• 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)

  • 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) 

  • 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.