
In a world bound by truths: connect. In Falsus is a mesmerizing rhythm game tied to an intricate card system brought together through a layered narrative. Taking place in a near-future world, traverse an atmospheric soundscape through the eyes of 5 interconnected protagonists.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best MX #30, worst PL #89 · 11 markets collected
About

Tying music gameplay to a tale of lies and truth, 'In Falsus' guides players through seamless progression from flow to mastery, welcoming those new and experienced to surmount challenges and rise higher with each and every encounter.
Follow the separate perspectives of 5 girls making their way through high school in a near-future world, whose lives take a sharp turn one day as they are bid to join a strange government program, and soon are forced to face an undiscovered side of their reality.

Progression: With a signature control system of mouse and keyboard, In Falsus brings challenges across 4 difficulties, rising in intensity of incoming notes and a sweeping aerial Field.
Encounters: Every step forward brings a greater trial. Throughout their ordeals, the protagonists encounter characters who they must contend with or assist, with these key moments each tied to unique songs.
Songs: Produced by composers at the forefront of Japan's independent music scene as well as international artists, In Falsus features over 70 songs, over 40 of which are original, represented across a multitude of genres and styles.

Crafting: Overcome challenges to collect materials, craft unique Cards, and gain new advantages and approaches during song gameplay.
Blueprints: Integrate Cards by slotting earned materials into Blueprints, grids with a wide variety of choices in stat boosts and bonuses. Every Card crafted is different, and every Blueprint is a puzzle. How you choose to arrange materials within Blueprints shapes unique possibilities in solutions and effects.
Cards: Featuring artwork of characters met and unfolding narrative moments witnessed, illustrated by a range of skilled and renowned artists, equip up to 5 Cards to vary your approach when challenging the songs you come across.

Narrative: Through visual novel-styled narrative design, switch between the individual perspectives of 5 protagonists—all of whom are interconnected.
Immersion: Become drawn into a new world through expressive characters, captivating environments, and full Japanese voice acting.
Experience: Narrative is at the heart of In Falsus, with music gameplay, sound design, and themes reflecting and directly linked to the events of the game.
Engagement
Reviews
Themes across 435 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
音ゲー部分めちゃおもしろいんだけど、なぜか一定条件下で音ズレして脳トレ始まる
出了这么好的作品,允许guy哥喜提劳斯莱斯(
好玩好玩,剧情也有意思‘
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 436 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
质量很高,定价却不高;玩法很有意思,也确实很难;剧情设定很有意思,拼图小游戏还不赖。而且玩到现在还没有遇到任何bug,看样子土司是真的燃尽了
Felt pretty invested throughout the game, but I can see a couple caveats that can make or break the general game experience. If you are looking for a pure rhythm game, this probably isn't it. Much like a lot of the marketing and reviews for the game, the genre is a mix of 3: The Rhythm Aspect, The RPG Aspect, and The Visual Novel Aspect. Expecting only one or two of these and ignoring the others will probably sour the game. Taken on their own, I think each have their own unique ideas: For the Rhythm Game, a one handed 6-key layout sounds daunting, but in all honesty after the first arc or so it becomes easier to navigate. The shifting of the fingers on the keys becomes the major point of skill expression, as the game itself is more focused on technical prowess than it is raw stamina or timings (Although both are still important). This gives the game a unique take on difficulty scaling, where the harder levels (At least in ULT - I'm not that good), increase the alternation of different finger orientations. Overall, in opinion, the rhythm game segment is very unique, interesting and fun, leaving me wanting to continue trying to get EX+ much like I did in Arcaea. For the Card System / RPG System, this mechanic is probably the most splitting of the three modes. Whenever you challenge an encounter or try to unlock a song tied to story, you get 5 "Phases" of cards that allow for the activation of different powers/traits to either connect with someone or reflect with yourself. Crafting these cards require tetronimo-like pieces called Iota, which grant higher power/defense with encounter difficulty, as well as providing said powers. Slotting these Iota in different zones on each card blueprint allow variations of ATK/DEF/Traits/Range/etc that can be used to provide an advantage in different encounters. Its a very cyclic system, as you get more powerful cards after beating more powerful encounters. While my description of this mechanic was complex, honestly when you get down to it the overall mechanics are kind of... engaging? Figuring out how to perfectly slot in different shapes to get the highest possible stats is always satisfying, allthough sometimes figuring it out can be a bit tedious. Overall, if you like stats, theorycrafting, and puzzles, you should find this section engaging, much like me. Now the story. I really liked it, but there were a few problems I had nearing the end. For the first part, a lot of the lore/story/background of the world is conveyed indirectly. Bind colors (Which represent emotions) usually aren't outright stated and you need to derive with context clues what each color means. RMI Separation, Gracefalls aren't also explicitly explained, requiring theorizing and rumination from the player. I really appreciate this type of story-telling, as the game respects you and your understanding, and trusts you to "get it," which for the most part, they succeed. HOWEVER, my main gripe is with the "ending" section, but not because of its quality but rather [spoiler] It's open-ended and "live-servicy" stopping point that suggests further updates to the game. I was really expecting to have most of the character arcs and themes tied up by the end. In fact, you only learn what RMI means in the literal last minute of the scenario. This, of course, is due to the fact that from what I'm assuming, the story will be continuing past what we currently have. If that is the case, I hope that each update is a substantial and meaningful story segment in comparison to, say, adverse prelude or black fate in Arcaea, with constant cliffhangers and short story developments in comparison to their respective long development time. [/spoiler] Overall, the story is smart, respectful and engaging, but I do wish for a better "conclusion". All in all, each section of the game is good, but combining them together is what makes the game the game. I recommend this to anyone who understands that this is more a 3-genre-in-one game than a single rhythm or story based product.
喜欢看剧情,喜欢做解密,喜欢打音游,喜欢玩In Falsus。
smguy力作
曲子和曲绘都是超大杯,616你干得好啊
日本人是在寻找新人类吗,左手5根手指按6个键,右手还要甩鼠标
各种玩法音游雨后春笋般涌出时,这款游戏用最诡异的映射最复杂的读谱重新唤起了第一次打开音游时的我——手足无措又无能为力。不过剧情看下来比我想得舒服一点,配置深度也远远超乎我的想象。总而言之如果喜欢挑战高难,奔着日常和听歌来还是值得入手的。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.4M | 5.5K | 92% | $11.99 | |
| $106.8K | 219 | 99% | $19.99 | |
| — | 0 | — | — | |
| $7.3M | 18.5K | 92% | $19.99 | |
| $2.4M | 4.3K | 91% | $16.99 | |
| $247.4K | 546 | 90% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 3K | 62% | $14.99 | |
| $1.2M | 4.1K | 89% | $11.99 | |
| $1.2M | 3.5K | 92% | $9.99 | |
| $1.2M | 3.2K | 87% | $19.99 | |
| $1.2M | 8.6K | 92% | $4.07 | |
| $1.2M | 4.2K | 92% | $6.99 |