
Fall Words is a HARD physics-based puzzle game where you type letters to drop them and collect all the asterisks.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 23 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
OMG, this game makes me crazy. Super addictive. I am not a great fan of puzzle games, but this one is really great. Dear developer, thank u for showing me how stupid I am! PS: physics is great, combinations of letters is great and forces you to think and to use logics and imaggination!
Really cute game and fun to pass time when you only have a few minutes. However, the physics is inconsistent so it defeats the purpose a bit. If you type "i" and one time it passes and the next time it doesn't, luck becomes too much of a factor.
Noticed a LOT of similarities for this game to another game called Supertype. Some levels are even the same. Sometimes the physics doesn't work as it should.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Arabic*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek* +91 more
ну я не знаю зачем ваще что-то писать зачееем нет не все пхк пхк хк хык я поперхнулась пхык хыкхк апхапхапх нет не так
Fall Words is an inventive puzzle experience that takes a very simple idea and expands it into something surprisingly flexible and creative. It blends typing mechanics with physics-based problem solving, turning individual letters into interactive objects that can be used to manipulate the environment. What begins as a straightforward task of dropping letters to reach specific goals quickly evolves into a system where experimentation and spatial awareness become essential, giving the game a distinct identity within the puzzle genre. The gameplay revolves around typing letters that then fall into the level as physical objects, each with its own shape and behavior. These letters can be used to build structures, create pathways, or trigger chain reactions that help collect the objectives scattered across each stage. Because the system is governed by physics, there is rarely a single solution to a puzzle. Players are encouraged to think creatively, trying different combinations and placements to see what works. This open-ended design is one of the game’s strongest qualities, as it allows for a wide range of approaches and gives players a sense of ownership over their solutions. As the game progresses, new elements are gradually introduced to expand the complexity of the puzzles. Early levels focus on basic interactions, helping players understand how letters behave when they fall, stack, or collide. Later stages combine multiple mechanics, requiring more careful planning and a deeper understanding of how different elements interact. The difficulty increases steadily, offering a satisfying challenge for those willing to engage with the system. However, the reliance on physics also means that outcomes can sometimes be unpredictable, leading to moments where success depends on repeated attempts rather than a single well-executed plan. The structure of the game is supported by a light narrative framework that adds context to the puzzles without overshadowing them. The idea of communication between distant characters provides a subtle sense of progression, turning each completed level into a small step toward a larger goal. While the story remains simple and understated, it gives the experience a sense of continuity that helps tie the individual challenges together. Visually, the game adopts a clean and minimalistic style that prioritizes clarity. The environments are easy to read, ensuring that players can quickly understand the layout of each level and how their actions will affect it. This simplicity works well with the gameplay, as it allows players to focus entirely on solving puzzles without unnecessary distractions. The audio design complements this approach, offering a calm and unobtrusive background that supports the thoughtful pace of the game. One of the more noticeable aspects of Fall Words is how it balances creativity with unpredictability. The physics-based system allows for dynamic and varied solutions, but it can also lead to inconsistent results. A carefully planned setup might not always behave exactly as expected, which can be both interesting and frustrating. For some players, this adds to the sense of experimentation and discovery, while for others it may feel like a lack of precision in the mechanics. Overall, Fall Words stands out as a unique and thoughtful puzzle game that encourages players to think in unconventional ways. It transforms a simple concept into a flexible system that rewards creativity and persistence. While its reliance on physics can occasionally lead to uneven experiences, it also provides the foundation for its most engaging moments. It is best suited for players who enjoy experimenting with mechanics and exploring multiple solutions rather than following a fixed path. Rating: 6/10
L'idée est vraiment super sympa, mais je trouve assez inacceptable que les niveaux soient parfois dus au hasard. On peut recommencer 10 fois le même niveau, en écrivant dix fois les mêmes lettres, avec 9 échecs et une réussite. Un jeu ne devrait pas laisser passer cela. Je ne sais pas s'il s'agit d'un bug ou d'une volonté des développeurs, mais les chutes de lettres devraient être programmées de manière exacte en amont. De plus, les indices ne sont pas progressifs. Après 10, 20, 30 erreurs, il faudrait des indices plus explicites pour aider à trouver une solution. C'est à nouveau inacceptable de laisser le joueur bloqué sans l'accompagner, surtout quand parfois la seule erreur commise par le joueur, c'est de ne pas avoir tenté le même mot dix fois de suite (!!!!). Je réviserai volontiers mon évaluation le jour où ces problèmes seront réglés.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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