System mechanic — added v220 · pays nothing, on purpose
The Crossing
Going all the way through a named region, on foot, in a straight enough line — the one thing that treats a place as an obstacle rather than a destination
Blister Online already has several ways of measuring where you've been — setting foot in a region, sweeping it, running a full Wayfarer's Round of places you chose yourself. Every one of them treats a region as somewhere to arrive at or somewhere to cover. The Crossing is the first thing in the game's history to treat a region as something with a far side.
What counts as a crossing
Enter a named region at its edge, hold your line through the middle of it, and come out the other side. Precisely: you have to pass within 45% of the region's own centre — skirting the rim doesn't count — and exit on a bearing at least 120° away from the one you entered on, so cutting a corner and doubling back near where you came in doesn't qualify either. There's no way to reach completion by simply wandering long enough inside a region; the shape of the path you actually walk is the whole test.
What ends a crossing before it counts
- Turning back is the fail state, and it's the common one. Exit within 60° of the bearing you entered on and the crossing simply didn't happen. Nothing is lost or taken — you can turn around and start it again immediately.
- Flying voids it. Climb more than 30 metres above the ground beneath you and whatever crossing you're on ends. An aircraft turns every region into a single hop, which is exactly what a crossing is not.
- Dying voids it. You don't reach the far side by respawning there.
What it deliberately doesn't do
- No marker, no arrow, no line, no progress bar. You're never shown which way "across" is or how far the far edge lies. Holding a bearing by dead reckoning across ground whose end you can't see is the entire activity — an arrow pointing at the exit would delete it outright.
- No timer. Crossing isn't racing. Take as long as you like — stop, fight, mine, wander a little — none of it interrupts the attempt as long as you don't turn back, fly, or die.
- No denominator. It sets no target and moves no existing completion figure — the Apex Hunter total, the Bestiary, and every other trophy count in the game are untouched.
- Pays absolutely nothing. No coin, items, experience, stats, drops, or reputation, at any number of crossings.
Version history
- v220 — added. Ships exactly as described above: the 45%-depth requirement, the 120°-separation exit rule, the 60°-turnback and 30m-altitude fail states, and a single new save field created lazily so a character who saved before this version loads with no crossings behind them and loses nothing.
Trivia
- It runs on a 5Hz timer rather than the game's main frame loop — one camera position read and one region lookup, five times a second, regardless of how large the world or how many objects are in it.
- By the time The Leading shipped one version later, the game's own development notes counted thirteen separate systems quietly measuring the shape of a player's own path through the world — The Crossing among them.