CrossWorlds Update 2, by Big Idiot

by AJ "Tyron" Martinez @ worldsbe.st • March 16 2026

I’ve been weirdly excited for CrossWorlds’s second balance patch. I expect it to fix some issues and cause approximately the same number of issues, because I’m not the target audience and my idea of an “issue” is different than the people who talk about the game on social media.

I decided to write fake patch notes anyway. Please don’t be mean to me!

Rules

Rule #0: This is for fun. I think the CrossWorlds devs have probably considered almost all of what I propose here, and my ideas probably have problems that aren’t obvious to me. I would never want to make this kind of patch without first playtesting extensively; these are ideas for a game that might be more fun.

“patch notes”


  1. My metric for this is “could I do it in the Ring Racers codebase”. That’s not a perfect metric, but this is for fun. ↩︎

  2. Or, like, my vague idea of what their goals are. That’s not a perfect assessment, but this is for fun. ↩︎

  3. Uses appearance of Time Trial ghosts. Bump-count requirement decreased if you make contact with a wall. ↩︎

  4. To improve reactive item defense, especially on long corners. ↩︎

  5. This is a bugfix, right? ↩︎

  6. Think of this as closer to “pre-nerf” Slipstream range, but not other properties. An Acceleration character running Extended Slipstream will be very sticky and capable of ladder overtakes, much like Power slipstreamers are today. ↩︎

  7. Literally only because it’s funny and for no other reason. This gadget has never been good. ↩︎