
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 481 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
神必玩法,但是比想象中上头,好玩爱玩 合卡也没想到会这么有意思。616这次确实憋了个大的出来
Felt pretty invested throughout the game, but I can see a couple caveats that can make or break the general game experience. If you are looking for a pure rhythm game, this probably isn't it. Much like a lot of the marketing and reviews for the game, the genre is a mix of 3: The Rhythm Aspect, The RPG Aspect, and The Visual Novel Aspect. Expecting only one or two of these and ignoring the others will probably sour the game. Taken on their own, I think each have their own unique ideas: For the Rhythm Game, a one handed 6-key layout sounds daunting, but in all honesty after the first arc or so it becomes easier to navigate. The shifting of the fingers on the keys becomes the major point of skill expression, as the game itself is more focused on technical prowess than it is raw stamina or timings (Although both are still important). This gives the game a unique take on difficulty scaling, where the harder levels (At least in ULT - I'm not that good), increase the alternation of different finger orientations. Overall, in opinion, the rhythm game segment is very unique, interesting and fun, leaving me wanting to continue trying to get EX+ much like I did in Arcaea. For the Card System / RPG System, this mechanic is probably the most splitting of the three modes. Whenever you challenge an encounter or try to unlock a song tied to story, you get 5 "Phases" of cards that allow for the activation of different powers/traits to either connect with someone or reflect with yourself. Crafting these cards require tetronimo-like pieces called Iota, which grant higher power/defense with encounter difficulty, as well as providing said powers. Slotting these Iota in different zones on each card blueprint allow variations of ATK/DEF/Traits/Range/etc that can be used to provide an advantage in different encounters. Its a very cyclic system, as you get more powerful cards after beating more powerful encounters. While my description of this mechanic was complex, honestly when you get down to it the overall mechanics are kind of... engaging? Figuring out how to perfectly slot in different shapes to get the highest possible stats is always satisfying, allthough sometimes figuring it out can be a bit tedious. Overall, if you like stats, theorycrafting, and puzzles, you should find this section engaging, much like me. Now the story. I really liked it, but there were a few problems I had nearing the end. For the first part, a lot of the lore/story/background of the world is conveyed indirectly. Bind colors (Which represent emotions) usually aren't outright stated and you need to derive with context clues what each color means. RMI Separation, Gracefalls aren't also explicitly explained, requiring theorizing and rumination from the player. I really appreciate this type of story-telling, as the game respects you and your understanding, and trusts you to "get it," which for the most part, they succeed. HOWEVER, my main gripe is with the "ending" section, but not because of its quality but rather [spoiler] It's open-ended and "live-servicy" stopping point that suggests further updates to the game. I was really expecting to have most of the character arcs and themes tied up by the end. In fact, you only learn what RMI means in the literal last minute of the scenario. This, of course, is due to the fact that from what I'm assuming, the story will be continuing past what we currently have. If that is the case, I hope that each update is a substantial and meaningful story segment in comparison to, say, adverse prelude or black fate in Arcaea, with constant cliffhangers and short story developments in comparison to their respective long development time. [/spoiler] Overall, the story is smart, respectful and engaging, but I do wish for a better "conclusion". All in all, each section of the game is good, but combining them together is what makes the game the game. I recommend this to anyone who understands that this is more a 3-genre-in-one game than a single rhythm or story based product.
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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 482 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ABSOLUTELY worth the price, everyone from 616 deserves Rolls-Royce (other than the chinese translator for Arcaea)
PEAK w rhythm game + days/weeks of vn content for only $40
Just finished Arc 2. I'll update this once I finish the game, but man, I'm having a great time so far. (note: this is my first VN experience in a while, however I am planning to change that!) The visual novel is great and emotional at times. I even cried at some point. The writing is so much better than Arcaea's. I love the card system, I really needed to think for a lot of time in order to clear a boss... If you don't like that, you can enable assist mode, which disables the card system. The actual rhythm game is quite challenging! One hand 6K is very unusual, so I need some time to get used to it. One minor thing I do want to see adjusted is the visibility of the notes on the side lanes. Sometimes, during gameplay, these notes are quite hard to see. The song selection (up to Arc 2 at least) is amazing. I really enjoy the original songs. One thing I'd like to mention is that the songs, even the ones that aren't In Falsus originals, are put into the story in fantastic ways.
Look at it as if you're buying a VN + a rhythm game. if you're not into the idea of reading, might be a bit expensive. The gameplay is very fun IMO though.
什么时候接着更 ^ ^ 好玩
劇情算是我喜歡的主題, 劇情未完也可以理解, 作為後續更新歌曲以及延續壽命和知名度, 不該一下子就完結, 另外最喜歡的角色是艾利斯。 音樂遊戲的部分個人非常喜歡, 單手6k確實要訓練一下, 持續幾天下來最高能摸到12等, 不過部分歌曲配置確實有點噁心XD 但我喜歡有挑戰性的音遊, 歌曲風格感覺有幾首是陪和劇情那種 心靈混亂的感覺,聽起來像大便, 其餘的話大多很喜歡, 曲繪我也很愛。 卡牌設計的部分除了動動腦, 也必須要刷刷關卡農粒子, 個人認為也沒啥不好, 看看卡片的美術圖也不錯, 不過通關之後用處似乎就不大
lowiro put a lot of effort into this game and you should definitely buy it
This is very epic I love arcaea and I love In falsus!! Its really cool and I love the characters :3
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