Movement-First Combat
Dash, jump, glide, reposition, and survive through clean movement instead of passive face-tanking.
A fantasy action roguelite
Movement-first combat. Procedural worlds. Runs that never play the same way twice.
About the game
A 3D top-down fantasy survivors-like bullet-heaven action roguelite built around the rush of getting stronger — auto-fire weapons that evolve into level-10 ultimates, abilities that turn the tide, and a build that grows from nothing into devastating late-run chaos.
Every run spans multiple acts across procedurally generated worlds — different biomes, terrain, enemy mixes, minibosses, and escalating Ritual Siege encounters each time. No two runs play the same.
How a run is structured
Each run is a multi-act journey through procedural worlds. Acts repeat in a pattern — multiple times before the finale:
What kind of game is it?
Each run spans multiple acts, cycling through Regular Stages, Ritual Sieges, and Boss encounters in procedurally assembled worlds. Biomes shift, enemy mixes change, minibosses and giants vary — and the act pattern repeats with escalating stakes before the Endless finale.
Chase stronger weapons, stack passive items, earn and upgrade active abilities through Giant Remnant trials, and survive long enough for your build to turn from controlled into absurd. At level 10, auto-fire weapons become clickable ultimates with cooldowns — turning your weapon bar into a set of clutch decisions. Then do it all differently next run.
"Every stage should make you feel measurably stronger — until the screen becomes a fireworks show of projectiles, telegraphs, and barely-contained chaos."
Core strengths
Dash, jump, glide, reposition, and survive through clean movement instead of passive face-tanking.
Timed stages with exploration and escalating darkness, Ritual Siege encounters, giant boss fights with legendary drops, and Endless survival — every stage type asks something different from your build.
Weapon tiers, passive items, active abilities, wheel rewards, and beacon choices all shape the run in different ways.
The goal is not just chaos — it's chaos with telegraphs, spatial reads, and room for player decision-making.
Fight through seasonal forest biomes — winter, summer, and autumn — plus swamps, deserts, mountains, and volcanic terrain, each with biome-specific mood and terrain generation.
After the last boss, the run transforms into ever-growing pressure with no exit — death-as-victory survival with threat escalation, elite enemies, and results tracking for survival time, kills, and highest threat reached.
How a run unfolds
A run isn't a short four-stage chain — it's a multi-act journey. The act pattern (Regular → Ritual Siege → Boss) repeats across different biomes and worlds, with monster variety, minibosses, and giants shifting every time. Acts grow harder and denser as the run progresses.
Fight waves of enemies across a procedural world. Hunt chests, spin the wheel, channel beacons, discover Giant Remnants, and tackle points of interest — miniboss fights, optional trials, and challenge encounters that reward you with extra power. Race the clock: when time runs out the world goes dark, monstrous giants close in, and the pressure becomes relentless. Escape through the portal before it overwhelms you.
Ritual sites send sacrificial monsters toward a dormant giant at the center. Every sacrifice that reaches it makes the giant stronger. Shut down the sites, then face the awakened Giant — a robotic titan with deadly telegraphed attacks and BoomBot reinforcements. Kill it to open the portal out.
Regular stages hide Giant Remnants: optional trials like Anchor, Soul Chase, Swarm, and Follow the Lights that grant or upgrade active abilities. Minibosses and giants add extra pressure with readable telegraphs and fast skill checks.
Boss-biome encounters like Phalanx and Morvessa, Mother of Dread stand between you and the next act. Each fight blends generated terrain, readable telegraphs, area denial, and precise movement checks. Defeat the boss, claim the legendary reward it drops, and advance through the portal.
After the final boss, the run transforms into ever-growing pressure. Enemies get harder, spawns get denser, and there's no exit — only survival. The results screen tracks survival time, kills, and highest threat reached, with leaderboards planned for launch. How far can your build carry you?
Weapon Ultimates
Weapons carry the baseline chaos automatically, but their upgrade tracks do not stop at passive numbers. Push a weapon to level 10 and it becomes a clickable ultimate with its own cooldown — a moment where you choose when to cash in the build's biggest spike.
Unleash a five-second storm of astral fangs that hunt nearby enemies.
Open a massive singularity that drags enemies inward and repeatedly crushes them. Elites and bosses take double damage.
Become a living tempest of lightning chains that ravages every enemy in sight.
Raise three wider, harder-hitting walls of winter that freeze everything in their path.
Call down sacred gunfire and finish with a devastating execution shot.
Blanket the battlefield in a critical chain of explosions.
Enter a burst of endless fire and overwhelming suppression.
Trigger a pandemic pulse, then unleash a plague flurry with stronger poison.
Ricochet through the battlefield in a relentless storm of shuriken.
Unleash a brutal sweeping finisher that turns close-range pressure into a devastating execution window.
Unleash a crimson storm of spirit orbs that tears through everything ahead.
Active Abilities
Where Giants Fall layers active decision-making on top of the auto-shoot foundation. Active abilities are earned and upgraded through Giant Remnant trials during regular stages. Each one asks for real timing, targeting, and cooldown management — this is the depth layer that separates a good run from a great one. A selection of what's available:
Freeze enemies in a radius around you. Buy time, reposition, or let your weapons mop up a frozen crowd.
Drag enemies toward a point. Clump scattered threats into one kill zone, or pull a flanking elite into your weapon arc.
A damaging forward dash that chews through anything in your path. Escape a bad spot or cut through a packed wave.
Unleash a cone of fire forward, knocking enemies back in the blast. Punishes tightly grouped threats and clears corridors fast.
Earthen spikes erupt from the ground, impaling and knocking back everything caught in the area. High burst with strong crowd disruption.
Launch into the air and crash down with an AoE slam that sends enemies flying. Escape, reposition, and punish on landing.
Temporary damage shield. Absorb a burst of punishment when the swarm closes in.
Short-range teleport. Instant escape from a surrounded position or a fast gap-close.
And more — including Blood Pact, Flash Of Light, and Rejuvenation — with upgrade tiers that reshape how each ability performs.
Build your run
Every run starts small. You earn XP from kills, level up into upgrade drafts, collect passive items from loot and world events, and seek out Giant Remnant trials that grant or upgrade active abilities during regular stages.
Worlds of Everclear
Stages are built from curated biome collections, terrain layers, topography presets, and lighting profiles — giving each act its own tone while keeping the run readable and fast.
Screenshots
Latest patch notes
We’re now posting regular patch notes so players, press, and collaborators can track what’s changing in Where Giants Fall week to week.
This week's Where Giants Fall update sharpens combat readability, improves a wide range of abilities, tightens controller and Steam Deck support, and expands the run summary flow.
Follow development
Where Giants Fall is in active development for PC and Steam Deck. More footage, feature updates, and patch notes are on the way.