• 15Jan

    After three years under the Netflix umbrella, Spry Fox is once again a fully independent studio. As a studio, we’ve managed to somehow survive countless industry upheavals and release a whole lot of original games, like Triple Town, Alphabear, Road Not Taken and Cozy Grove. And after five years, we’re getting ready to finally launch our biggest title ever, Spirit Crossing.

    We’re making a big bet: that a lot of people are hungry for a massively social game about self-expression, friendship and community, built with intense respect and affection for everyone who plays it. If this sounds like something you might be excited about, here’s how you can get involved:

    Where we’re currently at, as a studio

    Nearly 50 people are currently working on Spirit Crossing, mostly full-time, some as part-time contractors or as co-developers through partner studios. That’s smaller than you’d expect for a comparable game (teams are often 2-4x our size), so we’re relying on experience and making smart tradeoffs. Almost everyone here has been making games professionally for 10-30 years.

    To make this work, we’re also making real sacrifices. All of us are taking large pay cuts. Daniel and I have reduced our salaries to $20,000/year, and we’ve spent our own cash to buy the studio back. And we are taking all the equity in the new company and giving the majority of it to the rest of the studio’s employees. In a world where executives tend to make 10x the salaries that employees do, and have 100x the equity, we want Spry Fox to be an example of something fairer and hopefully much better.

    A rollercoaster beginning

    The spinout from Netflix happened extremely fast. Three months from “maybe we should explore this” to “we’re independent again.” To put this in perspective, a spinout of this magnitude would typically take 6 to 9 months. So we’ve been sprinting to disentangle ourselves. It has been a LOT of work.

    Those headaches aside, we are so thankful. For the past three years, the game industry has been such a bleak place. Countless companies have shut down, including some truly great studios that made history-changing games. I am very grateful that during this otherwise dark time, something this surprising and hopeful could happen for us.

    What independence changes for Spirit Crossing

    Under Netflix, Spirit Crossing had a simple objective: launch for free, on mobile, exclusively for Netflix members.

    Now we’re independent, so Netflix won’t be paying all our bills anymore. (But Netflix remains a great partner, and Spirit Crossing will still be free on mobile for Netflix members!) If Spirit Crossing is going to live and thrive for decades, on many platforms, we need to do extra work: dev work to accommodate new platforms, more QA, while implementing a real business model that can sustain live development into the future… all while also, you know, continuing to polish and actually launch the game!

    Our goal for 2026 is straightforward and very personal to us: launch a big, ambitious cozy game that brings people together, encourages kindness, and reduces loneliness in the world. A game literally about building a village together. 

    We know from extensive research that loneliness is massively harming people’s health and happiness, and even causing premature death. So we believe there is nothing more meaningful that we could be putting our time into than this. On a personal note, I’d much rather give up my salary and the security of a big company job than be doing anything else right now.

    Timeline: We’re targeting a public beta in spring 2026 (roughly April–June) and a full launch later in 2026. These dates could move as we do the extra work to support more platforms and build a sustainable business model, but we’ll keep communicating clearly as we go.

    We haven’t forgotten our other games

    We also care deeply about the worlds we’ve already made – and the people who love them. One example: Cozy Grove: Camp Spirit never got the launch it deserved as part of Netflix. We’re joining forces with old friends to help bring it to PC and consoles, and we’ll share details as soon as we’re able.

    Once again: how you can support us (if you’d like to!)

    If you’re excited about Spirit Crossing and want to help us thrive as an independent studio once again, here are two high-impact ways. One is to click on those links at the top of this message. The other is to share this message through social media, or directly to someone who you know.

    Anyone who loves cozy games – or who’s been craving a game that cares about community – might benefit from knowing about Spirit Crossing. And it would help us a lot.

    We’re going to keep writing updates for you all.  If there’s anything you’d like to hear about, like more information about our spinout, development details, what we’re learning, what we’re struggling with… please tell us. We want to be as open as we can.

    -David (aka Chedd)

  • 12Jan

    Hello wanderers!

    We hope you all had a lovely holiday season and a happy new year.

    Just because the holidays are over shouldn’t mean we stop giving each other gifts, though..

    We’re jumping right into 2026 with the 14.6 update for Spirit Crossing!

    And speaking of gifts..

    14.6 Patch Notes

    • The Gift of Giving 🎁: You can now gift presents to the villagers!
      • Visit Marj to obtain Sugar and Salt in her Gifting Shop everyday
      • Use them as ingredients to craft gifts for villagers – you’ll notice each villager has a favorite gift you can give them 💕
      • You can gift no more than one gift to a villager per day
      • Gift crafting recipes will be automatically added to nearby crafting spots
    • Sprite’d away: Sprites were renamed and are now called Blots!
      • We changed the name to make it easier to differentiate Sprites from Spirits, which was causing some initial confusion for new players. 
      • Sprite Charms were also renamed to Blot Bells!
      • We added new rarities and new movement types to make catching Blots more dynamic! Keep an eye out and don’t miss the catch on some Mystery Blots, Bouncing Blots and Roaming Blots!
      • Oh lawd he comin: there was a complete revamp of the Giant Blot Den, which is now back in-game! Legendary giant blots will spawn around the wilderness and move every 15 minutes. Get the band together to catch them!
      • Blots now have an Angst rating which affects how much ink they give and ranks them in Blot catching tournaments.
      • Did anyone say tournament? (Us, we said it). For those looking for some healthy competition, there are two brand new Blot catching tournaments!
    • And speaking of tournaments… We didn’t forget about you fishing fans! 🎣
      Feel like Lunkers are just NOT biting today?

      Good news: catch the smallest fish to win the Smallest Fish Tournament!

    Waystation and Village Improvements 🏘️ 

    • Village Center Redesign 🛠️
      • The Village Center received a makeover! See if you can spot the differences and let us know what you think!
    • Waystation Changes
      • Waystation Overview added
      • Storm Damage was added as a filter on the Map so you can quickly check what needs fixing!
      • Beacon Keys also got a makeover! They are now called Beacon Sparks and they received brand new art and icons to match ✨ 
    • Comments on signs and bulletin boards are now hidden until they are liked by at least 1 friend

    Quests Changes & Improvements 📜

    • Maya Friendship Progression – we increased the XP needed to level up with Maya past lvl 1
      • If you were already at a higher level with Maya, don’t worry: your Friendship Level with her should stay the same, but it might take longer to level up with her again as you’ll need to make  up the difference to reach the next level.
    • New Decor Score Quests! 
      • It’s your time to show off your decor skills! On the 15th of every month, Roomie will offer you a new quest to change things around and improve your decor score in your home🪴
    • New Storm-Plagued Lanterns & Quests!
      • Storm-Plagued Lanterns will now show up in the Wilderness. Contribute Beacon Sparks to them to earn rewards! Talk to Eudora to learn more about them 👀
    • Quest Changes: if a quest changes significantly between versions, players with that quest in progress will get reset to the beginning of the quest

    ART & UI Changes 🎨

    • Added a new “Beacon Energy earned” animation
    • Added brand new dialog animations for Villagers!
    • Zoom was added to character screens
    • New Mushroom Art and Types

    QoL Improvements 🌱

    • Camera Mode updates:
      • We made some improvements to the Camera, including a new interface and an introductory quest!
    • Made turning faster while gliding
    • Build Mode and Dye Stations now mark which dyes are available to craft
    • We have lowered the default proposal contribution amounts to 3 for resources and 100 for coins
    • Improvements to Speedy Spirit Delivery event 
    • We have added local notifications
    • Settings improvements
      • We have added a settings toggle to turn off auto-climb
      • More options for gameplay volume control are now available in User Settings. Advanced Sound Settings now has a control for “Gameplay” that controls all of the bonus signals, activity timers and alerts related to gameplay activities such as harvesting, activities and quest interactions.
    • Added QR code option for inviting friends
    • Crafting Workbench Signs are now available in the Gizmo crafting workbench
    • Updates to Luna’s Shop: Lunar Clothing is now also craftable

    Bug Fixes 🐛

    • We fixed a bug where Mordant Bases were not showing an icon in Paint Mode
    • We fixed a bug where Mordant Bases were not being refunded using Undo in Paint Mode
    • We also fixed a bug where players could build in the Festival Area of the Waystation – items that were placed there have been moved to Waystation Storage
    • We fixed an issue with that caused the blocked player to see the player who blocked them as if they were still friends
    • Blocked players will no longer see chat messages and chat expressions from the players they have blocked

    As always, thank you all for helping us test and improve the game! Let us know what you think in the #general-feedback channel, and please report any bugs you may find in #bug-reports.

    14.6 Known Issues

    Please keep in mind that this is still an Alpha, so many icons, quest objectives, animations, and other art may be temporary or placeholder.

    • There are some visibility issues with the progress widget on Executive Overlord

    As always, thanks so much for supporting this project of ours! We’re so glad we get to keep working on it for you, and your feedback means the world to us.


    You can play now in open Alpha on mobile via Google Play (Android) and Testflight (iOs),
    OR you can wishlist Spirit Crossing on Steam!

    See you in the Crosslands,
    Spry Fox

  • 16Dec

    .. and if this is your first time hearing about it, then come cozy up and learn about this multiplayer project we’ve been working on!

    First of all, this is great news if you’re already a fan of little square bears.

    If you have no idea what that means – it’s okay – stick around for some introductions below.



    So what IS Spirit Crossing?

    In early 2025, we announced that we were working on a cozy MMO focused on connection.

    In the time since that announcement, we grew a wonderful community of Alpha players who have been supplying us with endless laughs, beautiful moments, immensely valuable feedback, and of course, the bug reports that help us make this game the best version of itself that it can be.

    Spirit Crossing is a little bit different from everything we’ve worked on in the past, but made with the same attention to writing, art, and charming square bears.


    So with all of that in mind, we’re understandably very excited about a big update we announced last week in the Wholesome Snack showcase..


    We get to bring Spirit Crossing to Steam!

    We’re so excited to share this journey with you all, and we’d greatly appreciate it if you could give us a wishlist to help us spread the word. 🧡


    ➡️ Wishlist on Steam now! ⬅️

    Okay, now I promised you there’d be some bear introductions after I told you that. So let’s meet a few!

    First is Rudi, our sweet little resident anti-capitalist who loves a friendly water balloon competition:

    There’s also Hardtack, our gruff little seafaring bear who hosts fishing tournaments:

    We could never forget Eudora, a cozy little bear who helps you feel at home in the Waystations:


    Of course, there are plenty more (including a tiny roommate who loves bagels, who has a dedicated developer blog on our website..), but they all deserve their own space to introduce themselves, so we’ll save that for another time.

    If you’re interested, please do give Spirit Crossing a wishlist to follow along! It helps us immensely.

    In the meantime, we’ll continue to provide updates about what we’re up to, and we’d love to answer any questions you have (about our bears or otherwise.)

    Thanks again,
    Spry Fox 🧡

  • 21Nov

    The primary verb in our game is connect. This is the heart of what we are building and how we measure success. Did you make friends? Did you create a meaningful connection? Did you joyfully spend time with people you like? People you adore?

    Everything we’ve added to the game exists to serve this goal. 

    When you dig into it, friendship is a process with many stages. And in order for trust to grow and friendship to thrive, we need to build a game that serves every step along the way.

    • Step 1: Welcoming new players: First, we want players to feel comfortable walking in the door. Settle in. Get to know the pace of this delightful new world. Be yourself. It is okay. 
    • Step 2: Safe connection with strangers: Inevitably you’ll meet strangers in the Crosslands. But it needs to be safe and on your terms. At some point, you’ll acknowledge a stranger or they’ll muster enough courage to say “hi” 
    • Step 3: Helping one another: You can still play your game, do your quests, harvest your resources. But you’ll find a helping hand when you need it. It should always be a joy to play with others. You support each other. Maybe, you decide, humans aren’t so bad.  
    • Step 4: Hanging out: You’ll eventually connect with some folks. Same humor, same taste in fine clothing, same play schedule. Sit down, have a conversation. Spend time riding fluffalo together. 
    • Step 5: Building a community: We can accomplish amazing things when we work together as a group. Your waystation is like your local neighborhood. By pooling everyone’s efforts, you can hold back the storm, make your space beautiful, hold festivals and build a forever home. 

    Not everyone will go through every step. Some folks will be happy just vibing with others while harvesting. Others will invite existing friends into the game and jump immediately to building a happy home. But every step builds trust. Every step builds connection and caring. 

    The folks here at Spry Fox are rather idealistic. I personally believe that the world could use a little more connection and trust.

    I like to imagine: 

    • “What if I could go online and hang out with kind, understanding people? 
    • “What if we could tune down all the toxicity and anger?”
    • “What if we could amplify the joy that comes from spending time with good people?” 

    Look around and it is pretty obvious the world can be a stormy place full of discord and isolation. I don’t deny that. But we want to create an alternative. A place where you have the space, tools and encouragement to make and maintain meaningful friendships. 

    Do you want more friendship and connection in your life? Spirit Crossing welcomes you. 

    With much love, 
    Danc and all of Spry Fox.

  • 07Oct

    Hi there Wanderers! Today we’re going to do some light spelunking into some of Spirit Crossing’s visuals. Specifically, how we arrived at the look of the Shrineworks!


    The “Shrineworks” in Spirit Crossing are monolithic industrial structures of living stone, emerging from the terrain of the Crosslands to facilitate the bond between Spirits and Humans.

    As developers, it is also our “abstract” faction- a flexible visual language that can be skinned around game mechanics to create coherent and emotionally resonant layers of visual logic.

    The development of Shrineworks required threading several needles simultaneously; 

    • Robust kit of flexible, modular parts
    • Evokes mystique and awe with a sense of hidden infrastructural functionality
    • Predictable climbability and grid alignment
    • Adaptable to unknown gameplay needs in the future

    It is also crucial to identify what Shrineworks are not:

    • Not: Fabricated architecture build by an ancient culture
    • Not: Whimsical Fantasy Magic
    • Not: Religious Architecture

    One of the most critical lenses we applied while iterating on the language of the Shrineworks was considering the Negative Space the visuals created in the worldbuilding. For example, our original pass was inspired by the incredibly large Incan stonework in Cusco, Peru.



    We quickly realized while iterating through what these components looked like that we could not outrun the shadows cast by these concepts in the viewer’s mind. Temples, Courts, Castles, Gardens. Who built them? Why is it here? What is its relationship to humans or spirits?

    But all of these visual implications were a distraction. We aren’t making a game about an ancient fantasy culture. We are making a game about connection. We don’t want to have to grapple with navigating this lore when trying to prototype new mechanics. And maybe most of all, where’s the weird? Where is the unexpected? How is this surprising, or memorable?

    After more iteration and an increasingly deep forehead-shaped depression on my drawing tablet, a sketch extruded itself through the narrow die we had shaped for it.

    Hmm! Interesting.

    ✅ Clear modular blocks 
    ✅ Sense of detail and clear climbable surfaces.
    ✅ Tubes imply a sense of functionality and break up the otherwise square surfaces while adding organic flavor
    ✅ Implied faces create a sense of personality and emotional read

    One of the keys to cracking the puzzle was shifting the lens from looking at base blocks not as an architectural kit of walls and windows, but almost as a second terrain kit built of solid masses. The masses could be walls, but they have the adaptability to be anything; Aqueducts to air vents, parapets to power plants, shrines to server farms!

    This also began more successfully straddling the line between sci-fi and fantasy: the sci-fi offering a sense of weird yet moored, physical functionality we sought, with the fantasy offering us a sense of organic appeal and timelessness. As one artist recently remarked, it’s kind of like an alien space ship that grows out of the ground.

    But the journey did not end there.

    See you next time 😉

    This blog was written by Justin Oaksford (Art Lead) at Spry Fox, with credits to Shaun Martin (Art Lead) and Ted Terranova (Senior 3D Artist) for their incredible work bringing the Shrineworks to life.

    Wait! Before you go..

    Here are a collection of beautiful Shrineworks wallpapers for you to decorate all of your devices with. 🧡

    See you soon for part II!

  • 17Sep

    We know, from playing many online games, that communication with strangers can feel a bit scary. In particular, toxicity thrives in the wild world of open game chat. In many games, anyone can say anything to everyone. And goodness, they certainly do. If you have even mild social anxiety, all it takes is one rude comment and you may never want to speak up again. 

    We tackled this issue in Spirit Crossing by starting new players out with a set of safe communication tools like expressions and emotes. And then, only once you’ve slowly built up trust with another player, you can opt in to more open communication channels like chat. 

    There’s a psychological model behind this:

    • Limited communication with low trust strangers: You can communicate basic needs, but there’s no opportunity for griefing. 
    • Open communication with High trust friends: We’ve discovered that the risk of drive-by abuse is dramatically reduced if you are chatting with a close friend. 
    • No open communication with strangers: The vast majority of online toxicity shows up here.  Especially in large groups. 

    With this model in mind, we’ve added a lot of tools in the game to help players along this long journey towards trust. 

    Expressions, emotes, chirps and pings

    There are a variety of tools that are safe to use between strangers

    • Expressions: Canned phrases that are the main way you can say something to a stranger. In the most recent build, we’ve done an editing pass to make them even more useful. You can ask for something, offer help and show your appreciation. 
    • Emotes: Emotion-focused animations let you express yourself with canned animation. Do a dance! Strike a pose. 
    • Pings: Sometimes you need to market something on a map on the map if you need help. Or you can chirp! A simple and safe form of yelling without the noise. One of the most amazing moments in Spirit Crossing is when you are all alone and you ask for help. And people come running. 

    Player friendship leveling

    Every player can upgrade their friendship level with any other player. Doing so unlock new social tools. Grow trust by offering gifts to players you want to get to know better. This takes time. Often days or weeks of playing together. It is okay to say “not now” or that you are out of friend gems. We want your high level friends to be authentic, trusted friends. 

    As you grow your friendship, you’ll unlock emotes that showcase your relationship. And you’ll eventually be able to teleport to one another. And at the highest levels, decorate each other’s homes. Expect to see more work coming in this area. 

    Seats (chairs, benches)

    Sometimes you need to chat with a stranger. Two players can choose to sit on the same bench together. At any point either player can choose to leave. This is intentionally a temporary, small group conversation. This tends to be a safer form of open chat just because it involves two-way consent to participate. And you never get crowd dynamics because the seating spaces are intentionally limited to 2-6 players. 

    Fluffalos

    If you join a fluffalo train (once you are a level 1 friend) you can chat with other folks on the fluffalo train. This helps you coordinate when doing small to medium group activities. Again, this is opt in. 

    Bulletin boards and signs

    (Oh, did I just reveal a secret upcoming feature?!) Players, especially those organizing a waystation, need an asynchronous means of discussing a topic when not everyone is online at the same time. Or on Discord. We’ll have more info on this feature in future posts! 

    Blocking and muting

    You can always block or mute another player. We want to give you control over your social space. 

    What isn’t on this list?

    There are a bunch of common online game features we’ve intentionally left out. 

    • No open guild chat. 
    • No open server-wide chat. 
    • No private messages between strangers

    All these fall under the category open chat with one or more low trust strangers. We are going to continue to err on the side of safety. 

    Why even include chat?

    You may ask why we include chat at all when it clearly results in uncomfortable situations. Okay. Another secret. To form deep friendships, humans need to communicate freely. We need to tell jokes and laugh with one another. We need to tell a friend that we are having a hard day and know there is a human on the other end who is really listening. A free flowing conversation allows us to be vulnerable to other people. And in the best of friendships, that vulnerability is met with support and understanding. That’s now we bond. How we make connections for life. 

    When we cut away those difficult parts that make us human, we often end up in a lonely place. Running away from rich, real human contact is not the answer. 

    At Spry Fox we make games not just to entertain, but to make human lives better. We want to build a space that forges deep human friendships. The sort that elevates our lives. So we embrace the messy and scary nature of people playing online. And we can all try to make it just a little better. 

    Thank you for joining us on this friendship journey. You are brave and wonderful.  

    Daniel (Designer Fox) 

  • 12Sep

    Greetings, wanderers!

    14.4 goes live this week, which means we have a round of patch notes for the occasion.

    As always, we love to hear what you think! Let us know your feedback in the Discord.

    What’s that lurking in the wat- err, the clouds?

    New Content

    • New Storm mechanics ⛈️
      • Weather the storm: Stay close to a bonfire to remove the negative effects of the storm (and to keep a little bit warmer too)
      • After the storm, comes the calm: Rainbow Time 🌈 
      • Rainbow Time starts after the storm ends: players who are online when it starts get neat bonuses such as max stamina and climbing speed boosts
      • Staying near a bonfire during the storm applies Rainbow Time bonus player status
      • Who said there isn’t gold at the end of a rainbow? Resources such as Mushrooms and Ore also get restocked during Rainbow Time, including some rarer variations! 
      • Rainbow Time rare loots last for 30 minutes
    • Lunkers
      • What’s that, lurking in the water (or, well, in the clouds)? Be on the lookout for some big and rare catches with the new co-op fishing! 
    • More quests, more friendship!
      • More additions to villager quests
      • Additional Friendship Quests for Maya
      • Maya’s Friendship Quests will no longer appear until you are much closer to reaching the needed friendship level with the appropriate villager
    • We’re completely reworking the potted plants and flowers, and that deserves its own write up! Check out more details on that here.
    • New clothing patterns added to the shop!
    • Proximity chat is now unlocked at Level 3 Friendship, instead of Level 2. This change is part of our plans to prepare for larger releases, and also to strengthen our overall communication schemes
      • Strangers can still communicate with each other by sitting on a bench, joining a fluffalo train or by using Expressions
    • Friends List has gotten a total facelift

     World Events Improvements

    • Keep an eye out in the Wilderness to catch some of the changes and improvements we did to world events 👀
    • Mural Event changes
      • New Mural variations added!
      • We also made some changes to slow down the pacing for the Mural completion to make sure more players have a chance to participate 
      • Good news for art collectors: after completing a Mural, it becomes available for purchase from Pascale as a Postcard, Poster, and Framed Painting!
    • New Event: Big Game Board
      • You read that right: it’s a big chess board, in the Wilderness, for you to play however you’d like while enjoying the fresh air and cool views of nature! Play a serious match with friends, or create your own rules! We would love to know what you think – and if you want to see more board games in the future.
    • New Event: Yearning for the Mines
      • Dig through rubble with the help of a few friends to uncover Common, Rare, or Legendary loot blocks! ⛏️
    • New Event: Speedy Spirit Delivery
      • It’s a race against the clock as you hop aboard a fluffalo, traverse through the Wilderness, and try to deliver hot food to the Hungry Spirit before the time runs out. 

     Quality of Life Improvements

    • Removed the ability to place bumpers in the Wilderness. No more bumping around!
    • Speaking of the Wilderness… Amano has installed a basic crafting station at his camp, which you can also use for your crafting convenience.
    • We also added the ability to “flag” disruptive buildings in both the waystations and Wilderness. If enough people agree that the object is problematic, it will be removed (in the Wilderness) or stashed in storage (in waystations).
    • The recipe limit in the home crafting stations has increased from 100 ➡️ 200!
    • Grab Roomie and get ready for a redecor frenzy: groups of items and structures on top of each other can now be moved all at once!
    • Time to shuffle: you no longer need to play specific songs for specific actions, such as leveling up your plants. Look out for song tags and use whatever tune resonates best with you!
    • Friendship reward banners have been added, giving a little extra fanfare whenever you level up with another player!
    • The Wilderness fishing clouds have been lowered slightly to provide an easier angle for casting your line from Hardtack’s dock

    Bug Fixes

    • Fixed a bug where the waystation terrain would pulse white when an overgrowth was ready to be harvested
    • Fixed an issue that made the UI disappear when joining someone else playing Arboreal Aria for trees in the waystation
    • Fixed an issue that required a WiFi connection to be able to play the game, now players should be able to connect using their mobile data
    • Taking cover: covered areas such as the main building in the waystations will now count as such 
    • The Storm damage VFX is now showing up as intended – and with brand new visuals!
    • No more spam: Eudora won’t fill players’ inboxes with messages about their end of term as Architects
    • Addressed some issues with inventory versus storage when adding and removing items
    • Fixed a bug where Sprites would be invisible of another player charmed them
    • Fixed a bug where decor dye wouldn’t be usable if the Build Mode placement limit was maxed out
    • Removed the Expressions button announcement bubble (you all know where the expressions are now!) 😉
    • Increased the size of the throwing reticle
    • Fixed a bug that was not keeping pinned recipes pinned when traveling between areas
    • Raging critters are now always visible while being charmed regardless of if you have already harvested them
    • Fix for players sometimes seeing an empty co-op timer progress bar
    • Fixed the pixelated clouds in the Travel menu on some devices (please let us know if you still see it!)

    Known Issues

    Please keep in mind that this is still an Alpha, so many icons, quest objectives, animations, and other art may be temporary or placeholder. 

    • While typing in chat close to a Level 1 – 2 friend, players may see the following message: “Strangers cannot hear you. Meet the Stranger or sit in public seating to talk”. Instead, it should say “Unlock Proximity chat or sit in public seating to talk”. This will be adjusted in a future update. 
    • We are aware of a bug that only allows players to add 199 recipes to their home crafting stations, instead of the intended 200. This will be fixed in a future game update.

    Thanks kindly,
    Spry Fox

  • 12Sep

    We want to chat a bit more about the details behind one of the changes you’ll encounter in Spirit Crossing’s 14.4 update.

    Specifically, we’re introducing a refactor of the entire potted plants & flowers system for 14.4. This refactor will impact how you view information about your plants as well as interact with them.

    We’re particularly excited about this because we believe it will make interacting with plants much more accessible long-term. Please feel free to give us your thoughts in the Discord!


    Here’s a summary of the changes we implemented:

    • UI will now provide a much clearer visual of your plant’s current status (e.g. progression and how much water is remaining)
    • You can now water your plant at any time (but the requirement will only show when no water is remaining in the plant, as indicated by the above UI addition)
    • Music is no longer attached to plant happiness, but instead is used for plant progression
    • Pots and plants are now individual concepts leveraged via build mode, for example:
      • Build mode now supports the plant & seed moving alongside the pot
      • Pots can be stacked on top of one another
      • Plant repotting is simplified – simply move them from one pot to another
    • Plants can now be “destroyed” (we prefer “mulched”) directly!
    • As we refactored the potted plants, we also fixed some errors that caused potted plant yields to be much higher than intended. As a result, we are also making some balancing changes to the game’s economy, meaning that activities other than gardening will have a more relevant role to play. While potted plants, which were always intended to be purely decorative, will no longer be a steady source of funds for players.

    This was a big undertaking from a number of members on the team and we’re immensely excited for its long-term impact on plant interactions. We believe this should help simplify mechanics surrounding potted plants & flowers moving forward as well as make their caretaking much more accessible.

    In order to implement this refactored system, we’ll unfortunately need to say goodbye to all of our current potted plants and seeds for the 14.4 update.

    We understand this may be disappointing, but our goal is for the long-term benefits to make the short-term upheaval feel worthwhile.

    We appreciate your understanding and will be glad to hear your feedback about how the new system feels over the coming weeks!

    Thanks kindly,
    Spry Fox

  • 14Aug


    Mini World Events

    Hidden Lanterns and Hidden Bells are two of our hidden-object mini world events in Spirit Crossing. Mini world events keep the Uplands different and interesting, and aim for something new nearly every day. We want a wide range of small events, some of which we announce and some only until you stumble upon them in the wild. 


    These two events play on the non-harvest activities… aka activities that don’t give you anything. Lighting a lantern and ringing bells are fun to do just on their own, but with these events every once in a while you get something making the events delightful and more rewarding. Lanterns in particular are interesting because the normal ones light up for everyone. Just by playing by yourself you can indirectly end up helping others find the hidden objects by process of elimination.

    Spirit Vaults: the Original Mini World Event 

    When we started setting up our event system, the first experiment at a hidden-object event that we created was an event called Spirit Vaults. We had 5 different colored statues spawn in the wilderness, each in a different place on the map: a peak, a cave, a field. You had 3 days to find all 5 and you’d get a big reward at the end if you found them all.

    Every week, we have a team-wide playtest to stress-test the game, find bugs and to get feedback. We tested this event several times and this event had a strong response. Either people loved it or… strongly disliked it, splitting the team in half. This seemed to break down along the different playstyles team members had.. The people who liked it loved the challenge of the hunt. They would tag things on the map for their friends and loved the challenge of finding very hard hidden statues. The people who disliked it were completionists or more casual players who didn’t like the challenge of finding every single one and were frustrated in not being able to complete things in a reasonable time frame.

    (↑ screenshot taken from an older build!)


    Lessons from Playtests

    One of the hardest parts of a designer’s job is processing feedback. Not reacting in an immediate way, especially if the feedback is negative, is really hard since we want to make our events as great as possible. Sometimes designers need to sit with the feedback. We need to review what our goals are and what we hoped to accomplish. Sometimes we need to break down the feedback so we understand the root cause. Is this actually pointing to a different fundamental problem, or can this be taken directly as suggested? Once we take time to process it we can iterate on our initial designs and make them better. 

    It can be challenging to make events that satisfy all players. We all have various activities we like more than others, and we want to offer a variety of content that will appeal to an array of play styles. But there were some clear takeaways from that first “Spirit Vault” event that we used to make Hidden Lanterns better when we created this second hidden-object mini event: 

    • Add rewards to each one found instead of waiting until you’ve found them all. This reduces the frustration of having to find every last one. 
    • Stick to easier places in the Wilderness. Some of our Wilderness maps can be harder to navigate than others, and finding a small item in any huge Wilderness can be plenty hard on its own. We don’t need to add extra frustration to satisfy the folks who want to find them all. 

    To Quest or Not To Quest

    We still have this tension between folks wanting to have a checklist to find all the things and others who just want to casually explore and not be pressured into finding everything. One way around this that we do in Hidden Lanterns is to have more items in the world than the quest actually requires you to find. This way, it becomes slightly easier to complete the quest. And since you get a reward from each find, having additional ones is a bonus. With Hidden Bells, we don’t even advertise how many there are, nor do we have a quest at all.

    There is no pressure in finding the bells, but if you do, you get an extra bonus. We chose Hidden Bells for this pattern because there are fewer of them out in the world, and they don’t have the same persistent visual effect as the lanterns do. You can ring them for all to hear, but their state doesn’t change for as long. 


    We hope you enjoy both types, and as always, we really appreciate your feedback. If you have a strong preference between the two styles of events, let us know in the Discord! And if you’re wondering about that original test event, Spirit Vault? After experimenting with the Hidden Lanterns and Hidden Bells events, we used what we learned from these and other events to redesign the Spirit Vault entirely. It ended up turning into the Lost Spirits event. Rather than five differently colored statues, you now find three differently colored spirits trapped in Shrineworks urns and bring them back to their companion spirit by the trolley station. 

    Concept art illustrated by Justin Oaksford


    Warm and well-lit wishes!

    This blog was written by Julia Keren-Detar, a Game Designer at Spry Fox.

  • 08Aug

    If you’ve met Roomie (and if you’ve played even partially into Spirit Crossing‘s opening onboarding tutorials, of course you’ve met Roomie), then you know Roomie’s fondness for bagels. His dialogue lines referencing bagels during your very first meeting were originally written when we added Roomie into the onboarding experience, to express his personality (and love of food) with a little humour.


    As far as I know, the choice of bagel by the original writer (Jake) instead of any other food item was fairly random. Though who amongst us hasn’t occasionally craved a bagel? But it established Roomie’s fondness for bagels, a fact that tended to stick in the mind even long after Roomie was rescued.

    As future writers added to Roomie’s quests and dialogue, it was natural to occasionally throw in other mentions of bagels. Searching our dialogue files now, I see that currently there are 5 quests where Roomie mentions bagels in some way, and no doubt more will be added over time.

    In a recent milestone, I was implementing a Roomie’s daily quest called “Honk If Hungry” in which he wants you to craft him a bagel. As I searched through our test level that contains all our decor items for easy browsing, I realized that despite the wide range of food decor items that we do have, the one thing we were lacking was … bagels!  How could you bring Roomie a bagel if we had no bagel art?

    Roomie would indubitably agree with me that this was a serious crisis. The closest I could find was a stack of doughnuts. I submitted an art request for a bagel, but since I hadn’t noticed this until literally the same day we were locking down update 14.1 to send the new Roomie quests live to Alpha, I realized there would likely not be time to get bagel art made. 

    Necessity is the mother of invention, as they say, and thus was created … the Dubious Bagel:


    And I rewrote the quest slightly so that you get the bagel from Hardtack. Since Hardtack is generally a source of extremely dubious quality goods, it seemed highly plausible that any bagels Hardtack sourced for Roomie might in fact be rather less authentic than one could desire.

    The “Dubious Bagel” quest item almost went live to Alpha like that, except for the fact that we have an amazing art team who can sometimes turn requests like that around in an amazingly short time; and also, who love Roomie as much as we all do.  And thus, at the 11th hour – in fact more like 11:59 – our amazing Environment Artist Natalie managed to cobble together genuine bagel art. She dropped this image on the request thread with the comment that it was just a plain bagel, “I figured we’d want room to grow!”


    And thus, instead of the dubious doughnut-bagel you see above, Hardtack now provides a dubious bagel that is, at least probably, something resembling a real bagel. 


    I asked the writer of this quest’s dialogue if she’d like me to rename the bagel to something less dubious now it looked like an actual bagel, but she thought the name was still funny, and Hardtack’s goods are often dubious in one way or another anyway. So “Dubious Bagel” it remains.

    Will Roomie one day get a less dubious bagel? Perhaps with cream cheese, or even lox? That remains to be seen! As we continue adding new quests, Roomie will just have to keep hoping. In the meantime, at least one bagel does exist, and if you get lucky at the Wishing Well, you may just get the recipe to make some of your own also.

    Happy snacking!

    This blog was written by Emily Taylor, a Senior Content Designer at Spry Fox.

  • 19Mar
    The official key art for Spirit Crossing. Featuring a red trolley over a blue background and multiple characters sitting on top.

    Hello friends! We Foxes have been working on our next project for well over four years, and we are thrilled to finally announce Spirit Crossing to the world! 

    Spirit Crossing is a cozy, cooperative life-sim focused on friendship and community. Journey to a world where you can decorate your home, build with your friends, ride on a Fluffalo train, or join a dance party and jam session.

    Sign up for our Closed Alpha playtest and find a world to connect, escape, and belong!


  • 31Oct

    Spry Fox is joining Netflix!

    Written by //News//Comments Off on Spry Fox is joining Netflix!

    Not going to bury the lede: It’s our great pleasure to announce that Spry Fox is joining Netflix, where we will become the sixth in-house games studio!

    What does this mean for Spry Fox? It means:

    • We can continue making the games that we were already making and wanted to make, but with more support and resources to make those games better and bring them to more people around the world.
    • We can stop stressing about how our games generate profit on our games and instead focus exclusively on making them as enjoyable and fulfilling to our players as possible.
    • We can collaborate with other creative people within Netflix to hopefully get better at what we do and how we do it.

    And what does this mean for our existing games? They’ll remain downloadable and available in their current forms on their current platforms. What about development efforts on new games? Everyone at Spry Fox was already focused on making Cozy Grove 2 as well as a larger, non-violent MMO that we still haven’t revealed much about publicly, and that is still the case. So there’s no change in our current development efforts.

    Real talk: we’ve been at this for almost 13 years. It’s been exhilarating, humbling, endlessly interesting and often challenging. We’ve always known that above all else, we wanted our games to bring people happiness. But in other ways, it feels like we only recently figured out what “we want to be when we grow up.” What has become clear over the course of all of our adventures: We are a studio that builds original, world-class cozy games. Especially games that bring people together. And we are confident that Netflix is going to help us do that.

    Thank you to everyone – our fans, our partners, and especially every single one of our past and present team members – who helped us reach this milestone. We remain ever grateful.

    Love,
    All the Spry Foxes

  • 09Jun

    We’re making Cozy Grove 2!

    Written by //Cozy Grove, News//Comments Off on We’re making Cozy Grove 2!

    Hi Scouts! As most of you know, it’s been over a year since we first launched Cozy Grove. Since that time, we’ve released dozens of minor updates as well as four major updates, all of which were free, not including the recent New Neighbears DLC which we also released. It would take dozens of pages to summarize all the changes and improvements in those free updates, but here’s a brief summary of some of the bigger items:

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  • 06Mar

    NOTE: We are no longer accepting applications for this position.

    We’re looking for a writer who will work alongside our studio’s leadership to flesh out the narrative and write the characters for one of our upcoming nonviolent games. Like Cozy Grove, the story of this new game will be a critical part of what makes it memorable and impactful. And like Cozy Grove, this game will serve a wide audience that includes adults of all ages, and our narrative will not shy away from challenging topics.

    For this position, we are requiring that candidates have written for at least one shipped, commercial video game or tabletop game, and preferably more. This is not a junior position.

    We welcome candidates from anywhere in the Americas, Europe and Africa (timezone-wise, these locations have proven workable for our studio in the past.) Please note that our studio’s “core hours” are 10am to 2pm Pacific Time, so if you’re based in Europe or Africa, working for several hours during your evening will be a requirement of this position.

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  • 21Feb

    NOTE: We are no longer accepting applications for this position.

    We’re looking for a designer to help lead the team working on one of our original, cozy games. As a Game Designer at Spry Fox, you will plan, design, iterate and improve the player experience in our games. You’ll create new non-violent activities, events, quests, narrative moments and joyful secrets. You’ll plan new updates and help set the vision for the player’s long-term journey.

    For this position, we are requiring 4+ years of professional game design work experience on at least 1 commercially-shipped title. This is not a junior position.

    We welcome candidates from anywhere in the Americas, Europe and Africa (timezone-wise, these locations have proven workable for our studio in the past.)

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  • 22Nov

    We’re Hiring: 3D Environment Artist

    Written by //News//Comments Off on We’re Hiring: 3D Environment Artist

    NOTE: This position has been filled. We are no longer hiring.

    We’re looking for a Environment Artist who can create vibrant and clean environment assets for a 3rd person, non-violent MMO. You’ll be responsible for creating models and materials for props, buildings, and world assets.

    SC Teaser Image

    Responsibilities:

    • Authoring high quality, appealing environment models for use in a procedurally generated and modularly built world
    • Collaborating with Art Direction to work on cel-shaded, non-PBR assets. A willingness to work with texturing techniques not standard to the industry
    • Implementing your assets into UE4
    • Working with Art Lead to help identify necessary workflow and pipeline improvements
    • Working with designers and developers on a small team to make sure a breadth of content is optimized for performance on multiple platforms
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  • 21Sep

    We’re Hiring! 3D Character Artist

    Written by //News//Comments Off on We’re Hiring! 3D Character Artist

    NOTE: This position has been filled. We are no longer hiring.

    We’re looking for a Character Artist who can create vibrant and clean character assets for a 3rd person, non-violent MMO. You’ll be responsible for creating models and materials for player characters, their clothing, wildlife, and creatures for a pro-social, stylized, multiplayer game.

    Responsibilities:

    • Authoring character models for customizable avatars, clothing, NPCs, and creatures both mundane and imaginative
    • Collaborating with Art Direction to work on cel-shaded, non-PBR assets.
    • Implementing your asset into UE4.
    • Working with Art Lead to help identify necessary workflow and pipeline improvements.
    • Working with Animators and developers on a relatively small team (for an MMO) to make sure that content is optimized for performance on multiple platforms.
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  • 20Apr

    We’re hiring! Shader Technical Artist

    Written by //News//Comments Off on We’re hiring! Shader Technical Artist

    We’re looking for a highly skilled Unreal Shader Technical Artist that can bridge the gap between Art and Engineering. This is a key role in developing the unique artistic style of our game. Extensive knowledge of shading, lighting, rendering, and post processing is required, as well as a strong understanding of the 3D-graphics pipeline and a keen eye for aesthetics and best art practices.

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