Take the role of ARID, the artificial intelligence within a high-tech combat suit. The Fall is a unique combination of adventure-game puzzle solving and side-scroller action, all set within a dark and atmospheric story. Get ready for a disturbing journey as you explore the world of The Fall.
User reviews: Very Positive (977 reviews)
Release Date: May 30, 2014

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Recommended By Curators

"Dark, atmospheric and thought provoking. Think Metroid meets a point and click. An interesting narrative completes this unique and absorbing package."


“Hands down, The Fall is one of the best games I have played.”
Indie Game Mag

“A Modern Classic.”
9/10 – That Nerd Show

“The Fall has proven that innovation is still possible in the genre”
8/10 – RestartReplay

About This Game

Experience the first story in a mind bending trilogy!

Take on the role of ARID, the artificial intelligence onboard a high-tech combat suit. ARID's program activates after crashing on an unknown planet. The human pilot within the combat suit is unconscious, and it is ARID's duty to protect him at all costs! As she progresses into her twisted and hostile surroundings, driven to find medical aid before it is too late, the realities of what transpired on this planet force ARID to reflect upon her own protocols. ARID's journey to save her pilot ultimately challenges the very rules that are driving her.

The Fall is a unique combination of adventure-game puzzle solving, and side-scroller action, all set within a dark and atmospheric story. Exploration will be paramount to surviving your adventure. Utilize ARID's flashlight to uncover a myriad of interactive objects. If what you uncover is hostile, switch on your laser sight and kick some metal! Get ready for a disturbing journey as you fight, explore, and think your way forward, expanding ARID's world, in spite of her protocols.

The Fall features:
  • A compelling story - Crafted over the course of two years, The Fall's story is a cut above standard gaming fare.
  • Story/Gameplay integration - Players encounter challenges that force them to think in ways congruent with the game's story.
  • Thick atmosphere - A very well polished visual style is complemented with The Fall's full voice cast.

System Requirements

    • OS: Windows XP SP3 or later
    • Processor: 2.5 GHz dual core
    • Memory: 3 GB RAM
    • Graphics: GeForce 8600 or equivalent, 256 MB memory
    • Hard Drive: 450 MB available space
    • OS: 10.6 Snow Leopard or above.
    • Processor: Dual core 2.3 GHz
    • Memory: 3 GB RAM
    • Graphics: Intel HD 3000 or better
    • Additional Notes: Requires a mouse with two buttons.
    • OS: Ubuntu 10.04 or later
    • Processor: 2.5 GHz dual core
    • Memory: 2 GB RAM
    • Graphics: GeForce 8600 or equivalent, 256 MB memory
    • Hard Drive: 450 MB available space
Helpful customer reviews
347 of 448 people (77%) found this review helpful
43.8 hrs on record
Disclaimer: I have a credit on this game. My opinion is biased, but perhaps the passion that drove me to get involved says something in itself.

Last year I put my support behind a crowdfunding campaign for the first part of an episodic action adventure game blending light metroidvania gameplay with the kinds of puzzles you might find in point and click adventures, created by Over The Moon Games. At the time, I'd not heard of John Warner nor Over The Moon Games, but The Fall's premise caught my attention and as I got to know John, I knew that my instincts had pointed me in the right direction.

With The Fall's release imminent, I thought I might take some time to share my thoughts on playing the game and building a friendship with its developer as The Fall has taken shape over the past six months.

The (current version of the) game opens with a figure falling against a star filled sky. As it streaks past, a glimpse of what might be a city can be seen below. As the plummeting figure descends, the exosuit surrounding it comes online and automated reactionary systems erect antimatter shielding to protect its occupant from the incredible impact waiting below which will drive the suit deep underground.

You play as an A.R.I.D. artificial intelligence aboard a mark-7 combat suit, activated in response to the imminent danger threatening your pilot. You have no knowledge of your location nor the events which led to your activation. In some ways, the A.R.I.D's situation mirrors the player's as they're thrown into an unknown an unwelcoming environment with the clear, but perhaps bendable goal of seeing The Fall's narrative through to the end.

When I first spotted The Fall's crowdfunding campaign, its dark air of dystopian mystery evoked memories of Delphine Interactive's Flashback (the 1992 original which is playable natively on Linux via the F/OSS REmeniscence engine) and Another World, two hugely influential early cinematic platformers which featured tactical gunplay and movement puzzles combined with exploration and discovery. For me personally, these two games were the first examples of mature storytelling and evocative, compelling plots that I experienced. After playing Another World in 1991, perhaps a decade before I became aware that there was debate over whether or not games should be called such, I knew that games could be art.

The experience of being able to watch someone else's game evolve and unfold (or fold) into something coherent is second only to making your own (something which I'd also recommend). It takes a bit of patience, faith and vision to see the what-could-be inside the what-is, and even then, it can be difficult to predict how a game's direction might shift during development. When John joined us for SteamLUG Cast to talk about The Fall last year, we discussed the notion that there are a myriad possible games which might grow from a concept's scope, and that some of the challenge of directing and designing a good game is in knowing which one of those possible games is the best one to chase, and how to handle feedback which relates to one of the possibilities that won't be getting made.

As the A.R.I.D. seeks out medical aid for her injured pilot, she too explores an uncertain future. With only a minimal suite of suit functions available, the A.R.I.D. quickly finds herself in conflict both from without and from within as the danger response mechanisms required to bring vital systems online present themselves as being a way to protect the very human she is programmed to save at all costs.

My first interaction with John was in an email where I tried to convey how disappointed I was to know that I probably would not have time to be a part of the community or contribute in any meaningful sense. Yesterday John told me he wanted to recognise me in The Fall's credits for the advice and effort I've given since the crowdfunding campaign ended. Sometimes when things don't go according to plan, something positive comes out of it.

It feels to me that The Fall reaches out to touch on concepts like identity, autonomy, the value of life, and the meaning of sentience. The game's atmosphere is brooding instilling first a sense of isolation and impending danger, then oppression and finally desperation as the A.R.I.D. strives to protect her charge in a world seemingly bent on ensuring that her programming remains unfulfilled. What will A.R.I.D. become as the story progresses, what will we learn, and how will that shape the way we appreciate and determine our own actions?

Episode 1 of The Fall will be available May 30th on Steam for Windows, Mac and most importantly, Linux. In the meantime, some of the development update videos can be found on The Fall's Greenlight page.

It has been a pleasure to play a part in making The Fall possible, and I'm looking forward to seeing the response it gets. I hope it's as enjoyable to fresh eyes as it has been to those of us who've had the opportunity to witness its development.
Posted: May 26
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118 of 143 people (83%) found this review helpful
8.6 hrs on record
I really am glad that I backed this game. The story, atmosphere, setting and the voice acting all come together to make a very enthralling experience.

This first episode took me around 4 hours to complete and I believe is well worth the asking price.

I am very much looking forward to the next episode.

While others have apparently run into bugs I can say I did not run into any but that does not mean there aren't any.

As for the controls it works well on controller and while aiming can be a bit odd with the mouse I found it completely playable on KB+M.
Posted: May 30
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100 of 124 people (81%) found this review helpful
6.4 hrs on record
Design is really, really good. Story is well written. Controls will take getting used to especially if using mouse / keyboard. Voice acting is incredible.
Posted: May 31
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78 of 95 people (82%) found this review helpful
3.7 hrs on record
Really interesting puzzle/action game thing. A wonderful dark atmosphere and a strong story. Occasionally the puzzles can be a little obscure - twice I couldn't find objects I could interact with, which turned out to be in tiny patches of ceiling I hadn't noticed- but they're mostly good. It's a good length for the price. One of the better games I've played this year.
Posted: May 31
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523 of 775 people (67%) found this review helpful
3.5 hrs on record
While I enjoyed the writing and the atmosphere for this game, the unfortunate fact is that the game is extremely short for the price. The game can easily be finished within three hours, and ends on a "to be continued". There was nothing shown here to indicate that it would be a short single episode of a longer game. While some games of that length might justify such a high price, I do not feel that this game is sufficient to warrant that due to numerous issues.

Aside from the cost and lack of resolution to the plot, the first issue that arises are the controls. The controls were clearly only designed for and tested on a controller layout, because with a mouse it is very frustrating. To use an item you have to hold right click, move your mouse to make the flashlight shine at the object you want to use the item on, then hold shift and press right, down, and then a number of left or right presses to reach the chosen item on the menu bar. Additionally, the game makes no effort to capture the mouse, so unless you play in fullscreen mode and only have one monitor (I played fullscreen with two monitors), you will repeatedly lose focus of the window. The game does not pause when this occurs, and it happens most often when you are trying to aim your gun to shoot at an oncoming threat, so it is easy to be killed in this manner. There were other more subtle issues with the controls as well that it is not worth enumerating.

The gameplay itself was also somewhat lacking. Combat in the game involves performing a different series of actions to hide, wait for the enemy to shoot, and peek out of cover to shoot back depending on where you're standing (hold E when not in cover and release to come out, press E and release the right mouse button if near a box, hold right mouse button to peek out, press space to jump over the box and no other way to detach yourself???). The act of shooting an enemy is just a matter of repeatedly clicking on their head until they die. The rest of the gameplay is basically point and click. Despite what many people speaking about the game were praising, the mechanic of engineering situations where your systems must be activated to survive only really occurs once, and it's just the one advertised in the gameplay video. The rest of the game plays fairly well, though often runs into the issues typical of this genre where the player knows exactly what they want to happen, but not the exact combination of items and use locations that will allow it to occur. I think half of my already extremely short gameplay time was just figuring out how to get a thing I wanted to happen to occur, and not actual gameplay. Finally solving a puzzle and realizing that the solution was exactly what you were trying to do for half an hour is not very satisfying. Also frustrating is that there were a few places in the game where you can get stuck in an unwinnable situation, such as a place somewhat early in the game where if you backtrack in the level (as you often will when confused) you can fall down an elevator shaft and be unable to escape. It's clear that a lot of love went into making this game, but what it needed more than anything is more testing, especially from people not on the development team to see how they try to interact with the world.

The game certainly has good points, and the parts where I was not stuck on a puzzle or getting killed by control issues were genuinely enjoyable. The writing and scripting of events and actions is definitely the best part of the game, but that is not enough cause for me to recommend it at its current price point. Perhaps at a quarter of the cost it would be reasonable? I feel that if some of this information about the game had been made more clear on the store page it would not have been so frustrating as it was as a surprise.
Posted: May 30
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