Falk

Falk

About the Game

Falk wakes up in Sector 0 of the Kurat Institute with no memory and a gown with his number on it. The staff would like him back on the table.

Explore the institute

Operating theatres, an incinerator, overgrown greenhouses, searchlit catwalks, the archive stacks and the Director's pavilion, all joined up and full of doors you can't open yet.

Pick how you get through

Most locked routes have more than one answer. Break the bulkhead, crawl through the vent, hack the terminal, or talk to whoever is behind the glass. Five abilities (the Pneumatic Ram, Active Camouflage, the Resonance Grapple, the Holo-Decoy and Synaptic Overclock) open the map in different ways.

Fight the people in charge

The Head Warden, the Gardener and the Director each run a part of Kurat. Some of them can be stopped without killing them.

Find who's left

Rand, Sister Noël, Kira and Dr. Mills are all hiding somewhere in the institute. Bring them back to the tram and they'll come when you call.

Five endings

What you learned, who you helped and how many people you hurt decide how it ends.

Features

  • Hand-lit pixel art with normal-mapped lighting

  • Melee combat with parries and slides

  • Stealth with searchlights, cameras and a room-wide alert level

  • Dialogue with stat checks, and choices that change later rooms

  • Four companions with assist calls

  • Three bosses, each with a non-lethal way through

  • An original synthesised score

  • Controller and keyboard support

Initial Release