafting, exploration ARPG? 
We like the sound of that.

On NESS-444, every creature can be foe or ally. The Last Worlds: Crossed Souls is an open-world action RPG of exploration, resource gathering and crafting across unique biomes and ancient ruins. 

Your choices shape the journey as you survive, forge bonds, and uncover the truth behind the planet’s fall.

Thank You

Thank you, as always. For backing this project, for supporting Infinity Knights, for supporting us, for being a supportive community - thank you for all of it! 

We'll continue to work hard to bring you what we hope is an amazing experience for yourselves, your friends, and your family.

Feel free to ping us with any questions on Kickstarter, via our emails, socials, or Discord anytime 😁We're always around and keen to chat. Until next time!


Warm regards,

Saxon, Michael, and Tyrone Goodrick
Timesea Studio