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New App Crossed Helps College Students Forge Real Connections Beyond the Screen

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Gen Z is breaking up with dating apps, and for good reason. Many of these platforms just grab your eyeballs and hold on to them until you feel drained, rather than help you do what you logged on to do — find new friends, professional contacts, and exciting people to date. That’s why more and more college students are declining to join them.

However, technology doesn’t necessarily have to be a problem — at least, not if it’s approached correctly.

Due to one new app’s uncanny ability to help college students grow their social circles in real life, it’s fast becoming the most popular new social networking platform on campus. Called Crossed, the app bridges the online and real worlds, taking advantage of technology’s strengths while shedding its weaknesses. 

By leveraging sophisticated geolocation technology in a whole new way, Crossed introduces people who have literally crossed each others’ paths. As a result, they can make new friends and connections without even trying.

Crossed can be used to find friends, professional contacts, and dates

While Crossed can be used as a dating app, that’s only part of what it offers. Users can choose to participate in any or all of its three modes: Dating, Friendship, and Business, which is dedicated to professional networking.

Each mode is entirely distinct from the others, which means users’ profiles are never shared with anyone who isn’t interested in the same kind of connection as themselves. Gone are the days of disappointing other people because you reached out to them on a dating app as a possible friend or business contact, not a romantic interest.

College students have been finding numerous ways to use all three modes. The Business mode helps them meet other students in their courses and find study partners, while the Friendship mode connects them to other students who want to do fun activities or hang out together, and the Dating mode helps them find prospects to talk to and possibly ignite a relationship with.

Crossed does all this without any annoying swiping.

Crossed introduces you to those whose paths you’ve just crossed

Crossed’s innovative approach doesn’t require you to make snap judgments about hundreds of people based on their profile pictures. Instead, it uses cutting-edge geolocation technology to serve as your ultimate best friend, paying close attention to what you like to do and where you tend to go. Then, it scans the environment, searching for other members of the Crossed community who have similar habits. It only alerts you to the existence of other users whose paths have literally crossed your own.

“Say you love sailing or rowing,” says Conor Crighton, co-founder and COO of Crossed. “Crossed can introduce you to other people who go to the boathouse. If you like to study in the art history library, then it can introduce you to other students who do the same thing. Maybe you’re a big coffee connoisseur — Crossed can introduce you to other people who hang out at the same coffee shop.”

“If you went to a party but didn’t have the nerve to talk to someone, Crossed can come to your rescue, pointing out that you were both in the same place the night before,” says Manny Manzel, co-founder and CEO of Crossed. “That’s a much easier way to start a conversation. Plus, you won’t have to scream at each other over loud music.”

While other social networking apps require lots of time and effort, Crossed works in the background while you do other things. “The app multitasks on your behalf,” Manzel explains. “It constantly works to find new contacts for you so that you don’t have to. It also introduces you to people so you don’t have to walk up to them for no apparent reason and go through the awkwardness of introducing yourself cold.”

Crossed also takes security seriously. All communication on the platform is encrypted to the highest standards, and its “Safe Mode” feature allows users to choose which potential matches can view their profiles. Additionally, once Crossed’s “Safe Mode” is activated, you will not appear to other users around you unless you are both at a safe distance apart to further protect your personal safety and avoid unwanted matches.

Fill your college experience with fun

No one should spend their precious college years holed up in their dorm room, staring at a screen and feeling lonely. With Crossed, no one needs to anymore. 

Crossed helps college students get out of their dorm rooms, make friends, and find those special people who are interested in the same things as themselves. In this way, Crossed puts technology in service of the real world, rather than vice versa.

Meet the people who will be your college friends for the rest of your life. Meet your future roommates and business partners. Meet the love of your life. Join Crossed today!

Michelle has been a part of the journey ever since Bigtime Daily started. As a strong learner and passionate writer, she contributes her editing skills for the news agency. She also jots down intellectual pieces from categories such as science and health.

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Lifestyle

The Future of Youth Horror Gaming: Lonely Rabbit’s Midnight Strikes

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Credit: Lonely Rabbit

Empty hallways echo with footsteps that aren’t yours. The carnival rides spin without passengers. Familiar spaces, the ones etched into childhood memory, twist into something menacing, something that watches. Lonely Rabbit’s Midnight Strikes arrives eight months before its completion, targeting a youth horror genre that is hungry for experiences that feel personal rather than purely fantastical. The indie studio searches for a publisher while building momentum for a game that weaponizes nostalgia, turning high schools and carnivals into theaters of psychological dread. As franchises age and audiences demand fresh scares, this PC title tests whether memory-based terror represents the next chapter in youth horror.​

Maturing Past Jump Scares

Youth horror gaming shed its training wheels. Little Nightmares and Bendy and the Ink Machine proved that younger players crave atmospheric storytelling over cheap shocks, puzzle-solving over gore, and visual distinctiveness over recycled formulas. Bendy’s ink-soaked corridors attracted a massive audience, including children drawn to the characters despite the T-rating, because the experience felt emotionally authentic rather than condescending. Players now expect psychological tension woven through environmental details, stories told through decaying spaces, and cryptic objects scattered across levels.​

The genre’s maturation reflects audiences who grew up solving Portal’s test chambers and exploring Limbo’s monochrome nightmares. Among the Sleep demonstrated the potency of perspective: experiencing horror through a toddler’s eyes made familiar domestic spaces feel uncanny and threatening. Fran Bow plunged players into hand-drawn asylum corridors where perception itself became unreliable, where puzzles demanded engagement with trauma and grief rather than simple pattern recognition. Modern youth horror respects its audience enough to disturb them thoughtfully, creating experiences that linger days after the screen goes dark.​

Corrupted Childhood as New Territory

Midnight Strikes drags players through levels “reminiscent of their childhood memories”: the high school, the carnival, spaces universal enough to feel personal. Lonely Rabbit constructs what they describe as a “menacingly beautiful atmosphere filled with bizarre and terrifying creatures,” pairing monster survival with puzzle challenges that prioritize mood over mechanics. The game adopts a “cinematic and otherworldly feel” while grounding its terror in locations players actually inhabited, making fear feel intimate rather than abstract.​

This memory-based direction distinguishes Midnight Strikes from fantasy settings that dominate youth horror. Deserted carnival rides and empty school corridors carry weight because players recognize them as such. Maybe the locker rows feel too narrow, maybe the Ferris wheel groans with a voice that shouldn’t exist, maybe the cafeteria smells wrong. The game challenges players to “survive their fear of the unknown” while navigating spaces that should feel known, creating cognitive dissonance that amplifies dread. Other developers exploring similar territory, such as Subliminal, which utilizes “nostalgic spaces” and “a rotting feeling that something is not quite right,” suggest that childhood corruption represents an emerging subgenre.​​

Lonely Rabbit’s approach weaponizes personal history. Every player attended school, visited carnivals, and formed memories in spaces designed for safety and joy. Corrupting those spaces turns nostalgia into a threat, asking audiences to confront distorted versions of their own experiences. The monsters inhabiting these environments become more than obstacles; they represent the fear that familiar places might betray us, that memory itself becomes unreliable when shadows move in the wrong direction.​

Smaller Teams, Bigger Risks

Indie studios like Lonely Rabbit maneuver where larger publishers hesitate. Their two-month publisher search and pre-launch community building reflect changing pathways for games that defy established franchise formulas. Building a follower base before release creates market validation, proving that audiences want what you’re making before significant capital is committed. Transparency about development timelines and production milestones generates audience investment, turning potential players into advocates during the publisher search.​

Midnight Strikes represents creative gambles major studios avoid when quarterly earnings loom. Smaller teams experiment with concepts, corrupted childhood spaces, memory-based horror, pand sychological tension prioritized over action mechanics, that might fracture focus groups but resonate with underserved audiences. Lonely Rabbit’s global distribution ambitions demonstrate indie confidence: build something distinctive enough, and geography becomes irrelevant when digital storefronts erase borders.​

The next eight months determine whether Midnight Strikes defines a subgenre or remains an interesting experiment. If players respond to horror that mines personal history, if corrupted nostalgia proves more terrifying than fantasy monsters, other developers will follow this path. Lonely Rabbit’s gamble, that childhood spaces make better horror stages than alien planets or demon dimensions, could redefine what scares young players next. The studio’s publisher search tests whether the industry views memory-based terror as the future of youth horror or a niche curiosity. Either outcome writes the next page in a genre still learning what it can become.

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