No matching chapters. Try a shorter word or clear the search.
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.
- Choose STORY → EASY → THE VOID. The tutorial introduces steering, shapes, zoom, judging and a moving gate in a world with no hazards.
- Watch the opening nearest to you. Its outline closes around the piece as the gate approaches. Red means your shape is wrong.
- 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.
- Collect glowing health pickups when you can. The piece’s glow tells you how healthy it is.
- 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.
| Action | Keyboard | Mouse | Controller | Touch |
|---|---|---|---|---|
| Steer | WASD or arrow keys | Move the mouse; no held button | Left stick or D-pad | Drag anywhere; movement follows your finger’s offset |
| Next / previous shape | E / Q | Left click / right click | RB / LB (R1 / L1) | Tap the piece; a quick second-finger tap also works while steering |
| Circle | Z or 1 | Cycle to it | East button: Xbox B / PlayStation ○ | Cycle to it |
| Cross | X or 2 | Cycle to it | South button: Xbox A / PlayStation × | Cycle to it |
| Square | C or 3 | Cycle to it | West button: Xbox X / PlayStation □ | Cycle to it |
| Line | V or 4 | Cycle to it | North button: Xbox Y / PlayStation △ | Cycle to it |
| Pause | Esc or P | Esc | Start / Options / menu button | Pause icon, upper right |
| Zoom | + / − (also numpad) | Scroll wheel | Right stick up / down | Two-finger pinch |
| Select in menus | Arrows, then Enter or Space | Click | Stick / D-pad, then south button | Tap |
| Back in menus | Backspace; Esc where supported | BACK button | East button | BACK button |
Steering and zoom
The mouse cursor hides and stays inside the game window during a run, then returns in menus. Keyboard or stick input takes priority over touch and 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.
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%. At 50%, full tilt gives half the usual steering and zoom speed. Above 100%, you reach the normal speed cap with less stick travel. D-pad and menu response keep their usual behavior.
- CONTROLLER VIBRATION: 0–100% on supported devices. Set 0% to turn it off.
- TOUCH: CHANGE SHAPE: TAP THE PIECE, TAP ANYWHERE, or MATCH NEXT GATE. The assist changes to the nearer opening’s shape, then cycles if already matching. Assisted changes earn no on-beat morph points.
- 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.
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.
| Result | What it means | Score & survival |
|---|---|---|
| PERFECT | Correct shape, close to the center. | Full pass score plus a Perfect bonus; builds your streak. |
| PASS | Correct shape, fitting inside the opening. | Pass points scale down as you get closer to the edge; builds your streak. |
| CLOSE / Graze | Correct shape, slightly outside the edge. | No score or damage. Keeps the current streak. |
| MISS | Wrong 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.
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.
| Reward | Points |
|---|---|
| Pass | Up to 100 × FLOW multiplier; near-edge passes earn as little as 30% of the base pass score. |
| Perfect | 100 pass points + 150 bonus points, multiplied by FLOW. |
| Health pickup at full health | 250 × FLOW multiplier. |
| Threaded corridor | 300 × FLOW multiplier at the exit; half if you skim a wall. |
| Reactor core eye | 500 × FLOW multiplier, plus Charge. |
| On-beat shape change | 10 flat points, once per beat, within 100 ms of a detected beat. A real shape change is required. |
| Finish | Your remaining health, rounded to a whole number, is added once. |
Story stars
| Stars | Requirement |
|---|---|
| ★ | 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.
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 button press to pass a gate. A timed shape change is a small extra reward; assisted, frozen or unchanged shapes cannot earn it.
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.
- Match the corridor mouth’s shape and enter it with a Pass, Perfect or Graze.
- Let the corridor guide your steering. It pulls the piece along the route and toward its pickups.
- Read the exit and change into its shape before you arrive.
- Reach the exit for THREADED and its bonus.
Steering still works inside the corridor. Fighting its guidance can drive you into a wall. A light skim does no damage and preserves your streak, but halves the corridor reward. Breaking out costs health, resets FLOW unless protected, and collapses the route.
Choosing the ordinary gate costs nothing extra. The unused corridor and its pickups break apart, and its exit seals. If you break out after entering, the exit remains open alongside the next wall’s ordinary opening.
Back to guide index ↑06 / Pickups & status effects
Fly through a pickup to collect it. Most are Health; other types change your interaction with the world. Recollecting the same timed state refreshes it. Temporary pickup and hazard states reset for a fresh run or Story level.
| Pickup | Effect | Remember |
|---|---|---|
| Health | A glowing plus restores 30 health, capped at 100. | At full health it becomes a score bonus; it is always useful. |
| Flow Lock | Protects your current FLOW tier and streak through one streak-breaking hit. | Health damage still applies. One held charge; collecting another does not stack it. |
| Slipstream | About 6 seconds of faster falling (×1.25) and stronger wind. | No direct score multiplier; read the next gates sooner. |
| Dense | About 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. |
| Charge | About 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. |
| Phase | Up to 6 seconds, or one intercepted physical obstacle / rival contact. | Gates still judge normally. Fields, lava, smoke and the finish are unaffected. |
The world changes the piece
| State | What happens | How to respond |
|---|---|---|
| Heated | Heat 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. |
| Wet | Water 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. |
| Sticky | Forest 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 / Shocked | Stings and electrical effects delay your steering response. | Anticipate the next opening earlier. Jellyfish preserve top steering speed but make it slow to respond. |
| Engulfed | A 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. |
| Snagged | Reactor cables shock and catch you; steering drags for about 1.2 seconds. | Change to another shape to slip free immediately. |
| Frost / Frozen | Ice 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 / Whiteout | Dense 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 has a tutorial followed by fourteen worlds. 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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 four 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. DEPTH continues upward; FLOW can rise or reset independently.
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.
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.
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. The last player alive wins.
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.
Spectating & rematches
After shattering in a live 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.
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: 49 boards in total. 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 and live quick races do not submit to fixed-course boards.
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. Individual replay choices can be offered for the current course. 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; 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, screen look and individual hazards.
- Use the previous / next arrows on a setting, or press its centered value to advance it.
- Use the layout arrows to step through seeds; REROLL picks a fresh layout.
- 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 limit | Value |
|---|---|
| File size | Up to 128 MB. |
| Duration | At least 8 seconds; up to 10 minutes. |
| Decoded audio | Up 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 / Steam achievements
There are 100 achievements. Story awards cover completion, Hard clears and three-star mastery, while others recognize scoring, survival and mechanics. Progress is saved, and anything earned while Steam is offline unlocks when it reconnects.
An official solo run means Story, Arcade or Daily Drop played on your own. Custom courses cannot award achievements, and the two multiplayer wins need at least one other player.
Show all 100 achievements and unlock conditions — includes later-world spoilers
| Achievement | Unlock condition |
|---|---|
| The Void: Journey | Complete The Void in Story on any difficulty. |
| The Void: Resolve | Complete The Void in Story on Hard. |
| The Void: Radiance | Earn three stars in The Void in Story on any difficulty. |
| The Void: Mastery | Earn three stars in The Void in Story on Hard. |
| Deep Space: Journey | Complete Deep Space in Story on any difficulty. |
| Deep Space: Resolve | Complete Deep Space in Story on Hard. |
| Deep Space: Radiance | Earn three stars in Deep Space in Story on any difficulty. |
| Deep Space: Mastery | Earn three stars in Deep Space in Story on Hard. |
| Orbit: Journey | Complete Orbit in Story on any difficulty. |
| Orbit: Resolve | Complete Orbit in Story on Hard. |
| Orbit: Radiance | Earn three stars in Orbit in Story on any difficulty. |
| Orbit: Mastery | Earn three stars in Orbit in Story on Hard. |
| Atmosphere: Journey | Complete Atmosphere in Story on any difficulty. |
| Atmosphere: Resolve | Complete Atmosphere in Story on Hard. |
| Atmosphere: Radiance | Earn three stars in Atmosphere in Story on any difficulty. |
| Atmosphere: Mastery | Earn three stars in Atmosphere in Story on Hard. |
| Forest: Journey | Complete Forest in Story on any difficulty. |
| Forest: Resolve | Complete Forest in Story on Hard. |
| Forest: Radiance | Earn three stars in Forest in Story on any difficulty. |
| Forest: Mastery | Earn three stars in Forest in Story on Hard. |
| The Machine: Journey | Complete The Machine in Story on any difficulty. |
| The Machine: Resolve | Complete The Machine in Story on Hard. |
| The Machine: Radiance | Earn three stars in The Machine in Story on any difficulty. |
| The Machine: Mastery | Earn three stars in The Machine in Story on Hard. |
| Reactor: Journey | Complete Reactor in Story on any difficulty. |
| Reactor: Resolve | Complete Reactor in Story on Hard. |
| Reactor: Radiance | Earn three stars in Reactor in Story on any difficulty. |
| Reactor: Mastery | Earn three stars in Reactor in Story on Hard. |
| Frozen Complex: Journey | Complete Frozen Complex in Story on any difficulty. |
| Frozen Complex: Resolve | Complete Frozen Complex in Story on Hard. |
| Frozen Complex: Radiance | Earn three stars in Frozen Complex in Story on any difficulty. |
| Frozen Complex: Mastery | Earn three stars in Frozen Complex in Story on Hard. |
| Underwater: Journey | Complete Underwater in Story on any difficulty. |
| Underwater: Resolve | Complete Underwater in Story on Hard. |
| Underwater: Radiance | Earn three stars in Underwater in Story on any difficulty. |
| Underwater: Mastery | Earn three stars in Underwater in Story on Hard. |
| Magma Fissure: Journey | Complete Magma Fissure in Story on any difficulty. |
| Magma Fissure: Resolve | Complete Magma Fissure in Story on Hard. |
| Magma Fissure: Radiance | Earn three stars in Magma Fissure in Story on any difficulty. |
| Magma Fissure: Mastery | Earn three stars in Magma Fissure in Story on Hard. |
| Hollow Earth: Journey | Complete Hollow Earth in Story on any difficulty. |
| Hollow Earth: Resolve | Complete Hollow Earth in Story on Hard. |
| Hollow Earth: Radiance | Earn three stars in Hollow Earth in Story on any difficulty. |
| Hollow Earth: Mastery | Earn three stars in Hollow Earth in Story on Hard. |
| Quantum: Journey | Complete Quantum in Story on any difficulty. |
| Quantum: Resolve | Complete Quantum in Story on Hard. |
| Quantum: Radiance | Earn three stars in Quantum in Story on any difficulty. |
| Quantum: Mastery | Earn three stars in Quantum in Story on Hard. |
| Synthwave: Journey | Complete Synthwave in Story on any difficulty. |
| Synthwave: Resolve | Complete Synthwave in Story on Hard. |
| Synthwave: Radiance | Earn three stars in Synthwave in Story on any difficulty. |
| Synthwave: Mastery | Earn three stars in Synthwave in Story on Hard. |
| Microbiome: Journey | Complete Microbiome in Story on any difficulty. |
| Microbiome: Resolve | Complete Microbiome in Story on Hard. |
| Microbiome: Radiance | Earn three stars in Microbiome in Story on any difficulty. |
| Microbiome: Mastery | Earn three stars in Microbiome in Story on Hard. |
| Biosystem: Journey | Complete Biosystem in Story on any difficulty. |
| Biosystem: Resolve | Complete Biosystem in Story on Hard. |
| Biosystem: Radiance | Earn three stars in Biosystem in Story on any difficulty. |
| Biosystem: Mastery | Earn three stars in Biosystem in Story on Hard. |
| Awakening: Easy | Complete all 15 Story levels on Easy. |
| Constellation: Easy | Earn three stars on every Story level on Easy. |
| Awakening: Normal | Complete all 15 Story levels on Normal. |
| Constellation: Normal | Earn three stars on every Story level on Normal. |
| Awakening: Hard | Complete all 15 Story levels on Hard. |
| Constellation: Hard | Earn three stars on every Story level on Hard. |
| Gathering Light 15 | Earn 15 Story stars, counting each level's best difficulty. |
| Gathering Light 30 | Earn 30 Story stars, counting each level's best difficulty. |
| Gathering Light 45 | Earn 45 Story stars, counting each level's best difficulty. |
| Perfect Flow 5 | Make 5 consecutive Perfect gate passes in one official solo run. |
| Perfect Flow 10 | Make 10 consecutive Perfect gate passes in one official solo run. |
| Perfect Flow 20 | Make 20 consecutive Perfect gate passes in one official solo run. |
| Perfect Flow 40 | Make 40 consecutive Perfect gate passes in one official solo run. |
| Unbroken 10 | Pass 10 consecutive gates in one official solo run. |
| Unbroken 25 | Pass 25 consecutive gates in one official solo run. |
| Unbroken 50 | Pass 50 consecutive gates in one official solo run. |
| Unbroken 100 | Pass 100 consecutive gates in one official solo run. |
| In Sync 10 | Make 10 on-beat shape changes in one official solo run. |
| In Sync 25 | Make 25 on-beat shape changes in one official solo run. |
| In Sync 50 | Make 50 on-beat shape changes in one official solo run. |
| Tunnel Vision 1 | Clear a corridor in one official solo run. |
| Tunnel Vision 5 | Clear 5 corridors in one official solo run. |
| Tunnel Vision 10 | Clear 10 corridors in one official solo run. |
| Overflow 1 | Collect a pickup at full health in one official solo run. |
| Overflow 10 | Collect 10 pickups at full health in one official solo run. |
| Overflow 25 | Collect 25 pickups at full health in one official solo run. |
| Enduring Flow 120 | Survive 120 seconds in solo Arcade. |
| Enduring Flow 300 | Survive 300 seconds in solo Arcade. |
| Enduring Flow 600 | Survive 600 seconds in solo Arcade. |
| Into the Deep 2 | Reach Arcade DEPTH 2 in a solo run. |
| Into the Deep 3 | Reach Arcade DEPTH 3 in a solo run. |
| Into the Deep 5 | Reach Arcade DEPTH 5 in a solo run. |
| Daily Ritual 1 | Complete a Daily Drop. |
| Daily Ritual 7 | Complete 7 different Daily Drops. |
| Daily Ritual 30 | Complete 30 different Daily Drops. |
| Through the Eye | Thread a Reactor power core in an official solo run. |
| Untouched | Finish an official solo course without a gate miss, graze, or hazard hit. |
| Pure Flow | Finish an official solo course with every gate Perfect. |
| First Across | Win a completed FLOW RACE against at least one other player. |
| Last Flow Standing | Win a DERBY against at least one other player. |
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; 50% intentionally caps full-tilt movement at half 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 let corridors guide you when you choose them. The red rim and heartbeat mean health is below 35%.
A corridor keeps throwing me out.
Let go of directional steering once inside. The route collects its pickups and guides you toward the exit. Fighting the pull can breach its walls; concentrate on the exit’s new shape.
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 different custom course or multiplayer run does not populate a fixed-course 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 ↑