CrosswalkCrew

App Store Game Strategy Free Soft launch
5 Oct 2026launched today
–No ratings yetRead reviews
n/aApple doesn’t publish installs
Soft launch · 1 countryTurkey
1.0latest version · today

Screenshots

About

Crosswalk Crew puts you in the boots of a signaller at a roadworks crossing. Three lanes run across the screen, people wait to cross to the site on the far side, and you control one thing: the signal of each lane. Tap it and the lane turns red; tap again and the cars go. That is the whole control scheme. The game is in the timing. A road that behaves like a road • Braking distance. A car that is already close to the line when the light turns red cannot stop, so red has to be given early. A lit stretch of road shows exactly which cars will pass. • Queues. Each lane holds six places. A seventh vehicle means a jam and the wave is over. • Starting up. When a lane turns green the first car pulls away after a moment and the rest follow one by one, so a long queue takes time to clear. • Safety islands. Between the lanes are islands with two places each. People step into the next lane only when it is red and there is room ahead. • Ambulances. Never keep one standing longer than five seconds. Two delays end the wave. • Buses stop at the kerb for two seconds. Lorries take two queue places. A tram takes three, and it does not stop for your signal at all. • Close calls. If someone is in the lane when a car arrives, the car brakes hard with a horn and the person steps back. Three close calls and the safety report ends the wave. Nobody is ever hurt and nothing ever crashes. Shifts, not levels A shift is two waves and lasts two to four minutes. Every wave is built from a schedule, so the same shift can be replayed and studied. Forty shifts across five sites introduce one element at a time: a single lane, then oncoming traffic, workers with wheelbarrows, ambulances, buses and lorries, school groups that need a clear road, a middle lane that reverses direction, trams, and finally cement mixers on the long waves at Harbour Road. Your own street Home Crossing is a sixth site with your photograph as the backdrop. Take a picture of a real street or choose one from your library, crop it, and the road is drawn over it. The photo stays on your device and is never uploaded; it changes nothing in the rules or the score. Chevrons and tools Points become Chevrons, earned only by playing. Spend them on four tools that change how the road works, never how points are counted: a wider island, an arrival board that shows the next car in each lane, a pocket that lets one ambulance per wave pass the queue, and a barrier that closes a lane at once. Daily shift One shift a day, identical for every player, always played with the standard set of tools. Your best result of the day and your run of days are kept on the city map, next to sixteen goals with Chevron rewards. What Crosswalk Crew does not have No account, no adverts, no internet features, no energy meter, no timers that ask you to come back, no second currency. The single in-app purchase, Crew Kit, is cosmetic: paint sets for the vehicles, looks for the sites and sky, instant replay of a shift, and a foreman badge on the map. It changes nothing in the rules, the score or the daily shift. Plays on iPhone in portrait and on iPad in any orientation and window size. Progress is saved on the device.Read more
Crosswalk Crew puts you in the boots of a signaller at a roadworks crossing. Three lanes run across the screen, people wait to cross to the site on the far side, and you control one thing: the signal of each lane. Tap it and the lane turns red; tap again and the cars go. That is the whole control scheme. The game is in the timing. A road that behaves like a road • Braking distance. A car that is already close to the line when the light turns red cannot stop, so red has to be given early. A lit stretch of road shows exactly which cars will pass. • Queues. Each lane holds six places. A seventh vehicle means a jam and the wave is over. • Starting up. When a lane turns green the first car pulls away after a moment and the rest follow one by one, so a long queue takes time to clear. • Safety islands. Between the lanes are islands with two places each. People step into the next lane only when it is red and there is room ahead. • Ambulances. Never keep one standing longer than five seconds. Two delays end the wave. • Buses stop at the kerb for two seconds. Lorries take two queue places. A tram takes three, and it does not stop for your signal at all. • Close calls. If someone is in the lane when a car arrives, the car brakes hard with a horn and the person steps back. Three close calls and the safety report ends the wave. Nobody is ever hurt and nothing ever crashes. Shifts, not levels A shift is two waves and lasts two to four minutes. Every wave is built from a schedule, so the same shift can be replayed and studied. Forty shifts across five sites introduce one element at a time: a single lane, then oncoming traffic, workers with wheelbarrows, ambulances, buses and lorries, school groups that need a clear road, a middle lane that reverses direction, trams, and finally cement mixers on the long waves at Harbour Road. Your own street Home Crossing is a sixth site with your photograph as the backdrop. Take a picture of a real street or choose one from your library, crop it, and the road is drawn over it. The photo stays on your device and is never uploaded; it changes nothing in the rules or the score. Chevrons and tools Points become Chevrons, earned only by playing. Spend them on four tools that change how the road works, never how points are counted: a wider island, an arrival board that shows the next car in each lane, a pocket that lets one ambulance per wave pass the queue, and a barrier that closes a lane at once. Daily shift One shift a day, identical for every player, always played with the standard set of tools. Your best result of the day and your run of days are kept on the city map, next to sixteen goals with Chevron rewards. What Crosswalk Crew does not have No account, no adverts, no internet features, no energy meter, no timers that ask you to come back, no second currency. The single in-app purchase, Crew Kit, is cosmetic: paint sets for the vehicles, looks for the sites and sky, instant replay of a shift, and a foreman badge on the map. It changes nothing in the rules, the score or the daily shift. Plays on iPhone in portrait and on iPad in any orientation and window size. Progress is saved on the device.

Store page changes

Title, subtitle, icon, screenshots and price

No changes recorded yet. Each time we check this app we compare its store page with the last one and log what changed. Create a free account and save this app to have its store page checked every day.

Versions

  1. Version 1.0First seen · 5 Oct 2026

Countries

Soft launch · 1 country Soft launch

Apple lists this app in a small set of storefronts, a typical sign of a test or regional launch.

Turkey

Chart positions

Not seen in the charts we track yet.

Similar apps