A living pixel sandbox where every grain simulates - and every world hides its Keepers. Dig to the abyss, sail past the clouds, tame a horse, farm, brew, and build. Face seven sim-bosses you defeat by reshaping the world itself, and mend the heart of your world.

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Prochainement en accès anticipé

L'équipe de développement a l'intention de sortir ce jeu tout en continuant à travailler dessus, afin d'incorporer les retours de la communauté dans son développement.

Remarque : les jeux en accès anticipé ne sont pas terminés, ils peuvent changer de façon significative. Si ce jeu ne vous intéresse pas dans son état actuel, vous devriez attendre pour voir s'il se développe davantage. En savoir plus

Ce que l'équipe de développement a à dire :

Pourquoi choisir l'accès anticipé ?

« PixelFall has a fully interactable pixel physics, crafting, combat, exploration, vehicle building, and 13 biomes are all working with 7 bosses. We're launching in Early Access because we want player feedback to shape what comes next. Features like multiplayer, additional biomes, more enemy types, and expanded crafting are on our roadmap, and we believe the community should have a voice in how they're built. »

Pendant combien de temps environ ce jeu sera-t-il en accès anticipé ?

« We plan to be in Early Access for approximately 12 to 18 months. This timeline allows us to add major features like multiplayer, expand the content library, and polish based on community feedback. »

En quoi la version finale sera-t-elle différente de la version en accès anticipé ?

« I plan to expand the game with:

- Exploring whether online multiplayer co-op is right for Elementfall. This would be a significant undertaking, and we want to understand if it truly improves the experience before committing. We'll be gathering community feedback and data throughout Early Access to assess the real demand, sometimes a feature sounds exciting on paper but doesn't meaningfully improve quality of life for the product.
- Additional biomes
- Additional materials
- Additional crafting recipes
- More enemy types
- Expanded vehicle types and customization, honing the best UX interaction, we are currently exploring with 2 crafting interactions: 1. inmediately gather resources -> craft at click 2. gather resources -> draw and deploy (erect buildings/tools/craft new items/make vehichles). I want to see if these systems can actually coexist, or naturally one of them is enough for the game.
-Quality-of-life improvements based on player feedback
 »

Quel est l'état actuel de la version en accès anticipé ?

« The current Early Access version includes the complete singleplayer sandbox experience with full physics simulation, 13 biomes, 90+ materials, 88 crafting recipes, 8 vehicle types, and 7 enemy types. »

Le prix du jeu sera-t-il différent pendant et après l'accès anticipé ?

« We plan to gradually raise the price as we ship major content updates and new features. Players who support the game during Early Access will get the best value, and will receive all future updates at no additional cost.

 »

Comment comptez-vous impliquer la communauté dans le processus de développement ?

« Community feedback is central to our development process. We plan to:

- Actively monitor and respond to Steam discussions and reviews
- Use community polls to help prioritize features on our roadmap
- Share regular development updates and changelogs
- Gather player data and feedback to evaluate major decisions: including whether to pursue multiplayer
-Maintain a bug reporting channel so players can flag issues directly
-Early Access supporters will shape what Elementfall becomes. We want to create an actual fun ecosystem, we are at a point to start testing our toy :) »
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À propos de ce jeu

Every grain of this world is real.

PIXELFALL is a falling-sand survival crafting game. Sand pours, water finds its level, fire climbs, lava cools into rock you can stand on - a full cellular-automata simulation, all the way down. Dig a channel and the ocean follows you in. Melt one ice block and drown a canyon. Freeze a waterfall and climb it. 

Survive the night.

You are one small person with a hunger bar and a torch. The dusk brings swarm hunts, meteors fall on their own schedule, and fire has no allegiance - it will happily eat your house, your crops, and you. Eat, build shelter, keep the lights on, and learn the one rule that matters: standing still is how you lose.

Seven Keepers. One heart.

Each world scatters the Amulets of the Heart among its Keepers - seven bosses with authored arenas, and not one of them falls to sword-swinging alone. The Deep Shark's water is its armor: drain the trench or freeze it. The Sand Leviathan swims through powder: strand it on bare rock. The Frost Colossus drinks the winter to heal: melt its arena bare. Every fight is won by doing what a sandbox does best - changing the world under your enemy's feet.

From bedrock to deep space.

One seamless vertical world. Abyssal oceans with terraced trenches. A deep dark of giant caverns, glowing hazards, false floors and glittering veins. A great volcano that erupts when it feels like it. And above the clouds: floating islands of meteorite, crystal, dark matter and void, a plasma star or two, and an Eye that watches from the black.

Draw it. Assemble it. Plumb it.

Gather 100+ materials into crafting trees across real stations - workbench, alchemy table, and the Assembly Table, where you draw a structure and drop it into the world as a blueprint hologram. Then the physics has notes. Run water through pipes to your farm. Build a cup of stone, fill it, watch it hold. Plumbing counts as assembling here, and we're very proud of you.

Raise a city. Then defend it.

Thatch roofs, torch-lit streets, a moat, a citadel with gold on its spires. Every brick is a simulated pixel - which means the thatch chain-burns, the moat can be dam-burst into the lower town, and when the slimes come at midnight, holding the walls is a physics problem. Golden hour is free, though. That part's just for you.

A world with teeth - and a friend for the road.

Tame a horse (he is a good boy). Farm crops with real traits, brew elixirs, raise a homestead by the pond. Sail past the clouds, dive below the trench, and when it all goes wrong - and it will - there is always a sunset with your name on it.

What's in the box

  • A fully simulated falling-sand world - every pixel, no exceptions

  • Survival: hunger, shelter, night threats, fire that means it

  • 100+ materials, multi-station crafting, and blueprint assembly

  • Seven environmental bosses beaten by terraforming, not damage sponges

  • One vertical world from abyss to orbit, 13 biomes, a volcano with intentions

  • Farming, brewing, taming, base-building, vehicles, a space radar

  • An original soundtrack composed in a tracker you can open on our website

Divulgation de contenu généré par IA

L'équipe de développement décrit l'utilisation de contenu généré par IA dans le jeu comme suit.

Standard C++ game code, written during development with the assistance of an AI programming assistant, used as a pair-programming tool. This includes gameplay systems (crafting, inventory, world simulation), rendering and UI code, and development tooling. It is ordinary, static game logic.

AI assistance was used only during development, directed by myself through specific requests, with every change reviewed, tested, and committed to version control by myself.

The shipped game contains no AI models and does not execute or generate any code or content via AI at runtime. The game is a fully offline, single-player experience.

Configuration requise

    Minimale :
    • Système d'exploitation : Windows 10/11 64-bit
    • Processeur : Intel Core i5 / AMD Ryzen 5 or equivalent
    • Mémoire vive : 8192  MB de mémoire
    • Graphiques : NVIDIA GTX 960 / AMD RX 560 or better
    • Espace disque : 500 MB d'espace disque disponible
    • Carte son : Any
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