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    FALLING OUT is a charming and accessible 2D roguelite platformer that invites players to embark on an unexpected adventure with Giorgio and Felicie, an eccentric couple whose vacation takes a chaotic turn. Trapped in ancient, trap-filled temples, they must navigate procedurally generated levels teeming with treasures, enemies, and environmental hazards, all while racing against time before the structures flood.

    Players can switch between Giorgio and Felicie at any time, each character bringing their own unique abilities to the table. Whether playing solo, locally in couch co-op, or going head-to-head in versus mode, the game emphasizes coordination and strategy. Working together—or outmaneuvering each other—is key to overcoming the dangers of each level. With a variety of game modes and constantly shifting layouts, each playthrough delivers a new challenge.

    Crafting is a central mechanic in FALLING OUT. By collecting blueprints and scavenging materials, players can forge an assortment of unusual weapons and helpful items. These can mean the difference between escape and disaster. A recurring character, Azar the wandering shopkeeper, adds humor and offers the opportunity to buy equipment and upgrades, lending a lighthearted tone to the adventure.

    The game's colorful pixel art style and dynamic level design create a vibrant, fast-paced experience. Each temple features its own distinct aesthetic and gameplay twists, requiring players to adapt quickly. Environmental hazards, enemy patterns, and clever traps keep players on their toes at all times.

    FALLING OUT blends humor, danger, and cooperation into a unique roguelite platforming experience. With its pick-up-and-play design, replayable structure, and fun character interactions, it's an ideal choice for fans of chaotic couch co-op games or solo adventurers seeking unpredictable fun.

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    FAQ - Frequently Asked Questions

    How does the 'Emotional Resonance' mechanic specifically affect the damage dealt by different weapon types in 'Falling Out'?
    Weapons gain bonus damage based on the current emotional state. For example, a 'Rage' state might enhance blunt weapons while dampening the effectiveness of precision weapons.
    Can the 'World's Mood' mechanic, which globally shifts the emotional landscape, be directly influenced by player actions within a single level, or is it a broader, campaign-driven element?
    Yes, completing certain objectives or making specific choices within a level can influence the World's Mood, leading to immediate environmental changes and affecting future encounters.
    Regarding the 'Cooperative Contagion' system, how does a player's emotional state spread to their partner, and what are the limitations to this transfer?
    Proximity and actions significantly affect the spread of emotions. The closer you are, the faster your partner is influenced. Certain abilities or items can provide temporary immunity or control over emotional transfer.
    If my character is afflicted with 'Existential Dread,' how does this impact their movement speed and ability to interact with environmental objects?
    Existential Dread significantly slows movement and reduces the effectiveness of physical actions. Players may find themselves struggling to climb, push objects, or even navigate efficiently.
    In 'Falling Out,' are there specific enemy types or boss encounters that are immune to certain emotional states, or that actively benefit from them?
    Yes, some enemies are immune to or powered by specific emotions. For instance, a 'Gloom Wraith' might gain power from negative emotions or be immune to positive states.
    Can players utilize the 'Emotional Feedback' mechanic to strategically manipulate the environment, such as by causing certain objects to react differently based on their emotional state?
    Yes, some objects react to emotions. For example, a 'Joyful Fountain' may provide healing in a state of 'Joy', but deal damage in a state of 'Rage'.
    How does the game distinguish between 'Shared Trauma' and 'Individual Distress' in terms of the impact on gameplay and character abilities?
    Shared Trauma applies broad penalties and shared debuffs across players, whereas Individual Distress affects a single player but has a more acute and personal effect, often tied to specific abilities or weaknesses.
    Are there environmental hazards that are directly influenced by the current emotional state of the players or the World's Mood, changing their behavior or damage output?
    Yes, certain environmental hazards are directly tied to emotions. For example, 'Rage' can cause volcanic vents to erupt more frequently, while 'Joy' might enhance the effect of healing plants.
    How do 'Memory Fragments' interact with the 'Emotional Recall' system to change gameplay, and are there choices associated with these interactions?
    Collecting memory fragments can unlock past emotional states affecting gameplay. When activated, it might provide buffs or debuffs, and players have to make critical choices that will affect the future events.
    Does the game track the cumulative emotional state of the players over the course of the campaign, and if so, how does this affect the ending or available content?
    Yes, the game tracks emotional history. This influences the ending, unlocking alternative story paths, secret areas, and special abilities based on players' collective emotional journey.

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