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Fallen Down is a strategy tactics card game and visual novel. You earn items, cards, and artwork as the game progresses.
The exiles have fled their world, seeking an audience with their creator to set ancient wrongs right. Along the way, they are joined by the heroes of many worlds, each seeking salvation in their own way. They must journey through seven worlds to reach heaven, each guarded by deadly encounters.
  • 200,000 words of story, 15 unique characters:
    The story of Fallen Down continues to grow. View the story. Unlock new allies. Find your friends. Reach hope.
  • Strategy combat:
    Fight in turn based strategy combat across 50 handcrafted battles. Use cards, passives, and tactics to win. Learn what characters syngergize well with each other. Match characters and cards together to get massive results.
  • Items:
    Hundreds of items can be unlocked. Items give cards, which form a character's deck. Wisely pick your items to progress through the story. Upgrade items for more power. Unlock item tokens to equip even stronger items.
  • Adventure Mode:
    Adventure mode is a separate roguelike story light version of the game. It contains hundreds of unique encounters, along with special items and cards that are only found in this mode. Characters level up very fast so you can quickly experiment with builds. Be careful, as a single lost fight sends you back to the start. Each victory or defeat permanently unlocks new characters and items.
Fallen Down
MercernaryMageDeveloper
NonePublisher
2024-02-16Release
🎹🖱️ Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
Positive (11 reviews)
Public Linux Depots:
  • [0 B]
0.0.50 offical release notes

This update brought two big things.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44677901/4b74fb34bd54cbb608d2ce814ff1fd8e099e51b4.png\"][/img]\n

The first is that the upper route of arcade mode world 3 got its final route. The player can now trek across the world. The nodes shouldnt be considered done. They need a lot of balance, but we have something on screen now. The worlds take a lot of effort to make. Making 25ish unique nodes, each with an alternate version takes around a hundred hours, and we have three world sets of that.

\n

We still have so much work to do in arcade mode, but its great to finally have the route in.

\n

The second is that Fallen Down has a problem. Lenette explains it best.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44677901/b63eed9b940565608055da5a9be14637bada1643.png\"][/img]

\n

Cards explain their own rules well enough, but the final result of playing a card is very difficult to know. If a target has vulnerability, block, & armor with 3 durability, and stagger, how much damage will smite do? To fix this, Ive added damage predictions. Its a little UI piece over the heads of enemies before you attack. How does it work?

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44677901/ae06e06bc88514c28f14394bb2b9189f80b95ed0.png\"][/img]\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44677901/5ba8d3dbd980ca971c8b110980b0841b3d0d4ab6.png\"][/img]

Technically, Fallen Down is very complex. The card engine code to resolve attacks is thousands of lines of code, with callbacks leading to and fro across the code. The concept of unresistable armor damage like Wreck does is around 200 lines of code by itself\n

Attacks start and go across stages. During any stage, events will be raised and resolved.

[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44677901/59dbe461612d06c07b7388e62010106020b8eaae.png\"][/img]\n

Pretty easy to understand and follow, right?

Many effects have a limited number of times they can be used. To see how much damage something is going to do without using up the effects or damaging armor, we need to be able to simulate an attack. There are many status effects, traits, and card effects that need to be able to look at a given situation and make a prediction about how much damage they will add or remove.

\n

Luckily, most things that need to make a prediction fall into a pattern. They need to know who is attacking, who is being attacked, and they can resolve the internal logic from there. Better yet, the really complicated things like Rosegas Guardian trait dont need this, because AI doesnt show predictions. As a result, I only had to change about 30ish classes instead of the possible 90ish.

[ 2025-10-02 07:17:56 CET ] [Original Post]

Minimum Setup

  • OS: Ubuntu 16.04 / 18.04
  • Processor: x64 with SSE2Memory: 2 GB RAM
  • Memory: 2 GB RAM
  • Graphics: OpenGL 3.2+
  • Memory: 4 GB RAM
  • Recommended Setup

    • OS: Ubuntu 16.04 / 18.04
    • Processor: x64 with SSE2Memory: 4 GB RAM
    • Graphics: OpenGL 3.2+
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