A companion for the fall

Official player guide.

Find the next opening, understand what changed your piece, or settle into a new mode. Start at the beginning or jump to the part you need.

Guide updated October 20, 2026. Numbers and features may change after launch.

Return to the game page

01 / Your first fall

Wake in the Void. You are already falling; your job is to guide the piece, read the next opening and change shape before you reach it. You can take your time learning on EASY.

  1. Choose STORY → EASY → THE VOID. The tutorial introduces steering, shapes, zoom, judging and a moving gate in a world with no hazards.
  2. Watch the opening nearest to you. Its outline closes around the piece as the gate approaches. Red means your shape is wrong.
  3. Steer into the opening and match Circle, Cross, Square or Line. Aim for the center for a Perfect; a pass near the edge still counts.
  4. Collect glowing health pickups when you can. The piece’s glow tells you how healthy it is.
  5. Reach the wide finish portal. One star unlocks the next Story level.

The tutorial follows your active input device. If you want the wider board view, zoom out; if you want a close view behind the piece, zoom in. The chosen zoom is saved.

Back to guide index ↑

02 / Controls & camera

These are the default controls. Shape cycling goes Circle → Cross → Square → Line → Circle. Controller bindings use physical button positions; the game shows glyphs for the connected device.

ActionKeyboardMouseControllerTouch
SteerWASD or arrow keysMove the mouse; no held buttonLeft stick or D-pad; a motion controller can also tilt (TILT STEERING)Drag anywhere; movement follows your finger’s offset. Or lean the phone (TILT STEERING)
Next / previous shapeE / QLeft click / right clickRB / LB (R1 / L1)Tap the piece (or anywhere, per TOUCH CONTROLS); a quick second-finger tap also works while steering
CircleZ or 1Cycle to itEast button: Xbox B / PlayStation ○Cycle to it, or stroke right with a second finger (DIRECTIONAL GESTURE)
CrossX or 2Cycle to itSouth button: Xbox A / PlayStation ×Cycle to it, or stroke down (DIRECTIONAL GESTURE)
SquareC or 3Cycle to itWest button: Xbox X / PlayStation □Cycle to it, or stroke left (DIRECTIONAL GESTURE)
LineV or 4Cycle to itNorth button: Xbox Y / PlayStation △Cycle to it, or stroke up (DIRECTIONAL GESTURE)
PauseEsc or PEscStart / Options / menu buttonPause icon, upper right
Zoom+ / − (also numpad)Scroll wheelRight stick up / downTwo-finger pinch, or CAMERA ZOOM in Settings
Select in menusArrows, then Enter or SpaceClickStick / D-pad, then south buttonTap
Back in menusBackspace; Esc where supportedBACK buttonEast buttonBACK button

Steering and zoom

The mouse cursor hides and stays inside the game window during a run, then returns in menus. Keys and sticks take priority, then tilt (when it is on), then touch and the mouse. Moving the mouse again reactivates mouse steering.

Zoom changes your view from the whole board to a close view behind the piece. Mouse and touch keep their whole-board mapping, so changing the camera does not drag your piece. A pinch changes zoom without steering or morphing. Corridors temporarily zoom in and restore your chosen view after you leave.

AUTO CAMERA (Settings → CONTROLS; on by default on phones and tablets, off on PC) pulls back to keep the piece and the next opening in view together, then settles back to your chosen zoom. It never comes closer than CAMERA ZOOM. Every screen flies the same course: a wider or taller screen only adds open room at the sides.

Make the controls comfortable

  • Settings → CONTROLS: remap keyboard and controller gameplay buttons. Choose a binding and press the replacement key or button; Esc cancels. If a binding is already used, the game swaps the affected controls. RESET CONTROLS restores defaults.
  • STICK SENSITIVITY: 10–200% for analog steering and camera zoom. Below 100%, a light push steers precisely and holding full tilt builds back up to full speed; above 100%, you reach full speed with less stick travel. D-pad and menus keep their usual response.
  • VIBRATION: 0–100%: short pulses for shapes, gates, pickups and impacts on supported controllers or, when you play by touch, an Android phone. Set 0% to turn it off.
  • TILT STEERING and TILT SENSITIVITY: steer by leaning the phone, or a DualShock 4, DualSense, Switch Pro, Steam Deck or another controller with motion sensors. The way you hold it when play starts or resumes counts as level; sticks and keys still override it. Sensitivity runs 50–200%. On a touchscreen, taps still change shape.
  • TOUCH CONTROLS: TAP THE PIECE, TAP ANYWHERE, MATCH NEXT GATE (an assist: a tap changes to the nearer opening’s shape, then cycles if already matching), DIRECTIONAL GESTURE, RHYTHM DODGE or AUTO SHAPE. With DIRECTIONAL GESTURE the first finger steers and a second strokes up for Line, right for Circle, down for Cross and left for Square; SHAPE STROKE LENGTH sets how far a stroke goes. Assisted changes never earn beat marks.
  • RHYTHM DODGE and AUTO SHAPE are assists. RHYTHM DODGE lines you up with each gate: tap a shape symbol to morph, and press DODGE when an obstacle’s cue says DODGE NOW; the piece returns to its gate path afterwards. AUTO SHAPE keeps your steering and matches the nearest opening for you on the approach. Each assist has its own leaderboards and personal records, and multiplayer uses directional gestures when one is chosen.
  • TOUCH SENSITIVITY: 50–200%. A drag starting on the piece steers rather than morphing.

Menus use a teal highlight, white rim and pointer. Gold markers show chosen options. Directional navigation can move diagonally, follows the nearest eligible control and stops at the edge. Menu Confirm and Back are fixed so you can always reach your settings. When a window opens over another, the one beneath dims until you close it.

Controller name entry

On desktop, use the stick or D-pad to select an on-screen key and the south button to type it. Start submits the name; the east button cancels. A physical keyboard uses Enter to submit and Esc to cancel. Mobile uses the system keyboard.

Results and cinematics

Use the labeled buttons for RETRY, REPLAY, NEXT LEVEL or MENU. Enter, P, Esc or Start can advance or retry where available; Backspace or the controller east button returns to the menu. Any key, click or tap can skip a Story cinematic.

Back to guide index ↑

03 / Gates, health & FLOW

A gate is a wall with a shaped opening. You must fit its outline with the matching shape when you cross the wall. The approaching outline around your piece follows the opening you are nearest; it turns from red to the opening’s color once your shape matches.

ResultWhat it meansScore & survival
PERFECTCorrect shape, close to the center.Full pass score plus a Perfect bonus; builds your streak.
PASSCorrect shape, fitting inside the opening.Pass points scale down as you get closer to the edge; builds your streak.
CLOSE / GrazeCorrect shape, slightly outside the edge.No score or damage. Keeps the current streak.
MISSWrong shape, or too far outside.Costs health, resets your streak and FLOW (unless Flow Lock protects them) and briefly slows the fall.

Build FLOW

Four consecutive successful gates raise the flow tier, up to tier 5. Your multiplier starts at ×1 and reaches ×6 at the highest tier; the gate that raises a tier is scored with the multiplier you had as you entered it. The score multiplier and fall speed rise with it. A graze preserves your streak without counting as a clean pass. A miss or damaging hazard normally resets it. The changing shaft colors and FLOW label tell you where you are.

Read your health

You begin with 100 health. Bright, saturated color and a wide glow mean the piece is healthy. Its glow and spark trail shrink as health falls. Below 35%, the rim pulses red, a heartbeat sounds, the music muffles, and the screen loses color. At zero, the piece shatters and the run ends.

Gate misses cost roughly 8–45 health depending on how far you hit from the opening. A wrong shape always counts as a miss, even at the center. A miss slows the fall briefly, giving you a moment to recover.

Moving openings

Some holes slide horizontally, vertically or diagonally. Aim where the hole will arrive when you cross, rather than where it was a moment ago. Early ones tend to turn around at the crossing; later ones can still be moving. On EASY, a dashed path and an arrival outline help you read the motion. NORMAL and HARD rely on the moving hole itself.

Gate walls on each difficulty

On EASY a gate is a full glowing wall around its opening. On NORMAL only the wall’s grid lines remain, in bigger squares that take the wall’s colour. On HARD you see the opening’s outline alone, with a faint glow where the wall meets the shaft, so read the outline itself.

Two openings, one choice

Some early walls have a second opening of another shape. Either route passes the wall if you match and fit it. The approach outline follows whichever opening you are nearer. A framed opening with corner brackets marks a corridor route.

Back to guide index ↑

04 / Scores, stars & progression

Clean passes sustain FLOW; centered passes make more of it. Values below describe the current game tuning.

RewardPoints
PassUp to 100 × FLOW multiplier; near-edge passes earn as little as 30% of the base pass score.
Perfect100 pass points + 150 bonus points, multiplied by FLOW.
Health pickup at full health, or a pickup you already hold250 × FLOW multiplier.
Threaded corridor300 × FLOW multiplier at the exit.
Reactor core eye500 × FLOW multiplier, plus Charge.
Beat markChoose a shape on the beat (within 100 ms), or confirm the shape you already have on the beat, and the next gate passed in that shape pays ×1.5 (before FLOW).
Beat streakMarked gates in a row add rings round the piece, up to five: the mark pays ×1.5, ×1.75, ×2, ×2.25, then ×2.5. An unmarked gate or anything that breaks FLOW drops them; Flow Lock protects them.
Slipstream gateGates passed while slipstreaming pay ×1.5; with a beat mark that is ×2.25.
FinishYour remaining health, rounded to a whole number, is added once.

Story stars

StarsRequirement
★Finish the course.
★★Finish with at least 75% of gates passed cleanly.
★★★Finish with at least 90% clean passes and at least 35% Perfects.

Passes and Perfects are clean; grazes are not. Stars judge the gates rather than corridor bonuses. Earn one star on any difficulty to unlock the next Story level. Scores, stars and completion records are tracked separately for each level and difficulty. Failed attempts can still set a personal best score. Stars fill in at the top of the screen as you earn them during a run; a saved star still needs the finish.

Difficulty

EASY has fewer gates, more breathing room and motion guides. NORMAL is the standard course. HARD has more gates, tighter pacing and more demanding movement. Story courses are fixed for each difficulty, so repeated attempts let you learn their layout.

Music and timing

Gate crossings follow the song’s strong moments. Song energy, FLOW and temporary effects can change fall speed. You never need a beat-timed press to pass a gate. Timing your shape to the beat is the extra reward: while a gate approaches, an echo of the ring round your piece closes in and lands on each beat, and the ring ripples with the song’s kick and snare. Choose (or confirm) the shape as an echo lands to mark the gate; the ring burns whiter while the mark is held.

Story replays restart their song. An Arcade run moves through shuffled tracks without repeating until the set has cycled. Audio delay can be adjusted in Settings → AUDIO → AUDIO SYNC.

Back to guide index ↑

05 / Corridors & route choices

A corridor mouth is an extra framed opening in a gate wall. It leads through a boxed path to a differently shaped opening in the next wall. You can choose the ordinary hole beside it or take the corridor for pickups and a bonus.

  1. Match the corridor mouth’s shape and enter it with a Pass, Perfect or Graze.
  2. Once you are inside in the right shape, the corridor carries you to its exit. Steering waits, its walls can’t knock you out, and it collects its pickups on the way.
  3. Read the exit and change into its shape before you arrive. The wrong shape there is a miss like any other.
  4. Reach the exit for THREADED and its bonus.

Choosing the ordinary gate costs nothing extra. The unused corridor and its pickups break apart, and its exit seals.

Winding courses and forks

The shaft winds as you fall, and in most worlds it forks: a wall split by bright dividers into two to four openings, left, right, up or down. Each opening leads into its own tube. Steer into one before you reach the wall to choose your route; the opening you are lined up with brightens.

  • Main (no sign): the course as it would have been.
  • Shortcut (chevrons): fewer gates and a current that carries you to the join sooner.
  • Recovery (a plus): no hazards, a gentler pace and health along the way.

Each route has its own gates, hazards and pickups, and all of them rejoin the main shaft. The routes you did not take stay in view beside yours until the join. Rivals and ghosts are drawn in their own tubes, and in DERBY runners in different tubes cannot touch. In Quantum the forks come back to back and the tubes twist around each other. Stars, FINAL STRETCH and the results count the gates you actually met. The Machine never forks; Arcade, DERBY and custom courses fork as they go.

Back to guide index ↑

06 / Pickups & status effects

Fly through a pickup to collect it. Most are Health; others change how you meet the world. Temporary pickup and hazard states reset for a fresh run or Story level. A pickup’s glow dims while it sits in front of the next gate’s opening, so it never hides the hole.

PickupEffectRemember
HealthA glowing plus restores 30 health, capped at 100.At full health it becomes a score bonus; it is always useful.
Flow LockProtects your current FLOW tier and streak through one streak-breaking hit.Health damage still applies. One held charge; collecting another does not stack it.
SlipstreamAbout 6 seconds of faster falling (×1.25) and stronger wind.No direct score multiplier; read the next gates sooner.
DenseAbout 10 seconds of resistance to currents, gravity, tractor beams, bounce and incoming Derby shoves.Steering responds a little more slowly. Ordinary collision damage stays the same.
ChargeAbout 10 seconds, or until spent on an eligible conductive hit or Derby contact.Halves one conductive collision’s damage. Wet consumes it in a Discharge.
GuideAn energy line from the piece through the next three holes, in each hole’s shape colour, pulsing on the beat. At a fork it bends into the best route for you.Appears only with at least three gates left. Follow the line; it shows where moving holes will be, and fades wherever it would cover the next openings or your piece.
AutopilotTakes over the moment you collect it: it changes your shape for the next gate and flies you there around everything in the way, then hands control back.That gate counts as clean but not Perfect, with no beat mark or Slipstream bonus; your streak survives. If the Machine’s door or a fork wall comes first, it waits for the gate after it. Appears only with at least two gates left.
PhaseUp to 6 seconds, or one intercepted solid obstacle, creature or rival contact. Reactor wires and cables pass too.Gates still judge normally. Fire, lava, lasers, electric arcs, blasts, fields, smoke and the finish are unaffected.

The world changes the piece

StateWhat happensHow to respond
HeatedHeat speeds the fall by up to about 20%. It builds through Orbit; Atmosphere starts hot and cools by halfway. Lava and some machinery can also heat you.Heat itself causes no health damage. A hot piece burns through webs and takes reduced branch damage, though branches still knock it.
WetWater gives a bubble trail, clears Heat, briefly blocks reheating and discharges Charge. It grants a small extra clearance for correctly matched gates.Underwater is Wet throughout. Wrong shapes remain misses. A wet piece takes 1.5× damage from electric hazards (WET SHOCK), which matters where worlds mix.
StickyForest webbing catches horizontal motion, sharply reduces steering and slows the fall for about 1.1 seconds.Wait for it to release; heat can burn a web before it clings. Webs themselves do no damage.
Numb / ShockedStings and electrical effects delay your steering response.Anticipate the next opening earlier. Jellyfish preserve top steering speed but make it slow to respond.
EngulfedA white blood cell encloses the piece, strongly slowing steering and fall for about 1.8 seconds.The engulfing cell is harmless; keep reading the next gate while you work free.
SnaggedReactor cables shock and catch you; steering drags for about 1.2 seconds.Change to another shape to slip free immediately.
Frost / FrozenIce builds in Frozen Complex. After about 12 seconds without changing shape, you freeze; blizzards double buildup speed.Change shape before full freeze. Once frozen, a wall or physical hazard hit breaks the shell and costs 12 additional health.
Smoke / WhiteoutDense smoke or blizzard obscures the shaft grid and gate panels.Read the preserved opening outlines. Visibility changes do not change collision.

Several harmless obstacles still move or slow you: birds, fish, balloons, tardigrades, mucus and foliage can affect your line without damaging health. A bounce can still put you in a bad place for the next gate.

Back to guide index ↑

07 / The worlds & their hazards

The journey starts with a tutorial in the Void, then falls world after world. Every world keeps the same gate language, then adds its own forces, hazards and atmosphere. STORY introduces them in this order; Arcade can mix mechanics.

00 / STORY

The Void

The first breath. A tutorial with no world hazards.

Learn steering, shape cycling, the red approach outline, health, zoom and one moving opening. Corridors and special power-ups wait until later.

Find your line: Use EASY while you learn. Watch the outline settle onto the gate.

01 / STORY

Deep Space

Asteroids, comets and an alien ship.

Asteroids crumble after a damaging hit and knock you aside. Comets cross quickly and throw the piece along their path. An alien tractor beam pulls you toward its center before the hull arrives; touching the hull hurts.

Find your line: Steer against the beam before it catches your line. EASY shows travel paths for moving hazards.

02 / STORY

Orbit

Satellites and the beginning of reentry.

Satellites sweep through the shaft, beep as they approach and break apart on a damaging hit. Stray asteroids can appear. Heat builds from neutral to fully heated as the level progresses.

Find your line: Read the satellite’s travel direction; the growing Heat makes the fall faster.

03 / STORY

Atmosphere

Hot entry, open sky, planes, birds and balloons.

You begin Heated and cool by halfway. A plane deals a heavy hit and throws you along its flight path. Bird flocks slow you without health damage or streak loss. Balloons bounce the piece harmlessly.

Find your line: Use the space between gates to recover your line after a bounce or slowdown.

04 / STORY

Forest

Canopy, flowing water, webs and small flocks.

Branches bend toward their crossing position; their wood hurts and knocks the piece, while leaves slow steering and fall harmlessly. Waterfalls apply Wet. Webs cling without damage. Small bird flocks slow the fall.

Find your line: Look past the leaves for solid wood. A Heated piece burns webs; water can cool that protection away.

05 / STORY

The Machine

Gears, pistons, lasers and a locked door.

A turning gear has a safe wedge; you can thread that wedge or steer around the gear. Pistons warn before slamming. Lasers burn and heat the piece. Dense smoke leaves hole outlines visible. A marked key gate controls a metal door two gate spacings later.

Find your line: Pass, Perfect or Graze the key to open the door. Miss the key and the locked door costs another 35 health when you break through.

06 / STORY

Reactor

A core eye, live cables and a failure gathering pace.

Electrical arcs warn before they become live. Transformers show a blast footprint. Live cables shock and snag; a shape change frees you. Thread the core’s eye for CORE points and Charge. The core explodes either way, starting the failure.

Find your line: Keep pace after the blast. A wall of fire follows from behind; if it catches you, it heats you and speeds the fall without direct damage. Charge softens one conductive hit.

07 / STORY

Frozen Complex

Ice shelves, falling shards and two blizzard bands.

Shelves break on a damaging hit. Falling shards mark their landing area with frost. Blizzards obscure panels, push sideways and accelerate frost buildup. Same-shape gate runs tempt you to hold one form too long.

Find your line: Morph in the breathing room between gates to shake frost loose. FROZEN means you can no longer morph until a physical impact breaks the shell for extra damage.

08 / STORY

Underwater

A steady current, schools, jellyfish and a whale.

Wet stays active through the level. Current pushes sideways; steer against it. Fish part around you, with harmless light slowing on a bump. A jellyfish sting damages and numbs steering. A whale calls before arriving and bounces you harmlessly.

Find your line: Aim early after a sting. Wet gives a little gate clearance for correct shapes, and removes Heat and Charge.

09 / STORY

Magma Fissure

Lava falls, lava rivers, fire vents and black smoke.

Lava falls burn while you remain in them, so leave the stream quickly. A lava river spans the shaft with a safe gap; touching its banks is a heavy hit. Vents glow and smoke before firing across the path. Lava adds Heat.

Find your line: Find the river gap and avoid lingering in molten streams. Smoke changes visibility; keep reading the hole outlines.

10 / STORY

Hollow Earth

Floating islands and a singularity below.

Gravity pulls toward the shaft center more strongly as you descend. You can always steer against it. Islands drift through the shaft and knock the piece on a damaging hit. The black hole itself is the distant backdrop.

Find your line: Account for the inward pull when lining up off-center holes. Dense reduces the force.

11 / STORY

Quantum

Helpful phase rings and disruptive uncertainty.

Smooth cyan double rings grant Phase. Fractured magenta fields marked with a red X hurt and apply Numb. Shifting memories of earlier worlds are scenery.

Find your line: Use the phase ring to intercept a physical obstacle, while still matching every gate. An uncertainty field is not a physical obstacle.

12 / STORY

Synthwave

Pulse grids and slipstream pads.

A straight neon barrier has a safe opening. Its halves switch on musical beats; touching a live segment hurts and grants Charge. Dim segments are safe. Green rings with forward chevrons grant Slipstream.

Find your line: Read the live segment before committing. A boost gives speed, so prepare the next shape earlier.

13 / STORY

Microbiome

Germs, mucus, colonies and a tardigrade.

Germs burst on a light damaging hit. Staggered mucus curtains slow movement and fall without damage; their clear openings are safe. Wall colonies protrude and knock the piece if struck. A tardigrade bounces you harmlessly.

Find your line: Look for the holes in the mucus and leave space around the wall colonies.

14 / STORY

Biosystem

Bloodstream, immune cells, valves and living walls.

Germs still hurt. White blood cells approach and engulf without direct damage. The bloodstream pushes the piece; valves widen on musical beats and leave a smaller passage between them. Tissue ledges swell with the heartbeat.

Find your line: Read the valve’s changing gap; the current eases as you approach. Keep your next shape ready while engulfed.

Back to guide index ↑

08 / Ways to play

STORY

Choose a difficulty and a level. Its course stays the same on each attempt. Finish for stars and the next unlock. NEXT LEVEL continues the journey; REPLAY returns to the same level. The progress line at the top shows the course, turns gold for FINAL STRETCH, then leads to a wide finish portal.

ARCADE

Choose EASY, NORMAL or HARD on the Arcade screen, then PLAY. Each difficulty has its own best score and board. The soundtrack shuffles level songs and the Arcade-only songs; each song is a stage. Level songs bring their world’s hazards; Arcade-only tracks choose a world and can borrow other mechanics.

DEPTH measures how long the run has gathered pressure. Its five-step bar warms from blue toward red. Fall speed, gate density, shape changes and hazards increase; pickups become less common. NORMAL reaches full pressure around 10 minutes, EASY around 13 minutes with a gentler peak, and HARD around 8 minutes. A new run begins at DEPTH 1, and each new step is announced as you reach it. DEPTH continues upward; FLOW can rise or reset independently.

Arcade teaches each mechanic the first time you meet it, from the same saved list as Story, so nothing you have learned is taught twice.

DAILY DROP

Open the Daily card or DIVE IN for the day’s world, difficulty, countdown and leaderboard. Everyone gets the same challenge. It changes at 00:00 UTC; the countdown is your in-game reference. Replaying the day’s course lets you improve your score. Daily progress does not unlock Story levels, and its results do not offer NEXT LEVEL.

CIRCUIT

CIRCUIT, on the title, is a campaign of cups against computer rivals, one of each personality. Choose RIVAL SKILL (EASY, NORMAL or HARD), then a cup: Qualifier, Challenger, Contender or Championship, each a run of races and DERBYs through the journey’s worlds. Events pay 5, 3, 2 and 1 points; points, then event wins, then the last event’s place decide the standings, and points carry across the whole campaign. A top-three cup finish unlocks the next cup for that skill. Progress saves after every event, so a cup resumes where you left it; RESTART asks before it clears one. Medals mark your finishes, and finishing first overall earns a Circuit Winner award for that skill.

MULTI-FLOW: ONLINE or COMPUTER

MULTI-FLOW opens on RACE, with DERBY and CUSTOM beside it, and a remembered choice of ONLINE or COMPUTER rivals. ONLINE searches for other players. COMPUTER starts straight away with one to three rivals at the RIVAL SKILL you choose, and each slot’s personality can be changed: RUSH attacks, WARD plays safe and heals, FLUX switches between the two. Computer rivals steer, morph and make mistakes like players, more often on EASY. A computer match ends when you finish or shatter, with REMATCH ready. Computer play never counts toward online wins, boards or Story records.

MULTI-FLOW: FLOW RACE

Two to four players share a fresh course and countdown. The RACE tab begins searching for rivals. Named colored echoes and progress markers show the other players. Rivals do not affect your steering, health or gates. Normal quick races use NORMAL difficulty, and results stay separate from Story unlocks and fixed-course records. Rivals, their names and their items are drawn as far down the shaft as the gates, and fade around your piece and the next gate’s openings so they never hide them.

MULTI-FLOW: DERBY

A shared endless descent uses the same songs, worlds, hazards and DEPTH for everyone. Close contact shoves pieces. Heated or Charged contact can add a small health hit, capped at five per contact; Charge is spent on its stronger shove. Phase can intercept one contact. DERBY has no health pickups, and FLOW adds less speed than in other modes. The last piece standing wins.

Every DERBY pickup is shared: the first player to reach it claims it, unless it would give them nothing (something they already hold), in which case it stays for the others. DERBY adds its own items. There is no attack button: each one goes off by itself, for players and computer rivals alike, and the item you hold shows as an icon in the middle of your piece.

  • SPIKES (Shell): for 5 seconds or one strike, your next contact adds 5 damage and a stronger shove (stronger still on the beat). Spikes can also smash one breakable hazard.
  • SHIELD (Shell): takes the damage of the next hit of any kind, from a rival, an item, a hazard, a gate wall, a fork divider or the Machine’s door. The shove and slowdown still happen, and a rival that rams it bounces back twice as hard.
  • SHOCKWAVE (Offensive): held until a rival is in its ring, then on the next beat it shoves every rival near you for 8 damage and smashes breakable hazards in reach.
  • BEAT MINE (Offensive): held until a rival is close behind you on your route, then dropped for 40 seconds. The first rival through it takes 12 damage, or 20 on the beat.
  • HOMING (Offensive): held until a rival is within range ahead. Brackets lock on, then a missile chases it down the shaft and through gate walls for 16 damage. A hard swerve or a sharp fork bend can shake it off, and a hazard in its way stops it. Its target sees HOMING.

Breakable hazards are the solid things and creatures: asteroids, comets, satellites, planes, the alien ship, balloons, islands, germs, branches, webs, gears, pistons, ice, wall colonies, flocks, fish, jellyfish, whales, tardigrades, immune cells and the vessel’s valves. Lava, fire, lasers, electricity, currents, the quantum field, the pulse grid, the Reactor’s parts and gates never break. Phase lets shockwaves, mines and homing missiles pass through, and items never reach a runner in another fork tube.

CUSTOM multiplayer

The CUSTOM tab uses a separate saved preset and the same four-player limit. CREATE opens the editor. SAVE & QUEUE returns to the lobby, and the player who starts the round supplies the shared course. Only game songs can be shared here. CUSTOM works with COMPUTER rivals too.

Spectating & rematches

After shattering in a live online game, WATCH RIVALS follows a surviving piece. PREV / NEXT, Q / E or controller shoulders change the watched rival. RESULTS returns to your result; REMATCH can be requested while watching. When the last available rival finishes, shatters or disconnects, you return to results. Computer matches have no spectating: their results come up straight away.

Back to guide index ↑

10 / Boards, ghosts & saved progress

Joining the boards

The first scoring run can ask WHAT SHOULD THEY CALL YOU? Pick 3–12 characters using letters, digits, a dash or underscore. Names display in capitals. NOT NOW turns off participation; JOIN on a board lets you opt in later. You do not need an account; the name is all the boards use.

There is a separate board for every Story level and difficulty, one for each Arcade difficulty, and one for Daily Drop. Each keeps your best accepted score. The results show nearby rows and your rank, while board screens let you browse the wider standings. Custom courses, multiplayer and computer matches do not submit to fixed-course boards.

RHYTHM DODGE and AUTO SHAPE runs have their own complete set of boards and personal records; manual touch, mouse, keyboard and controller play share the main boards. Switching between the two assists makes a run local only.

Offline and queued scores

Story and Arcade can be played offline. Joined players’ scores wait locally when the network is unavailable and are sent after reconnection. OFFLINE · SCORE WILL BE SENT LATER confirms this. Daily can use its cached or offline-derived course; an online submission still has to belong to the valid daily challenge window. SCORE NOT ACCEPTED means a run could not be accepted for that board.

Local ghosts

A ghost is a recorded run shown beside you. CONTEXTUAL helps after a failed run; PERSONAL BEST replays your own best. On the level select, the GHOST button picks LAST RUN or PERSONAL BEST for the highlighted course. Assisted runs never replace your manual ghosts. Scores and gate judgments still come from your current piece.

Published top ghosts

Where available, RACE TOP GHOST on a fixed Story board starts that exact course against its top player’s published recording. A leaderboard score does not always have an available recording. Shared playback needs the matching online service and course version.

What is saved

Story completion, stars and best scores by difficulty; Arcade records; chosen difficulty and zoom; settings; name plate; custom presets; CIRCUIT standings; achievement progress; and queued online scores are saved locally. Steam Cloud carries your progress between PCs. Hardware-specific choices, including HDR calibration and device performance settings, stay local. Imported custom music is session-only.

A live connection is needed for multiplayer, board updates and remote ghosts. When reporting an online problem, include the game version, mode, difficulty and any status message in Discord.

Back to guide index ↑

11 / Build your own course

Select CUSTOM at the end of STORY’s level list. Choose a world backdrop and song, ambience, gate pattern, difficulty and gate count, fall speed, pickup and corridor frequency, moving gates, PATH (STRAIGHT to WILD: how much the shaft winds), FORKS (NONE to WILD: how often it splits), screen look and individual hazards.

  1. Use the previous / next arrows on a setting, or press its centered value to advance it.
  2. Use the layout arrows to step through seeds; REROLL picks a fresh layout.
  3. Choose SAVE & PLAY to save the preset and start the course.

Custom courses have their own ruleset; they do not unlock Story levels or submit to the fixed-course boards. Story and multiplayer keep separate presets.

Your music

In Story CUSTOM, choose YOUR MUSIC → ADD MUSIC FILE. Select a WAV, OGG or MP3 in the desktop file browser or Android system picker. The import window shows loading, waveform reading, beat and phrase mapping, and hit / intensity mapping. Choose CONTINUE when mapping completes, then SAVE & PLAY. CANCEL keeps the previous song; an import error returns to the editor.

The SONG row can switch between shipped songs and your imported track. One imported song is held for the current session. It is not copied into saved progress or Steam Cloud, and multiplayer CUSTOM uses only shipped game songs.

Import limitValue
File sizeUp to 128 MB.
DurationAt least 8 seconds; up to 10 minutes.
Decoded audioUp to 32 million channel samples; detectable musical hits are required.

If a long stereo track exceeds the decoded audio limit, try a shorter edit or a lower sample rate. A song with clear musical attacks gives the mapper more useful moments for its gates.

Back to guide index ↑

12 / Achievements

There are 100 achievements on Steam. On Google Play the same 100 are joined by seven more for CIRCUIT and repeat online wins. Story awards cover completion, Hard clears and three-star mastery, while others recognize scoring, survival and mechanics. Progress is saved, and anything earned offline unlocks when the platform reconnects.

An official solo run means Story, Arcade or Daily Drop played on your own. Custom courses cannot award achievements. The multiplayer wins need at least one other player; computer matches never count toward them.

Show every achievement and unlock condition — includes later-world spoilers
AchievementUnlock condition
The Void: JourneyComplete The Void in Story on any difficulty.
The Void: ResolveComplete The Void in Story on Hard.
The Void: RadianceEarn three stars in The Void in Story on any difficulty.
The Void: MasteryEarn three stars in The Void in Story on Hard.
Deep Space: JourneyComplete Deep Space in Story on any difficulty.
Deep Space: ResolveComplete Deep Space in Story on Hard.
Deep Space: RadianceEarn three stars in Deep Space in Story on any difficulty.
Deep Space: MasteryEarn three stars in Deep Space in Story on Hard.
Orbit: JourneyComplete Orbit in Story on any difficulty.
Orbit: ResolveComplete Orbit in Story on Hard.
Orbit: RadianceEarn three stars in Orbit in Story on any difficulty.
Orbit: MasteryEarn three stars in Orbit in Story on Hard.
Atmosphere: JourneyComplete Atmosphere in Story on any difficulty.
Atmosphere: ResolveComplete Atmosphere in Story on Hard.
Atmosphere: RadianceEarn three stars in Atmosphere in Story on any difficulty.
Atmosphere: MasteryEarn three stars in Atmosphere in Story on Hard.
Forest: JourneyComplete Forest in Story on any difficulty.
Forest: ResolveComplete Forest in Story on Hard.
Forest: RadianceEarn three stars in Forest in Story on any difficulty.
Forest: MasteryEarn three stars in Forest in Story on Hard.
The Machine: JourneyComplete The Machine in Story on any difficulty.
The Machine: ResolveComplete The Machine in Story on Hard.
The Machine: RadianceEarn three stars in The Machine in Story on any difficulty.
The Machine: MasteryEarn three stars in The Machine in Story on Hard.
Reactor: JourneyComplete Reactor in Story on any difficulty.
Reactor: ResolveComplete Reactor in Story on Hard.
Reactor: RadianceEarn three stars in Reactor in Story on any difficulty.
Reactor: MasteryEarn three stars in Reactor in Story on Hard.
Frozen Complex: JourneyComplete Frozen Complex in Story on any difficulty.
Frozen Complex: ResolveComplete Frozen Complex in Story on Hard.
Frozen Complex: RadianceEarn three stars in Frozen Complex in Story on any difficulty.
Frozen Complex: MasteryEarn three stars in Frozen Complex in Story on Hard.
Underwater: JourneyComplete Underwater in Story on any difficulty.
Underwater: ResolveComplete Underwater in Story on Hard.
Underwater: RadianceEarn three stars in Underwater in Story on any difficulty.
Underwater: MasteryEarn three stars in Underwater in Story on Hard.
Magma Fissure: JourneyComplete Magma Fissure in Story on any difficulty.
Magma Fissure: ResolveComplete Magma Fissure in Story on Hard.
Magma Fissure: RadianceEarn three stars in Magma Fissure in Story on any difficulty.
Magma Fissure: MasteryEarn three stars in Magma Fissure in Story on Hard.
Hollow Earth: JourneyComplete Hollow Earth in Story on any difficulty.
Hollow Earth: ResolveComplete Hollow Earth in Story on Hard.
Hollow Earth: RadianceEarn three stars in Hollow Earth in Story on any difficulty.
Hollow Earth: MasteryEarn three stars in Hollow Earth in Story on Hard.
Quantum: JourneyComplete Quantum in Story on any difficulty.
Quantum: ResolveComplete Quantum in Story on Hard.
Quantum: RadianceEarn three stars in Quantum in Story on any difficulty.
Quantum: MasteryEarn three stars in Quantum in Story on Hard.
Synthwave: JourneyComplete Synthwave in Story on any difficulty.
Synthwave: ResolveComplete Synthwave in Story on Hard.
Synthwave: RadianceEarn three stars in Synthwave in Story on any difficulty.
Synthwave: MasteryEarn three stars in Synthwave in Story on Hard.
Microbiome: JourneyComplete Microbiome in Story on any difficulty.
Microbiome: ResolveComplete Microbiome in Story on Hard.
Microbiome: RadianceEarn three stars in Microbiome in Story on any difficulty.
Microbiome: MasteryEarn three stars in Microbiome in Story on Hard.
Biosystem: JourneyComplete Biosystem in Story on any difficulty.
Biosystem: ResolveComplete Biosystem in Story on Hard.
Biosystem: RadianceEarn three stars in Biosystem in Story on any difficulty.
Biosystem: MasteryEarn three stars in Biosystem in Story on Hard.
Awakening: EasyComplete all 15 Story levels on Easy.
Constellation: EasyEarn three stars on every Story level on Easy.
Awakening: NormalComplete all 15 Story levels on Normal.
Constellation: NormalEarn three stars on every Story level on Normal.
Awakening: HardComplete all 15 Story levels on Hard.
Constellation: HardEarn three stars on every Story level on Hard.
Gathering Light 15Earn 15 Story stars, counting each level's best difficulty.
Gathering Light 30Earn 30 Story stars, counting each level's best difficulty.
Gathering Light 45Earn 45 Story stars, counting each level's best difficulty.
Perfect Flow 5Make 5 consecutive Perfect gate passes in one official solo run.
Perfect Flow 10Make 10 consecutive Perfect gate passes in one official solo run.
Perfect Flow 20Make 20 consecutive Perfect gate passes in one official solo run.
Perfect Flow 40Make 40 consecutive Perfect gate passes in one official solo run.
Unbroken 10Pass 10 consecutive gates in one official solo run.
Unbroken 25Pass 25 consecutive gates in one official solo run.
Unbroken 50Pass 50 consecutive gates in one official solo run.
Unbroken 100Pass 100 consecutive gates in one official solo run.
In Sync 10Make 10 on-beat shape changes in one official solo run.
In Sync 25Make 25 on-beat shape changes in one official solo run.
In Sync 50Make 50 on-beat shape changes in one official solo run.
Tunnel Vision 1Clear a corridor in one official solo run.
Tunnel Vision 5Clear 5 corridors in one official solo run.
Tunnel Vision 10Clear 10 corridors in one official solo run.
Overflow 1Collect a pickup at full health in one official solo run.
Overflow 10Collect 10 pickups at full health in one official solo run.
Overflow 25Collect 25 pickups at full health in one official solo run.
Enduring Flow 120Survive 120 seconds in solo Arcade.
Enduring Flow 300Survive 300 seconds in solo Arcade.
Enduring Flow 600Survive 600 seconds in solo Arcade.
Into the Deep 2Reach Arcade DEPTH 2 in a solo run.
Into the Deep 3Reach Arcade DEPTH 3 in a solo run.
Into the Deep 5Reach Arcade DEPTH 5 in a solo run.
Daily Ritual 1Complete a Daily Drop.
Daily Ritual 7Complete 7 different Daily Drops.
Daily Ritual 30Complete 30 different Daily Drops.
Through the EyeThread a Reactor power core in an official solo run.
UntouchedFinish an official solo course without a gate miss, graze, or hazard hit.
Pure FlowFinish an official solo course with every gate Perfect.
First AcrossWin a completed FLOW RACE against at least one other player.
Last Flow StandingWin a DERBY against at least one other player.
Circuit Winner: Easy (Google Play)Finish first overall in a Computer Circuit against Easy bots.
Circuit Winner: Normal (Google Play)Finish first overall in a Computer Circuit against Normal bots.
Circuit Winner: Hard (Google Play)Finish first overall in a Computer Circuit against Hard bots.
Race Wins 5 (Google Play)Win 5 completed FLOW RACE matches against other players.
Race Wins 10 (Google Play)Win 10 completed FLOW RACE matches against other players.
Derby Wins 5 (Google Play)Win 5 DERBY matches against other players.
Derby Wins 10 (Google Play)Win 10 DERBY matches against other players.
Back to guide index ↑

13 / Find your rhythm

I am centered, but the gate still hits me.

Check the shape. A wrong shape is always a miss, even at the center. The approach outline is red until the piece matches. For moving holes, read where the opening will be at the crossing. Frost can prevent a shape change when FROZEN is active.

The piece feels slow or floaty.

Look for Sticky, Numb, Engulfed, Snagged or Dense effects. Current and gravity also change your line. A shape change releases Reactor cable snagging. If it is your normal controller movement, check STICK SENSITIVITY: below 100% a light push steers slowly, and holding full tilt builds back up to full speed.

I cannot change shape in Frozen Complex.

You reached a full frost shell. Morph before full freeze to remove buildup. Once FROZEN, a wall or physical hazard impact shatters it and costs extra health. Blizzards accelerate frost, so even a run of matching gates needs an occasional shape change between them.

My glow is fading and the music sounds muffled.

You are low on health. Look for glowing plus pickups, favor safer openings, and take a recovery route (the plus sign) at a fork. The red rim and heartbeat mean health is below 35%.

I can’t steer inside a corridor.

That is the corridor carrying you to its exit, collecting its pickups on the way. Use the time to change into the exit’s shape; the wrong shape there is a miss.

A HOMING missile keeps hitting me.

A missile turns more slowly than your piece. A hard swerve as it closes, or a sharp bend in a fork tube, shakes it off, and a hazard between you stops it. SHIELD takes the damage of its hit.

I finished the Daily, but the next Story level is locked.

Daily is a separate challenge. Complete the previous level in STORY and earn at least one star on any difficulty to unlock the next one.

My score or ghost is missing online.

Check your board identity and connection, then the level and difficulty. Offline scores can wait for reconnection. A custom course, multiplayer or computer match does not populate a fixed-course board, and an assisted run appears on its assist’s board. A top score may not have a published ghost; remote playback also needs the matching course version and service.

Sound and gate arrival feel out of sync.

Open Settings → AUDIO → AUDIO SYNC and adjust for your current output. Bluetooth often adds delay. Settings remember outputs separately, so switching headphones may change the value you need.

The effects are tiring, or the game is running slowly.

Use ACCESSIBILITY for reduced motion, reduced flashes, captions and larger UI. In GRAPHICS, try DETECT BEST SETTINGS, FAST or OFF bloom, a lower resolution or effects detail, and DYNAMIC RESOLUTION. Supported HDR output requires a compatible display; use SDR if HDR is unavailable.

My imported song disappeared.

Custom audio lasts for the current session and is not stored in the save or Cloud. Import it again in Story CUSTOM. Shared multiplayer courses use the game soundtrack.

For help, feedback and a place to share the fall, join the FLOWFALL Discord. Include the game version and input device if you are reporting a problem.

Back to guide index ↑

14 / The journey beneath the journey

The story lives between the worlds. Intros bring the piece into each place; outros carry it toward the next. Any key, click or tap skips a cinematic. A retry skips the intro; NEXT LEVEL continues with the next one.

Read the journey and its ending — story spoilers

The Void begins with an awakening: “Wake from your long slumber / You are falling through the Void / Flow towards the center”. The fall passes from cosmic space toward a planet, through its sky and forest, then into machinery and the power below it.

The Reactor’s failure floods the shaft with coolant and leads into Frozen Complex. The descent continues through water, molten rock and Hollow Earth, toward a singularity. Quantum breaks the familiar world into echoes; Synthwave gives way to a second awakening in the Microbiome.

Inside Biosystem, the fall enters a living vessel. At the journey’s end the piece becomes a clear amniotic sac around an embryo. The heartbeat continues. “The greatest journey now begins” appears on black, and an eye opens.

There is one ending. The same destination waits whether you arrive on EASY, NORMAL or HARD.

Back to guide index ↑