Fall Guys
New
- Genre Arcade games
- Players 1
- Session 6 min
- Price Free
- Updated
A race through a course designed to embarrass you. There is nothing to fight with and nothing to shoot; there is a soft, top-heavy character with far too much momentum, a floor that occasionally stops existing, and a crowd of others doing the same thing badly at the same time. Most eliminations are nobody's fault, which is precisely why the format works.
| WASD or arrows | Move |
|---|---|
| Space | Jump |
| Shift | Dive |
| Grab key | Hold on to scenery or another runner |
| Touch | On-screen stick and buttons |
How to play Fall Guys
- Take the outside line at the start. The crowd funnels into the middle and the middle is where everyone falls.
- Jump early rather than late. The character keeps travelling after the input, so the take-off point is further back than instinct suggests.
- Dive across the last stretch of a gap. It covers ground the jump alone cannot and it is the safest finish for a narrow ledge.
- Stay away from clusters. Collisions here are physics rather than intent, and a crowd is a hazard regardless of what anyone means.
- Learn where each course's shortcut is. Every layout has one, and it is usually the route that looks least sensible.
- Grab the scenery on the rotating stages. Holding on costs you nothing and it keeps you upright while the platform does the work.
Tips
- Momentum is the enemy on a moving platform. Slow to a stop before stepping on, then commit.
- Being knocked over is survivable; being knocked over near an edge is not. Choose where to be clumsy.
- In a final that comes down to balance, patience wins. Let the others fall first.
- The runner who arrives at a bottleneck second often gets through first, because the leader absorbs the collision. Hanging back a stride is a real tactic.
Questions about Fall Guys
Is there any combat?
None. The only physical interaction is bumping and grabbing, and most of it is accidental.
Why do I keep sliding off?
The character has more momentum than it looks. Stopping takes distance, and edges arrive sooner than expected.
Are the courses always the same?
The layouts repeat, so learning them is worthwhile, but the crowd makes each run different.
Does it need a keyboard?
It plays best with one, though touch controls cover the basic movement.
What decides who wins a round?
Reaching the finish before the qualification slots run out, which means position in the crowd matters as much as raw speed.






