Guilds and guild wars
Found a guild, team up, and go to war with other guilds.
Recruit a party, roll real d20s, and battle your way across your own neighbourhood.
Watch with sound ↓You pick the party and the gear. The dice decide the fight.
Build a party of three from 41 heroes across five classes.
Slot gear cards into six slots. Sets and abilities change how a fight plays.
Initiative, attacks and skill checks are d20 rolls. Watch your build play out.
Chests, gold and new cards. Take the best to the Blacksmith and roll for an upgrade.
Three ways to fight: take a tower, climb the Arena, or run a dungeon.


Walk outside. Your neighbourhood becomes the map, and its towers are yours to take.
Here is exactly what we do with your location.



Fight other players’ saved parties, any time, online or not.



One hero, one run, no two alike. Every step down offers three paths, and every decision is a roll of the dice.
“Crossroads Legends is still at an early stage, and my very best wish is to develop it together with the community. Playtesters have already had a big impact on the game, and they always will.”
These are plans, not promises. What comes first, and how it works, depends on what players tell us. Let us know on Discord what matters most to you.
Found a guild, team up, and go to war with other guilds.
Winner takes all: beat a party and claim its gear, or lose your own. Opt-in only.
Join a faction and help shape the map. Already in the game; we are reworking it before it returns.
A base of your own to build up and expand over time.
Leaderboards already exist in-game. Next, we bring them to the website, with live stats.
Start right now. On iPhone through TestFlight, on Android through Google Play.
Every hero fights differently. A dragon wears no armour; a hound fights with a collar. Here are four.
The closer. Big two-handed weapons, heavy armour, and a burst of power when an enemy is nearly down. From level 10 every Fighter can switch to dual wield: two one-handed weapons and two ability cards.
The opener. Light armour and two ability cards, built to land the hardest hit of the fight before the enemy moves.
The monster. No weapon, no armour: twice the HP of most heroes, natural claws and up to four ability cards. Its third and fourth slots open at levels 10 and 20.
The survivor. A quick bite that heals it with every hit. One collar, four ability cards, nothing else.
Five classes, nine fighting styles. Recruit them in the shop, or beat them as dungeon guardians.
Gear drops as cards from chests, floors and quests. Better cards change the fight.




Trade gear, hunt rare deals, or forge your own.
Trade with nearby players or the auction house. Old gear sells for gold at the shop.
A hooded merchant with rare finds. Limited stock, never stays long.
Spend gold and dust, roll the d20, and forge up to +5. A bad roll can weaken or destroy the item.
A guided start, story chapters and three daily quests. Log in for a seven-day reward track.
Six bosses, from the Vampire Lord to the Kraken, each with two signature powers and a rare legendary ability to win.
Rest at the tent marker to heal and recover your heroes before the next road.
Roll the d20, add your bonus, beat the armour class. A natural 20 crits, a natural 1 misses.
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