CrisisX promises 1,200 km², 5,000 players, zombie hordes and tanks - and still wants to be beginner-friendly. Our impression after 90 minutes of hands-on time: It's easy to get started, but the XXL promises still have to pass the stress test. In this article, we take a look at what CrisisX can already do, what is missing and what information is relevant until Early Access.
CrisisX at a glance - what you need to know
CrisisX is a Open-world survival game (survival, gathering, production) for PC, iOS, Android with Free-to-play-approach: 30×40 km (≈1,200 km²), Up to 5,000 simultaneous players per server, twelve biomes, PvE (incl. bosses), PvP for resources, Base construction and Vehicles up to armored tracked vehicles. History (dev information): CrisisX started as Mobile project, later PC parity and approach with a larger world. Current planning: Stress test Nov 2025, Early Access Q2/2026.
Orders of magnitude and comparisons
The CrisisX card measures ≈ 1,200 km² (30×40 km). That is almost three times the size of Cologne. For survival gamers: DayZ - Chernarus is ≈ 225 km², so CrisisX would be around 5.3 times as big.
Building Reminiscent of Rust/Icarus: foundation, walls, door, windows, stairs, roof.

The Operation is reminiscent of the tap flow of mobile games due to the many actions on one button (F) - it just has to work as a mobile game.
This is how the CrisisX map is cut
The map layout of CrisisX follows a Subdivision into different areas.
- All the way south introduces Tutorial-The game introduces you to movement, gathering, crafting and combat.
- Immediately north of which includes a larger PvE area (~ 30-40% of the map), where you can play relatively safely, collect resources and try out systems.
- Even further north begins the PvP area (~40-55% of the map), which must first be unlocked - the prerequisite for access is advancement to a certain experience level. Risk, enemy difficulty and loot value increase in this area. Groups and clans will have their natural home here.
- All the way north Finally, the northernmost ~15 to 20 % of the map lie behind another level gate. According to the dev, even more difficult PvE opponents can be expected there - a high-risk area for very well-prepared groups and individual players.

In my playthrough, the southern coast seemed noticeably animated with points of interest (POI; prominent locations with loot or side quests): hardly a moment without a new impulse - a burning car here, a traveling merchant there, a farmhouse with infected people in sight. Because we had no player encounters, this is a solo perspective; on live servers, the circumstances can change due to other players.
Hands-on: dog, yard, hut - and the fast car
This is how our CrisisX session played out: from the first knife to the mini farm
The Build trade fair starts with a detailed introduction to the game world accompanied by video sequences: a rather typical zombie survival story: An infection has broken out that is turning people into zombie-like "Infected".
Blow after blow. The whole thing happens unexpectedly. One minute we're sitting in a restaurant, the next we're washed ashore on an island after a wild escape on foot and by boat. On the way, we have lost our sister, who also seems to be on the island. My main mission is to find her again.
Weapons show. We explore the area, fight the infected and learn how to loot and use various weapon systems: automatic rifle, shotgun, machete, Molotov cocktail, grenades, machine gun and rocket launcher. We catch a horse and tame it, chase after a loot drop. All of this is scripted, but it allows us to try out different weapons, including higher-grade ones.

Open World. But we also lose everything again before we can enter a freer game, driven only by quests and with a much more open-world character.
Stringent, but friendly. The tutorial guides me without limiting me too much. We can't use a shot deer without a knife - a small barrier that immediately clarifies the objective: collect resources, build a knife, cut up the shot game. The principle runs through the gamescom version: small, sensible hurdles that provide structure without slowing you down.
A dog has accompanied us right from the start - not as a mascot, but as a real companion who fights bravely at our side and can also be injured and die.
Building works immediately. Lay the foundations, raise the walls, insert the door - done. Relocation - moving your own base to another location - is the convenience feature that seems tailor-made for a world with a north train: we pack up the building, set it up again somewhere else and take our previous progress with us. For the live version, the parameters (frequency, costs, cooldown times) are interesting; in the gamescom build, the system felt sensible.
Self-catering mechanism: The chicken coop and grazing area for cows can be built, and farm animals can be caught and brought to the base. Yes - in the exhibition version, even a cow fitted into the trunk of our car: practical, but noticeably "gamey" (see below). For the first 90 minutes, this created a pleasant flow; in the long term, we expect more realism here.
The vehicle mechanics. In just a few steps and with scrap metal, leather, springs and an old engine, we put together a ready-to-drive car - without any rare special parts. This increases the flow of the game, but brings with it balance risks: If motorization succeeds too quickly, solo loops lose weight and conflicts tip too early in favour of mobile groups. Gatekeepers are mandatory here: rare parts, build times, loss costs, noise/visibility risk for competing players. Counterattacks against vehicles could increase the tension: Mines, roadblocks, fuel economy etc.

Crafting guardrails in CrisisX: why the mini hurdles help
- The hunt begins not in a vacuum, but is based on small, guided steps. First build an axe, then cut down trees.
- The Recipe book briefly explains what we need in terms of resources and how long it takes to make the desired item. One example is the "simple lasso": Made in a few seconds, with various plant fibers, and the next loop opens up - catching horses.
- Farm animals bring rhythm to the base and force simple cycles: Growing food, feeding the animals and harvesting grain or meat.
- The Quest Journal sets chapter markers such as "Sister's Calling" or "The Titan" and leads via checklists.
The only downer in the gamescom build: If you complete a step prematurely, you often have to "officially" tick it off again later in the quest context. This is instructive, but costs a little freedom.
Animal companion: The dog as a play factor, not as cosmetics
The dog is a systemnot an ornament. Its values allow for specialization, the kennel bundles care, breeding and expansion.
In battle the companion brings security. It gets involved in fights. But it is also more deeply integrated into the game. Values such as bite damage, cooldown time, search radius or home security indicate roles that the dog could take on in the game: Sniffer dog, guard dog, hunting dog, etc.
That several dogs opens up fantasies of what could be possible with these animals. A dog house allows for several animals, which can also be bred there. Will there be very powerful dogs later on?

Attributes and character development in CrisisX: progress through use
Strength, agility and endurance are the cornerstones of every character, flanked by sub-values such as melee strength, archery, running speed, footstep sound, comfortable temperature (e.g. 11.9-33 C) or poison protection.
Automatic leveling. The "Conversion" timer signals when the next increase in value is due - not through freely distributable experience points, but by using corresponding properties. If you run a lot, you become noticeably faster; if you often sneak, you become quieter. The transparency of these game mechanics is remarkable for a free-to-play survival game.

Base building: get to your first hut quickly and move stress-free
Almost like in Rust or Icarus. The building system delivers the classic "first hut" moment in minutes. Lay the foundations, put the walls on top, door, windows, done. It is low-threshold without being banal.
Relocation. The relocation feature for moving the entire base is almost a quality feature in a world that forces you to travel north: instead of letting old beginner bases become deserted, we move with bag and baggage. That's not particularly realistic with a car. But perhaps that will change. In the end, the decisive factors are frequency, costs and decay times - comfort yes, abuse no.

Of cars and tanks: game changers - but controllable
Easy Auto. Vehicles are pace-setters in large worlds. They enable convoys, raids and route planning. In the gamescom build, we quickly found ourselves with a drivable car - made of leather, springs, scrap metal and an old engine, with no rare components.
Balancing required. This drives the flow of the game, but requires good balancing so that motorization does not become overpowering. Armored vehicles were hinted at; how difficult or easy it will be to access them will subsequently determine fairness towards new players. The upper limit of 40 players per team confirmed by the developer acts as an anti-Zerg guardrail here: mega-alliances cannot grow indefinitely and have to share territories - a sensible counterbalance to motorization.
Controls in CrisisX: One-button comfort vs. PC depth - what fits now, what needs to grow later
Tapp - Tapp. Many actions are assigned to one key (F). Collecting items, opening crates, taming horses, ... This is convenient and helps beginners, but initially takes the sensitivity out of the system.
Click - Click. The combat system is heavily centered on the left mouse button; here, hit feedback, dodge/parry functions or context actions would add noticeable depth for PC players.
Guided vs. open-world freedom. The tutorial is a clear guide - ideal for the beginning, but north of the gates the leash should be longer: more solution paths, free objectives, sensible shortcuts.

Communication, moderation and fair play
As features for communicating with other players could not be tested at gamescom, we spoke to the producer at length and learned the following:
- Text chat: There is currently a server-wide text chat. Team or local channels have not yet been implemented.
- Voice chatVoice chat is being evaluated internally. On the one hand, we are considering in-game language that everyone in the environment can hear, but also a team voice chat. However, there is no commitment to implementation and no timetable.
- Anti-Cheat/ModerationCrisisX relies on the anti-cheat software ACE (Anti-Cheat Expert). In addition to cheat detection, this toolset includes text filters (hate speech can be hidden) and options for automated voice moderation. There will also be a classic reporting system for reporting misconduct.
Since the ACE software intervenes deeply in the PC system and would have to process voice data on the server for voice moderation, the following questions arise for the live version TransparencyWhich modules are running? What data is stored where and for how long? What objection options exist? Which systems is ACE compatible with CrisisX: Linux computer? Steam deck?

Store check: What you can buy in CrisisX - and which purchases could jeopardize the balance
Microtransactions. With a free-to-play game, the question quickly arises. What kind of microtransactions will there be in the game?
Skins Only? The current status is that there should be "skins" without value advantages - outfits, vehicle paintwork, dog breeds. But a leather jacket remains a leather jacket in terms of back protection, for example. No matter what it looks like - so no pay-to-win.
Comfort purchases? In the interview, the producer mentioned resources/ammunition for real money as the maximum idea. If this were ever to become an issue, there would need to be hard guard rails: purchase limits, no trading, clear counter values (how much game time corresponds to a purchase?). The status quo seems uncritical, but the topic belongs on the watch list for CrisisX.
Caution trade fair build: Three deliberately "gamey" shortcuts at gamescom
- Transportation tricks: Cattle could be transported in the trunk of a car. Likewise a complete starter base - useful, but not particularly realistic.
- Abbreviated processing: Lumps of coal/iron ore went into tools/upgrades without the smelting process - clear convenience for the trade fair.
- Strict quest-gating: Previously completed actions did not count automatically; steps had to be completed in the correct order for the journal checklist.
These points are not a judgment on the final depth, they explain the round start of the build at gamescom.

Outlook until early access: what is important now
Next stop: Early Access. What else should be done before then to offer a game that will be a success to a critical community?
Measured values please. A stress test is planned for November 2025 (dev information). We are hoping for a transparent publication of the measured values afterwards, for example on ping per region, tick rates and server FPS - under load with vehicles, tanks and hordes of infected with 1,000/3,000/5,000 simultaneously active players (CCU)
Game mechanics and logic. On the design side, crafting chains (e.g. smelting of ore), vehicle balancing (e.g. rare parts for building, building/repair times, loss costs) and animal husbandry limits should be specified. Logic chains should also be checked and fixed. In the gamescom version, for example, you automatically get leather from a pasture with cattle without having to kill an animal and breed a calf ...
Data protection and monetization. A clear moderation/data protection policy and a written monetization guideline ("skins only") are certainly very helpful for community acceptance. Let's see what comes next.
Fact check: CrisisX promise at a glance
Legend: Confirmed = publicly documented - Confirmed (dev/build) = developer statement/trade fair version - Partial = core correct, details open - Unclear = no reliable information
Watchlist: What we're looking out for in upcoming CrisisX releases
Data from the stress test:
- Server topology diagram: World division (shard/zones/instances), seamless transitions.
- Test protocols: Tick rate/ping/server FPS at 1k/3k/5k CCU, including vehicle/horde.
Information on game elements:
- Vehicle balancing: Parts rarities, build/repair times, loss costs, noise/signature.
- Relocation parameters: Frequency, costs, decay times - convenience vs. abuse protection.
- Communication roadmap: Team/local chat, filters per channel, moderation workflow, spam controls.
Legal and social matters
- Monetization guard rails: written "skins only" or strictly regulated convenience with sample invoices.
- Voice-Policy: Whether/how voice comes; moderation & data protection (recording, storage, EU locations, opt-in/opt-out).
- Moderation policy (ACE)active modules, log durations, data locations, objection SLA.
- Compatibility: Steam deck/Linux, controller layouts, accessibility options.
Glossary/explanation of terms:
- Ping = Measures the network speed for data packets
- Tick rate = server updates per second; instance/zone = world sub-areas
- Shard = independent world node
- Zerg = very large collection of players that dominates regions
- Pay for Convenience = pay real money for convenience, e.g. buy resources instead of farming ingame
