
Story of a Father who is in search of his son who has fallen in a cave. You play as Father and fight with monsters,ghosts and deadly animals to save your son. This game has also local multiplayer which can be played upto four players.
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 10 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Its ok. Controls are a little loose. Deaths are a little infuriating.
MAS MALO QUE LA DROGA
Fallen ist ein Spiel, was ich nicht einmal empfehlen kann, wenn man es kostenlos bekommt. Aber erst einmal zu den positiven Punkten: Das Spiel startete und lief, soweit ich es gespielt habe, ohne große technische Probleme auf Linux mit Proton. Die Steuerung funktioniert, ist jetzt nicht extrem knackig, aber auch nicht extrem "floaty". Also grundsätzlich ist das Spiel, soweit ich es gespielt hatte, spielbar. Und nun zu den eher negativen Teil: Controller als input hat bei mir überhaupt nicht funktioniert. Die Tastenbelegung auf der Tastatur ist "gewöhnungsbedürftig" und lässt sich nicht ändern, also entweder ihr gewöhnt euch an "Pfeiltasten zur Bewegung und asd für Aktionen" oder ihr müsst schauen, ob ihr das ganze vllt. über steam-input sinnvoll auf einen Controller mapt oder irgendwie temporär eure Tastatur Systemweit fragwürdig umbelegt. Audio ist so eine Sache, einige Dinge waren mir persönlich viel zu laut und die generelle Qualität der Aufnahmen ist meiner Meinung nach wirklich nicht gut, ich habe ehrlicherweise in den 2000ern low bitrate mp3s gehört, die sich bezüglich rauschen und anderen Artefakten besser angehört hatten. Der Grafikstil des Spiels erinnert von der Idee ein bisschen an andere Platformer, die in der Nacht spielen, oder ein Nachtlevel besitzen, leider ist die Umsetzung in diesem Spiel leider nicht so gut gelungen. Der Kontrast ist teilweise so gering, dass man je nach Monitor an den Ecken des Bildes nur schwer irgendwas erkennen kann. Ich habe mich mehrmals dabei erwischt, wie ich meine Sitzposition und höhe geändert habe, nur um etwas erkennen zu können. Und ja ich benutze ein TN Panel, aber ich hatte noch nie zuvor dieses Problem bei anderen Spielen gehabt. Das alles machte Fallen für mich schon zu einen doch eher weniger genießbaren Spiel, aber das, was für mich dann doch zu viel war um es zumindest länger eine Chance zu geben ist das Fehlen/ das Fehlverhalten der Pausefunktion. Wenn man ESC drück kommt ein Overlay, das einen unter anderem erklärt, dass man durch das doppelte Betätigen der ESC Taste das Level abbrechen kann. Dieses Overlay ist aber keinesfalls ein richtiger Pausebildschirm, der die Tasteneingaben abfängt,die Spiellogik anhält und die Spielgeräusche stummschaltet, sondern nur ein Overlay, das nach einer Zeit verschwindet. Will man also kurz irgendwas anderes machen, das möglicherweise auch Zuhören bedarf, dann musst du das Spiel Systemweit muten, oder halt beenden. DAs andere Problem, was ich mit diesem "Pause" Overlay habe: Mir ist es 3 mal passiert, dass ich mitten im Level aus Gewohnheit die Pausetaste ein mal betätigt hatte und das Spiel dies als Doppelbetätigung interpretiert hatte und mich aus dem Level schmiss. Da das Spiel wiederrum keine wirkliche Zwischenspeicherfunktion hat, bedeutete das, dass ich 3 mal meinen kompletten Fortschritt in einen Level verloren hatte. Insgesamt muss ich damit leider sagen, dass das Spiel für mich eine im schlechten Sinne unangenehme Erfahrung war, weshalb ich auch das Spiel aus meiner Bibliothek entfernen lassen habe.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
☀️
jogo barato, com bons gráficos, nivel mediano, muito divertido
нет
İndirimdeyken alıp kartları satarak kâr edebilirsiniz. İncelemelerimde kâr ettiren daha fazla oyun mevcut bakabilirsiniz.
✯ TR ❱ Ucuza alıp kartlarını satıp kar elde edebileceğiniz tarzda bir oyun. Bunun gibi oyunları öğrenmek isterseniz incelemelerimde çok daha fazlası var. ✯ EN ❱ It's the kind of game you can buy cheap, sell the cards and make a profit. If you want to know more about games like this, there are many more in my reviews. ✯ TR ❱ Burada bir kedi var ve yoldan geçen arkadaşları ona bir kez dokunabiliyor. 𓃠 ⤵⤵ ✯ EN ❱ There's a cat here, and his friends who pass by can touch him once. 𓃠 ⤵⤵ __ /> フ | _ _ l /` ミ_xノ / | シシシシシシシシシシ / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ ⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻⸻
Fallen developed and published by BT Studios is a modest, retro-inspired side-scrolling platformer that builds its experience around a simple premise and a straightforward gameplay loop. It follows a father’s descent into dangerous territory in search of his lost child, a narrative setup that provides emotional motivation without becoming overly complex. While the story remains mostly in the background, it gives enough context to frame the journey and adds a subtle sense of urgency to the player’s progression. The gameplay is rooted in classic 2D platforming fundamentals. Players traverse a series of levels filled with environmental hazards, enemies, and timing-based obstacles that demand careful movement and awareness. Controls are generally responsive, allowing for precise jumps and quick adjustments, which becomes increasingly important as the game introduces tighter platforming sections. Combat is present but relatively simple, functioning more as a complement to traversal than a fully developed system. Enemies serve primarily as moving obstacles, adding tension to navigation rather than requiring deep strategic engagement. As players move forward, the game introduces a variety of environments that attempt to keep the experience visually and mechanically fresh. From dark cave systems to more atmospheric and slightly surreal areas, each setting brings a change in tone and enemy design. While these shifts help maintain a sense of progression, they rarely alter the core mechanics in meaningful ways. The game remains consistent in its structure, focusing on refining the same set of actions rather than expanding into new gameplay ideas. This consistency can be appealing for players who enjoy traditional platformers, but it also means that the experience can feel predictable over time. One of the more notable aspects of Fallen is its inclusion of local multiplayer modes, which significantly broaden its appeal. These modes introduce competitive and party-style gameplay for multiple players, creating a more chaotic and social experience compared to the focused single-player campaign. The addition of different maps and objectives within multiplayer gives the game a second layer of content that can extend its lifespan, especially for players who enjoy cooperative or competitive couch gaming. In many ways, this feature adds more variety than the main campaign itself. Visually, the game embraces a pixel-art style that aligns with its retro sensibilities. The presentation is simple but functional, with clear character designs and environments that prioritize readability over detail. While it doesn’t stand out in terms of technical polish, it maintains a consistent look that supports the gameplay. Audio design follows a similar approach, providing basic but serviceable sound effects and background music that fit the tone without drawing too much attention. However, the game’s simplicity can also be its biggest drawback. The lack of evolving mechanics means that the gameplay loop—jumping, avoiding hazards, and defeating enemies—remains largely unchanged throughout. Over extended sessions, this can lead to a sense of repetition, particularly for players who expect new systems or twists to be introduced as they progress. Difficulty can also feel uneven, with certain sections relying more on repeated attempts than on clearly telegraphed challenges, which may frustrate some players. Despite these limitations, Fallen manages to deliver a competent and occasionally enjoyable platforming experience that stays true to its roots. It doesn’t aim to push the genre forward or introduce groundbreaking ideas, but it offers a solid, familiar structure that can still be engaging in short bursts. The addition of multiplayer content helps offset some of its shortcomings, giving players more ways to interact with the game beyond the main campaign. In the end, Fallen is best appreciated as a straightforward indie platformer that prioritizes accessibility and classic design over innovation. It provides a decent amount of content and a nostalgic feel that will resonate with fans of traditional side-scrollers, even if it doesn’t leave a lasting impression through depth or variety. Rating: 7/10
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Players by region
Where this game's players are, estimated from review languages.
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