The Falconeer
Solo-dev aerial combat RPG set over a vast ocean world. Beautiful, strange, and occasionally frustrating in equal measure.
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About The Falconeer
The Falconeer is a third-person aerial combat game built entirely by one person, Tomas Sala, and that fact alone deserves acknowledgment before anything else. You fly giant war-falcons across an archipelago called the Great Ursee, dogfighting rival factions, hauling cargo, and slowly uncovering a lore-dense world that has clearly been thought through at a depth most studios with fifty people on staff would envy. The flight model leans into an older "stick control" sensibility, meaning momentum and positioning matter more than raw twitch speed. Getting comfortable with it takes time, but once it clicks, the aerial jousting feels genuinely satisfying. The RPG hooks are lighter than the genre label suggests, so if you come in expecting character sheets and branching dialogue, recalibrate. The structure is closer to a mission-based action game with faction-reputation layers on top. You play through several different characters across the game's chapters, each tied to a different faction in the Ursee. This anthology approach is interesting on paper and lands maybe sixty percent of the time in practice. Some chapters feel meaningfully distinct, with different starting equipment, weapons like the high-voltage Arc Lance or scatter-shot Gatlings, and different relationship to the world's politics. Others feel like reskinned versions of fetch-and-fight loops that overstay their welcome. The lore itself, delivered through environmental design and short text entries, is genuinely evocative. There are ancient machines, sunken civilizations, and a recurring theme about cycles of power that rewards attention. The writing is sparse but punchy when it lands. Visually, this remastered version is striking. Sala's art direction leans into watercolor-meets-industrial-gothic, and the ocean vistas and storm systems look better than they have any right to from a solo project. The audio design matches it well. The combat, though, has rough patches. Enemy AI can be inconsistent, and some encounters spike into frustration territory not because they feel designed to challenge you, but because the hitbox and targeting feedback is murkier than it should be. Upgrade progression exists but is shallow enough that it won't satisfy players who want to theorize builds past the early hours. The audience for this is specific: players who appreciate atmosphere and world-building as a primary value, who are willing to accept a lighter RPG framework, and who find the fantasy of riding a war-bird across a dying ocean compelling enough to push through the structural unevenness. If you need tight narrative payoff or deep mechanical systems, The Falconeer will leave you wanting. If you can meet it on its own terms, it offers something genuinely singular that feels handcrafted rather than assembled. Mixed reviews reflect real friction, not a bad game. Monika, Scout Team
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Game Info
- Developer
- Tomas Sala
- Publisher
- Wired Productions
- Release Date
- Nov 10, 2020