
In a world bound by truths: connect. In Falsus is a mesmerizing rhythm game tied to an intricate card system brought together through a layered narrative. Taking place in a near-future world, traverse an atmospheric soundscape through the eyes of 5 interconnected protagonists.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best MX #30, worst PL #89 · 11 markets collected
About

Tying music gameplay to a tale of lies and truth, 'In Falsus' guides players through seamless progression from flow to mastery, welcoming those new and experienced to surmount challenges and rise higher with each and every encounter.
Follow the separate perspectives of 5 girls making their way through high school in a near-future world, whose lives take a sharp turn one day as they are bid to join a strange government program, and soon are forced to face an undiscovered side of their reality.

Progression: With a signature control system of mouse and keyboard, In Falsus brings challenges across 4 difficulties, rising in intensity of incoming notes and a sweeping aerial Field.
Encounters: Every step forward brings a greater trial. Throughout their ordeals, the protagonists encounter characters who they must contend with or assist, with these key moments each tied to unique songs.
Songs: Produced by composers at the forefront of Japan's independent music scene as well as international artists, In Falsus features over 70 songs, over 40 of which are original, represented across a multitude of genres and styles.

Crafting: Overcome challenges to collect materials, craft unique Cards, and gain new advantages and approaches during song gameplay.
Blueprints: Integrate Cards by slotting earned materials into Blueprints, grids with a wide variety of choices in stat boosts and bonuses. Every Card crafted is different, and every Blueprint is a puzzle. How you choose to arrange materials within Blueprints shapes unique possibilities in solutions and effects.
Cards: Featuring artwork of characters met and unfolding narrative moments witnessed, illustrated by a range of skilled and renowned artists, equip up to 5 Cards to vary your approach when challenging the songs you come across.

Narrative: Through visual novel-styled narrative design, switch between the individual perspectives of 5 protagonists—all of whom are interconnected.
Immersion: Become drawn into a new world through expressive characters, captivating environments, and full Japanese voice acting.
Experience: Narrative is at the heart of In Falsus, with music gameplay, sound design, and themes reflecting and directly linked to the events of the game.
Engagement
Reviews
Themes across 393 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Day 1 buyer, played since the demo. Pros Made by the developers of Arcaea, the best mobile rhythm game of all time. Extremely high skill ceiling. The one-handed controls are genuinely difficult, and you can use either hand for exploration. I've been playing 6K with my left hand despite being right-handed. Extremely difficult songs, with a difficulty ceiling that feels comparable to SDVX 14-15s Important female characters appear to be fully voiced in the VN scenes. Cons The game may be heading toward the expensive DLC/expansion model seen with DJMAX Respect V. Too early to say, but I'm watching this closely. The card crafting system is annoying. There is effectively one solution, and the game doesn't clearly tell you whether your IOTA potency is high enough to actually clear the requirement. Song unlocks are gated behind the visual novel. You are forced to interact with the VN to unlock content instead of simply playing the rhythm game. No multiplayer and no leaderboards. For a competitive rhythm game, this is a major omission. If you don't care about supporting the developers specifically, there is very little reason to pay for this over obtaining it "elsewhere" The VN has noticeable amounts of dead time between transitions. For example, there can be roughly four seconds between the initial fade-in, another intentional delay while the UI loads, and then the first line of dialogue. It makes the presentation feel sluggish for no good reason.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 393 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
打完所有剧情了,真是一次绝妙的体验,这是我玩游戏史以来最爽最沉浸的30个小时。首先我音游和视觉小说类游戏我都玩的不多,而且我是不怎么会去挑刺的人。在我看来这个剧情+拼豆+音游的设计真的很不错让人很沉浸但又不怎么累,打会音游开始打累了看看剧情,剧情打不过了拼个豆,一下四五小时就过去了。剧情方面我觉得还可以会让我一直有期待值,虽然结尾好像有点仓促了,总体表现力还是拉满的,很对我胃口。音游方面这个空轨真的好有意思也豪爽啊,感觉要长脑子了,边打剧情边玩我现在8能打到99左右,还和室友一起玩了一下体验也是很好(他玩鼠标我打键盘)-神秘双人小游戏。拼豆这块一开始我是自己拼,后面要探索我就抄作业去了哈哈,我觉得也还不错(以前没拼过豆)。总体来看绝对是值这个价的,而且后面还会更新,推荐买喵。(这个立绘刚开始看还觉得有点怪,后面越看越好看啊)
[h2]Let's link up.[/h2] I'm not gonna lie, I was a little worried about In Falsus at first. The way it was positioned, it felt like the kind of game that publishes an unrealistic roadmap, gets maybe three or four steps in, if that, then is quietly swept into the bin when the developers realize it isn't sustainable. Furthermore, many elements of the game as it was positioned seemed like it could be challenging to their established audience. Make no mistake, I knew that if they could pull it off, it would be an all-timer. I know very well the caliber of talent who works at Lowiro (hi, Dex!!) but I had a feeling it would be a hard sell. Actually sitting in front of the game though, it's not nearly as daunting as I expected it would be. Don't get me wrong, I suck ass at it; but I also spent many months sucking ass at Arcaea, and I eventually decided it was one of the best-designed rhythm games of all time. Once the control scheme starts to click, it starts to feel very compelling, almost like piloting a mech of some sort. The need to shift will be the biggest hurdle by far, the rest is pretty intuitive. But when you treat Shift and Space as anchor points, and resist the urge to put your pinky on A, the chart design does a decent job of telegraphing shifts. Like with many rhythm games, it's about learning the dance the game expects you to do with it. They're not dissimilar from shmups or action RPGs in this way (aside from the metaphor being a bit more concrete!) Which is to say nothing of the music... but no ♥♥♥♥, right? If you don't have good music, why even bother leaving the house? I don't have access to anywhere close to the 70 songs available right now, but even what's available at my point in progression is solid and quite varied, from anime-flavored hard rock to angular odd-meter brostep to a moody synthpop tune that reminds me vaguely of Royksopp if not for the hard dance breakdown. Lowiro are well-connected and have superb taste, so I trust the setlist will maintain roughly this caliber. The Scenario BGM is also fantastic; I love Feryquitous' music, and her jazz influence really shines in this context. Which brings me to the rest of the game, because In Falsus isn't a rhythm game. I mean it *is*, but it's *actually* a visual novel. The bulk of In Falsus' content is in its Scenario. Progressing the scenario is how you unlock songs, with the main purpose of the card crafting mechanic being to make the rhythm game sections within the Scenario easier, by decreasing the demand of technical performance. This focus is so extensive that you can even make the card progression system *completely optional* with Assist Mode. Because this game, even moreso than Arcaea, is a vehicle for its story. If you go in expecting something like Arcaea, where you're mostly playing the rhythm game with bits of reading interspersed, you're probably going to find yourself frustrated by the fact that it is, in fact, a visual novel. (I've already seen people on Twitter make this same mistake and complain of grind; though I suppose there's a fair argument that they could communicate this better.) That's not what this game is. This is a visual novel wherein occasionally you play a rhythm game. Taking that into consideration, In Falsus is going to live or die on the quality of its writing. Which makes it a damn good thing that Terrence Smith is That Guy. The paranoid intrigue of In Falsus is easily its strongest aspect, anointing the whole game with a gravity that took Arcaea years to nurture within the first hour. It's genuinely exciting to see Smith stretch his legs with a long-form narrative; I've been gushing about his writing for years, and his love of philosophical and abstract fiction bleeds through every scene. His ability to do a lot of work with little time is amplified by the visual novel format, with dozens of lines of exposition told in single sprites. This comes at the cost of the dazzling ekphrasis that made Arcaea's story so memorable, but the painstaking background renders pick up that slack with aplomb, in mundane and surreal scenes alike. I'm still early on in the Scenario, so the larger-scale parts of the narrative will have to wait for later, but I'm certainly invested. In Falsus is a strong sophomore title from a studio with a reputation for putting their money where their mouth is. It's a strange, heady title in a sea of lookalikes vying for viral marketing. Despite this ambition, it has zero waste. Every element is well-positioned in its context, creating an experience that, like its older sibling, ascends past comparison to its influences. I'm excited to see what its story has to say, and I'll probably update this review when I've rolled credits.
曲库很牛逼值这个价 cg震撼美味 依旧616特产雷霆百合剧情 可惜立绘画的不咋地以后能不能像arc那样翻新立绘啊。
Never thought a rhythm game could get this hype.
分三个部分说吧: [h2]卡牌:[/h2] 这一部分还是很不错的,解锁了精通挑战后合卡挺好玩的,而且不想体验这部分内容也可以开辅助模式,勉强算是缺点的就是是跟剧情捆绑,卡牌解锁要过剧情,不过考虑到算是个附加玩法,这点可以忽略。 [h2]视觉小说(剧情):[/h2] 首先剧情与文本内容比较丰富,翻译可能有点问题,不考虑那立绘的话画风也不错,基本全程有配音,还有些 CG,对剧情感兴趣想体验这方面内容的可以入,单纯这方面对比同类型视觉小说游戏感觉首发这个价格好像还算是有性价比。 [h2]音游:[/h2] 首先对于那些音游零基础且单纯对这游戏音游玩法感兴趣的玩家我是极度不推荐这游戏的,[spoiler]其实只会些 4、5、6k 的玩家也不是很建议,[/spoiler]学习成本太高,对于新人想要开始玩都要从会一根手指练成会五根手指[spoiler](协调能力强那你随意)[/spoiler],真想玩 PC 音游的玩其他的去吧,有很多质量高还性价比高的音游[spoiler](免费的都有)[/spoiler],说实话这游戏在 PC 端没啥竞争力,首发买有点不值。 然后是评价,首先曲库曲绘都不错,毕竟是 616,谱面的话还没玩明白就不多评价了,难度梯度还是很合理的,玩法见仁见智吧,我觉得有难度但体验很差,[spoiler]疑似逼迫人类进化第六根手指,[/spoiler]官方键位虽然放上去感觉还行,也就是游玩的时候把左手小拇指和大拇指分别固定在左 shift 和空格时中间三根指头在 asdf 移动,个人感觉实际其实手感不是很好,不好发力,采用一些奇奇怪怪的玩法又感觉违背了游戏设计,不过如果真玩不下去了拉着自己朋友一个人双手打 6k 另一个人滑鼠标当双人游戏也挺好的,玩的开心最重要。 还有个缺点就是游戏初始曲子不多,解锁要过剧情,但是剧情挺长的虽然有快进,游戏前期基本就是视觉小说,如果只是想打歌的话那不是很舒服,介意者勿购,不知道之后会不会改善,只不过真的完全对剧情不感兴趣却花 150 元购买这游戏我是完全不建议的,这游戏剧情应该是价钱里的很大一部分了。 [hr][/hr] [h3]总体来说,不推荐。虽然缺点不多,但不适合绝大多数人,只推荐音游大佬、剧情党、视觉小说爱好者、616 粉丝、想给 guy 哥送钱的人[spoiler](真的有吗?)[/spoiler]等少部分受众购买。[/h3]
我说PC版音击有懂的吗(
1. 채보가 후반으로 갈수록 노트가 밀리는 현상 때문에 플레이가 안 됩니다. 오프셋의 문제가 아니라, 처음에 맞춰놓은 오프셋에서 점점 노트 싱크가 점점 밀리면서 노래의 절반을 넘어가면 노래에 맞춰 누르면 느림이 뜨고, 심하면 한 박자 이상까지 납니다. 화면 레이트 변경, Vsync 온/오프, 화면 크기 변경, 오디오 설정 변경 등등 별 것을 다 해봐도 고쳐지질 않습니다. 게임 자체가 불가능합니다. + 데모 버전 플레이 당시에는 문제가 없었으나, 출시 이후 생긴 문제입니다. 2. 스토리/곡 해금 방식이라지만 처음에 9곡만 있고 스토리를 강제하는 건 너무 불쾌하네요. 무슨 곡이 있는지도 모르고, 내가 좋아할 지, 싫어할 지 들어보지도 못했던 노래를 위해, 언제 해금되는 지도 모르는 걸 위해 몰입도 잘 안 되는 스토리를 봐야 하는 게...
In Falsus review: An immersive, albeit overambitious rhythm game title, that I believe is worthy of consideration for experienced consumers as well as newcomers to the genre. I wholeheartedly recommend the game, however I will admit that it has a couple of questionable decisions in it's progression and overall structure that need to be reviewed by developers if they wish to capture and retain their audience. I divided my review into a straightforward "Pros vs Cons" which determined how I felt about my overall experience. See below: Pros: The aesthetic of the in-game UI is absolutely stunning in all respects. Hitting the targets on time has a satisfying, tactile feel and moving the sky sliders with a mouse adds a layer of complexity and challenge to the game that is a welcome aspect of it's core identity. The music is of course a subjective topic of debate, personally I find the artist portfolio quite varied, with well-recognised names in the rhythm-game community (Camellia, Hardcore Tano*C members and Feryquitous, to name a few) along with other, less recognised up and coming artists with their own, tasteful contributions to the game. It has an admittedly wide scope of genres, all of which are tailored to the narrative beats of the game (a core aspect of the design philosophy I spoke of earlier that I will delve into deeper in my Cons section). In essence, rest assured that the game is packed with absolute bangers, including artcore, gabber, neurofunk and many other sub-genres of popular EDM. Having to coordinate one of your hands and solely dedicate it to tapping along to the music, whilst using the other hand for hitting the sky sliders. Although controversial to some, I find this a fun learning curve and opportunity to refine my motor coordination on my less dexterous hand, and playing songs with more note density and complex patterns feels like a puzzle to solve, rather than something that could be brute forced on your initial attempt. The visual novel tied to the overall progression of the game is also gorgeous from an art direction point of few, the character designs and backgrounds are varied, intricate and mostly creative. The background music is well-fitting to the narrative context (I believe Feryquitous oversaw this aspect of the game and so there is no surprise that it is outstanding). Cons: To begin with, the game was advertised with a strong emphasis on it being an innovative title driven by a compelling narrative. Personally, I cannot imagine myself being invested in the story in a rhythm game. There is an option to skip the story which I find myself doing from the very beginning, as it is tied directly to unlocking more song charts. However, it's an unwelcome inclusion in a game because it forces you to sit through the dialogues as they unravel even when you decide to fastforward them. Yes you have the option to skip it, but you sit through a couple of visual effects before the skip takes effect. Easily my biggest gripe with the game as it will be with many others, it takes away our agency and prevents us from gaining access to what we came here for. The rhythm gameplay UI, despite how gorgeous it might seem, might benefit from customisation options for players to adjust for their convenience. Specifically the side bars corresponding to shift and spacebar buttons, are slightly too opaque and sometimes blend in with the rest of the chart design. It might be worth looking into other colour options, or opacity sliders to make them stand out more. Despite being an intermediate player I often found myself missing notes on the side simply because I did not know they were there in the first place and breaking combo. Finally, the chart difficulty classification and management. There is a noticeable spike in chart complexity between Evolve and Ultimate charts, to the point that they surprised me. Evolve charts are outrageously simple and somewhat unenjoyable to play due to a lack of challenge. The next difficulty presented to players is Ultimate, which supposedly only increases the difficulty on the basis of having an extra key to execute during gameplay. Unfortunately, this is not how the game executed the difficulty increase in the charts themselves. You will find that not only are you using a different key, but now you are managing the slider complexity with repetitive back and forths, whilst trying to remember which key corresponds to which lane on the chart, whilst trying to read the aforementioned opaque side notes that camouflage themselves in the gameplay, the notes density and patterns become far less predictable and in many cases are unpracticed movements that you are not prepared for. Summary: All in all, In Falsus is an incredible rhythm game title that brought me back from an 8 year long hiatus (played a fair amount of OSU, Arcaea, Cytus and Deemo, Sound Voltex) and I am delighted to reconnect with rhythm-game culture and it's community. The game itself wishes to innovate but it does so in ways that might not land with the wider audience especially if it takes away our ability to play it on our own terms to progress and unlock charts. Nonetheless, the positives far outweigh the negatives and I look forward to the undeniably bright future of the game.
难,谨慎购买,本人零pc音游基础,玩这个建立映射非常困难
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