In Buddhist teachings, the white lotus represents the growth and progress of the soul. Our goal is to become a part of the growth and progress of the video game industry.

White Lotus Interactive is the creator of XING: The Land Beyond, an atmospheric and immersive first-person, puzzle-adventure game set in the afterlife.

XING can be played with or without a virtual reality headset on the PC and PlayStation 4.

Supported Platforms


White Lotus Interactive is an independent game developer based in the Southwestern United States and founded by John Torkington, Koriel Venus Kruer and James Ellsworth Steininger.

John Torkington

John grew up playing video games. A few of his fondest childhood memories are playing Zelda with his older sister, and playing Pokemon well past his bedtime. Because of this, he is passionate about games and their potential. He has this crazy encyclopedic memory for everything computers. He has also been on more than 80 scuba dives and plays over 10 musical instruments! Though John is humble about it, he is an extremely talented music composer. John spends his free time surfing Wikipedia, cooking, playing games with friends and watching Star Trek Next Gen.

Koriel Venus Kruer

Koriel is a sci-fi and fantasy loving, martial arts-training, anime nerd who spends what little free time she has indulging in the delights of movies, TV shows and games with her friends and family. She collects swords and dragons, and believes in the power of imagination. She is inspired by movies like the Star Wars Saga and the Lord of the Rings Trilogy, and shows like Game of Thrones and Firefly. Koriel has always had a love for animals and art, and hopes to one day be as cool as her childhood hero: Xena Warrior Princess.

James Steininger

James loves the cutting edge of technology. He is passionate about the role of computer tech in our everyday lives, and always wants to be a part of it. When he is not working on XING, he is most likely hacking away at his life goal of fixing the healthcare records system in the U.S. through code, and paving the way with Rails. James is also an amazing learner, and picks up new software at an alarming rate! He loves coffee and eating Nachos, and is an all-around fun guy to hang out with. He spends his free time running, playing Roller Coaster Tycoon and listening to Jazz and Chopin.


Before White Lotus Interactive

In early 2012, John Torkington and Koriel Kruer were introduced to game development in a college classroom. They didn't know it, but a simple level design assignment would become the bedrock and concept for XING: The Land Beyond.

Their professor requested they submit the project to the IEEE GameSig competition at Chapman University. With the deadline only a few weeks away, they set out to expand a single map layout into a full-fledged game. Many hours and frozen waffles later, they created the land of XING - four levels of atmospheric island goodness, and made it as one of the top ten finalists for the competition.

They gave their presentation in front of a panel of industry professionals took second place in the competition. Knowing they could do better, Koriel and John decided to continue.

First Project - XING: The Land Beyond

James Steininger joined in the Fall of 2012. He rounded out the team with a passion for games and intense work ethic. The game quickly became much more than a UDK-mod, as the team learned and mastered an artful asset pipeline and crafted a rich foundation of lore and game culture. Burning the midnight oil, White Lotus Interactive made huge strides towards launching a Kickstarter campaign for XING: The Land Beyond, a first-person puzzle adventure game for the PC. On April 1 of 2013, the team was Kickstarted. Oculus Rift integration began in July, and XING was Steam Greenlit in October 2013.


April 2012

First XING Prototype wins 2nd place in IEEE College competition

October 2012

3-Member Team Formed

March 2013

Kickstarted for $30k

June 2013

Started Oculus Rift Integration

July 2013

Registered White Lotus Interactive LLC

October 2013

Steam Greenlit

March 2014

Successful GDC Play Booth

April 2014

Switch from UE3 (UDK) to Unreal Engine 4

June 2014

Showcased at IndieCade's E3 Booth

July 2014

Released Public Oculus-Enabled Demo

August 2014

Indie Megabooth at Pax Prime draws long lines

September 2014

Demo at first Oculus Connect

October 2014

Demo at the Epic Games booth at IndieCade

April 2015

Chosen for Epic Games Developer Grant for $12k

August 2015

Second Indie Megabooth at Pax Prime again draws long lines

October 2015

Official Selection at IndieCade 2015

December 2015

Chosen to booth at the PlayStation Experience