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PC Games BuzzVerdict

Human: Fall Flat

3.8 / 5
How we rate

2016 · Puzzle / Platformer · PC / Steam


Bob is a wobbly, featureless human with all the grace of a newborn giraffe. He can grab things with his left and right hands independently, climb surfaces by reaching overhead, and stumble through dreamlike landscapes that look like they were designed by a toddler with an architecture degree. Human: Fall Flat takes this premise and builds a full-length puzzle platformer around it, one that manages to be both frustrating and delightful in nearly equal measure.

No Brakes Games launched this as a modest indie title in 2016, but consistent post-launch support turned it into something much larger. Free level updates, Workshop support, and an expanded multiplayer mode kept the player base growing long after the initial release. The game has sold tens of millions of copies across platforms, making it one of the quieter success stories in indie gaming.

The Joy of Grabbing Everything With Wobbly Arms

The control scheme is Human: Fall Flat’s defining feature and its greatest strength. Each arm is controlled independently, and grabbing, pulling, pushing, and climbing all require deliberate input. This sounds tedious on paper, but in practice it creates an incredibly expressive movement system. The gap between what you’re trying to do and what Bob actually does is where the comedy lives, and it never stops being funny.

The puzzle design builds on this control scheme beautifully. Early levels teach you the basics of grabbing, swinging, and climbing, then later levels combine these actions in increasingly creative ways. You’ll build makeshift bridges, operate cranes, catapult yourself across gaps, and solve multi-step mechanical puzzles that require both dexterity and spatial reasoning. The puzzles have a satisfying open-endedness to them, often allowing multiple solutions depending on how creative you’re willing to get with the physics.

Multiplayer transforms the game. With up to eight players online, puzzles designed for one become chaotic collaborative efforts where human chains, cooperative catapults, and creative stacking become viable strategies. The unintended solutions that emerge from multiple wobbly humans working together are often funnier and more satisfying than the intended paths. Friends boosting each other over walls they were supposed to climb individually is practically a rite of passage.

Steam Workshop support adds a massive library of community-created levels. Some are simple obstacle courses. Others are elaborate adventure maps with custom mechanics and objectives. The workshop effectively makes the game’s content library infinite, and the quality of the best community levels rivals the official content.

Where Bob Stumbles and Can’t Get Back Up

The controls that make the game funny also make it frustrating. Precision platforming with a ragdoll character is inherently inconsistent, and there are sections where you know exactly what to do but can’t execute because Bob won’t cooperate. Climbing is the worst offender. The hand-over-hand climbing mechanic requires rhythmic inputs that feel unreliable, and falling from near the top of a long climb after a missed grab is one of gaming’s more infuriating experiences.

Solo play exposes the game’s weaknesses. Many puzzles feel designed with multiple players in mind, and solving them alone can be tedious rather than challenging. The physics system that generates hilarious emergent moments with friends produces mainly frustration when you’re trying to accomplish something specific by yourself. The game is playable solo, but it’s a fundamentally different and lesser experience.

Visual presentation is deliberately minimal, with simple textures and blank-faced characters. While this serves the gameplay and keeps performance smooth, it also means the environments sometimes feel sterile and unmemorable. Later official levels improved on this significantly, but the early stages have an empty quality that doesn’t do the game any favors on first impression.

The camera can be troublesome in tight spaces and during climbing sequences. It struggles with enclosed areas and doesn’t always frame the action well when you’re trying to look up while climbing. In multiplayer, camera issues multiply as the game tries to track multiple chaotic characters simultaneously.

Physics as Language

What makes Human: Fall Flat special is how it turns clumsy controls into a form of expression. Every player develops their own relationship with the physics system, finding personal techniques for climbing, throwing, and navigating that feel distinctly individual. Watching someone else play reveals completely different approaches to the same problems, and that variety is the game’s secret weapon.

The physics aren’t a gimmick layered on top of standard puzzles. They are the puzzle language. Every challenge is a conversation between what you want Bob to do and what the physics will allow, and mastering that conversation is its own reward.

Should You Play Human: Fall Flat?

If you have friends to play with, this is one of the best co-op puzzle experiences available. The combination of clever level design, expressive physics, and emergent multiplayer comedy creates something that stays entertaining for dozens of hours. The Workshop extends that even further. It’s an ideal game for groups of mixed skill levels because the difficulty comes from the controls, not from knowledge, so everyone starts on roughly equal footing.

Skip it if you’re planning to play exclusively solo. The magic of Human: Fall Flat is in the shared moments of triumph and failure, and those moments need an audience to land properly. If imprecise controls frustrate rather than amuse you, this isn’t going to win you over either.

The Verdict on Human: Fall Flat