A fantasy action roguelike

Where Giants Fall

Movement-first combat. Procedural worlds. Runs that never play the same way twice.

Action Roguelike Bullet-Heaven Fantasy PC + Steam Deck

About the game

Survive the swarm.
Shape your build.
Bring giants down.

A top-down fantasy bullet-heaven action roguelike built around movement-first combat, escalating stage pressure, and the thrill of turning a fragile start into a devastating late-run build.

Every run spans multiple acts across procedurally generated worlds — different biomes, terrain, enemy mixes, minibosses, giants, and bosses each time. No two runs play the same.

Where Giants Fall gameplay in a forest biome with monster abilities

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:

Regular Stage Survive timed waves in a procedurally built biome world. Explore, collect, upgrade, and grow — repeated across multiple acts with escalating monster density and variety.
Ritual Siege Defend the central pylon as ritual anchors spawn on a cadence. Pressure scales with performance. Repeated throughout the run in new biome environments.
Boss Stage Confront a biome-integrated boss — minibosses and giants appear across the run; full bosses mark the end of each act cycle. Each one has unique mechanics.
Endless After surviving all acts, the run ends in an infinite escalation gauntlet. Death is the finish line — how long you survive is your score.

What kind of game is it?

Deep run variety, not flat arena survival

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, buy active abilities, and survive long enough for your build to turn from controlled into absurd. 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

Built around pressure, movement, and explosive growth

Movement-First Combat

Dash, jump, glide, reposition, and survive through clean movement instead of passive face-tanking.

Structured Run Variety

Timed stages, Ritual Siege defense, boss encounters, and Endless survival all ask different things from your build.

Build Drafting That Matters

Weapon tiers, passive items, active abilities, wheel rewards, and beacon choices all shape the run in different ways.

Readable Spectacle

The goal is not just chaos — it's chaos with telegraphs, spatial reads, and room for player decision-making.

Procedural Biomes

Fight through autumn forests, swamps, deserts, mountains, snowy woods, and more with biome-specific mood and terrain generation.

Endless Finale

After the last boss, the run transforms into an escalating survival gauntlet where your score is how long you last.

How a run unfolds

Each run: multiple acts, procedural worlds, escalating stakes

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.

01

Regular Stages

Survive timed waves in a procedurally built world. Hunt chests, spin the wheel, channel beacons, find the Gambling Man. Monster mix, terrain, and biome change every act.

02

Ritual Siege

Protect the central pylon while ritual anchors spawn on a cadence. Pressure scales with your performance. New biome, new enemy set, same life-or-death tension.

03

Minibosses & Giants

Throughout the run, minibosses and giants ambush or appear mid-stage. Each has unique ability patterns and telegraphs — reading them fast is part of the skill.

04

Boss Stages

Full boss encounters close each act cycle. They're world-integrated — terrain, hazards, and biome mood are part of the fight, not a separate room.

05

Endless Finale

After the final boss, the run becomes infinite escalation. No objective but survival. Your score is how long you last — which is how you know the run was worth it.

Build your run

Weapons, items, abilities, and momentum

Every run starts small. You earn XP from kills, level up into upgrade drafts, collect passive items from loot and world events, and spend gold on active abilities during regular stages.

  • Weapons evolve through multi-tier upgrade tracks and late-run ultimates.
  • Passive items stack, exhaust from the pool, and help late-run drops stay exciting.
  • Active abilities give you mobility, control, survival, and burst tools outside your weapon cycle.
  • Wheel spins and beacons inject risk, variance, and power spikes between fights.

Worlds of Everclear

Procedural biomes with fantasy character

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.

  • Autumn forests, swamps, deserts, snowy woods, mountains, and volcanic spaces.
  • Biome-driven prop scatter, terrain painting, lighting, and cloud-shadow treatment.
  • Boss stages that carry biome mood into the encounter instead of abandoning the world.

Screenshots

From fragile start to late-run spectacle

Follow development

Wishlist and watch the game take shape

Where Giants Fall is in active development for PC and Steam Deck. More footage, feature updates, and press assets are on the way.

Steam page coming soon Open Press Kit