Fall Creek is a turn-based adventure game.
In Fall Creek, you find a series of magic books hidden in your grandmother’s attic. The books are about a witch who leaves her forest and begins a journey to the Machine Heart in an attempt to heal the damaged lands.
As you read, you find and collect cards tucked between the pages. The cards have the power to change the course of the book by teaching your witch spells, gaining new followers, and brewing potions.
Finishing a book unlocks new types of cards and the next story in the series.
As you read, you find and collect cards tucked between the pages. The cards have the power to change the course of the book by teaching your witch spells, gaining new followers, and brewing potions.
Finishing a book unlocks new types of cards and the next story in the series.
Every turn is a new page.
Despite being designed with casual players in mind, Fall Creek is a roguelike game. This means that decisions are permanent and stories are procedurally generated - every book is unique. The roguelike genre is usually used in a dungeon battler context, but Fall Creek does not have any combat.
The lands you discover and explore determine the book's ending. Each ending unlocks different rewards, with rarer endings unlocking rarer types of books.
The roguelike structure means that while casual players can collect all the different types of cards and books, only a serious player can unlock every ending.
The lands you discover and explore determine the book's ending. Each ending unlocks different rewards, with rarer endings unlocking rarer types of books.
The roguelike structure means that while casual players can collect all the different types of cards and books, only a serious player can unlock every ending.
Taking risks yields greater rewards.
Arriving in a land gives you two options: travel or camp.
Traveling explores new lands and advances the story of the book. Every path comes with a different fate for your witch and her coven, leaving you to decide which trials to overcome.
Camping slows down your pace but rests your followers and strengthens your coven.
Unlocking a rare ending requires traveling far enough to reach rare lands while keeping your coven strong enough to handle the journey.
Traveling explores new lands and advances the story of the book. Every path comes with a different fate for your witch and her coven, leaving you to decide which trials to overcome.
Camping slows down your pace but rests your followers and strengthens your coven.
Unlocking a rare ending requires traveling far enough to reach rare lands while keeping your coven strong enough to handle the journey.
Drag and Drop
Collect cards by dragging them from the book to your hand, use them by dragging them back to the book.
The above picture is an example of camping. Give followers tasks by dragging "follower" cards from the hand to the bottom of the page. In this picture, the Elder Mage will plant a seed, the Baby Sentinel will share its magic, and the Baby Zombie will rest if dropped on the appropriate spot on the page.
The above picture is an example of camping. Give followers tasks by dragging "follower" cards from the hand to the bottom of the page. In this picture, the Elder Mage will plant a seed, the Baby Sentinel will share its magic, and the Baby Zombie will rest if dropped on the appropriate spot on the page.