Compare Fall Down prices across trusted key stores and find the best deal. Developed by Kadir Demiroğlu. Published by Kadir Demiroğlu. Released on 4/30/2018. Available on PC. Genres: Casual, Indie.

Thirty levels of gravity-fueled obstacle dodging built by a solo developer - fine for a ten-minute distraction, but the cracks show fast if you're expecting much more than that.

I'll be honest with you: I went looking for a hidden gem here, and what I found is closer to a proof of concept that made it to Steam. Fall Down is a solo-made Unity arcade game where your character plummets downward through 30 levels, accelerating the longer you survive, while you steer clear of obstacles blocking the path to the floor. The loop is exactly as minimal as that description sounds. Left, right, survive, next level. The character speeds up over time, which is the one mechanical touch that gives the game any real tension - early stages feel almost meditative, but by the time momentum builds, the margin for error shrinks noticeably and you do start to feel the pressure of a genuine reflex test. The appeal, if there is one, lives entirely in that acceleration curve. Fans of old-school Flash-era arcade games - the kind that killed five minutes between classes - will recognise the rhythm instantly. There is nothing layered here: no upgrades, no branching paths, no story. It is purely about threading your falling body through gaps before you slam into something solid. Whether that registers as calming or maddening depends entirely on your patience for stripped-back arcade repetition. The Steam community has already noted that achievements were broken at launch and required a manual depot workaround to pop correctly, which for a game where 60-plus achievements are one of the main selling points is a meaningful stumble. Production values sit at the bottom of the indie scale. The Unity splash screen greets you on boot - something the small community has pointed out with some frustration - and visual design is purely functional. There is no discernible soundtrack atmosphere to speak of, no considered soundscape, nothing that signals an auteur at work shaping the mood of a descent. That absence hurts more than any single mechanical shortcoming, because even the leanest arcade games tend to use sound and feel to make their one idea sing. Here, the one idea exists, and not much else accompanies it. Who is this actually for? Achievement hunters on a tight budget might extract something from clearing all 30 levels and unlocking the full roster of achievements, assuming they are working correctly for your build. Casual players wanting something they can put down after five minutes without guilt could find it serviceable in that role. But anyone expecting craft, atmosphere, or even a sense that the levels escalate with real intention will come away deflated. Solo developers deserve encouragement, and I give it freely when the work earns it - but honesty is also part of that respect, and Fall Down does not clear the bar that makes a recommendation feel clean. Kai, Scout Team

Fall Down

Fall Down

Apr 30, 2018Kadir Demiroğlu
GamerScout Says

Thirty levels of gravity-fueled obstacle dodging built by a solo developer - fine for a ten-minute distraction, but the cracks show fast if you're expecting much more than that.

PC
Best Price Available
€0.00
at N/A
Historical low: €0.67

GamerScout Verdict

Worth a look only for budget achievement hunters - everyone else will exhaust what it offers within a single sitting.

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About Fall Down

I'll be honest with you: I went looking for a hidden gem here, and what I found is closer to a proof of concept that made it to Steam. Fall Down is a solo-made Unity arcade game where your character plummets downward through 30 levels, accelerating the longer you survive, while you steer clear of obstacles blocking the path to the floor. The loop is exactly as minimal as that description sounds. Left, right, survive, next level. The character speeds up over time, which is the one mechanical touch that gives the game any real tension - early stages feel almost meditative, but by the time momentum builds, the margin for error shrinks noticeably and you do start to feel the pressure of a genuine reflex test. The appeal, if there is one, lives entirely in that acceleration curve. Fans of old-school Flash-era arcade games - the kind that killed five minutes between classes - will recognise the rhythm instantly. There is nothing layered here: no upgrades, no branching paths, no story. It is purely about threading your falling body through gaps before you slam into something solid. Whether that registers as calming or maddening depends entirely on your patience for stripped-back arcade repetition. The Steam community has already noted that achievements were broken at launch and required a manual depot workaround to pop correctly, which for a game where 60-plus achievements are one of the main selling points is a meaningful stumble. Production values sit at the bottom of the indie scale. The Unity splash screen greets you on boot - something the small community has pointed out with some frustration - and visual design is purely functional. There is no discernible soundtrack atmosphere to speak of, no considered soundscape, nothing that signals an auteur at work shaping the mood of a descent. That absence hurts more than any single mechanical shortcoming, because even the leanest arcade games tend to use sound and feel to make their one idea sing. Here, the one idea exists, and not much else accompanies it. Who is this actually for? Achievement hunters on a tight budget might extract something from clearing all 30 levels and unlocking the full roster of achievements, assuming they are working correctly for your build. Casual players wanting something they can put down after five minutes without guilt could find it serviceable in that role. But anyone expecting craft, atmosphere, or even a sense that the levels escalate with real intention will come away deflated. Solo developers deserve encouragement, and I give it freely when the work earns it - but honesty is also part of that respect, and Fall Down does not clear the bar that makes a recommendation feel clean.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementstier:sub-5Arcade ReflexObstacle AvoidanceAccelerating DifficultyAchievement HuntingFlash-era ArcadeShort SessionSolo DevUnity Arcade

System Requirements

Minimum

OS
Windows Xp
Memory
1 GB RAM
Storage
250 MB available space
Graphics
OnBoard
Processor
Intel® Pentium® Silver J5005

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Game Info

Developer
Kadir Demiroğlu
Publisher
Kadir Demiroğlu
Release Date
Apr 30, 2018

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Frequently asked questions about Fall Down

How much does Fall Down cost?

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What platforms is Fall Down available on?

Fall Down is available on PC.

When was Fall Down released?

Fall Down was released on 30 April 2018.

Who developed Fall Down?

Fall Down was developed by Kadir Demiroğlu.