💎 PREMIUM: Fall from space - Uncensored 2025

 

Awake, arise or be for ever fall’n

Waking with no memory on a strange planet, 
you begin a journey for answers.

The choices you make
will shape the course of history.


A solar system inside a cartridge

Fall from Space is an open-world, non-linear RPG built for real Game Boy hardware and created entirely by a solo developer.

Explore a solar system full of secrets, side quests, and choices that matter.


Features

Explore the stars! Journey across multiple worlds. A solar system inside a cartridge, filled with side quests, encounters, secrets, and upgrades.

  • Combines an open-world RPG with Metroidvania style platforming, in a unique Game Boy experience.
  • A branching story with multiple endings and a karma system that shapes the world around you.
  • Quests with multiple outcomes and real choices that affect characters and events.
  • Hours of gameplay, with save-anywhere support, multiple save slots, unlockables, and even Game Boy Printer support!
  • Developed solo to run on Game Boy Color, GBA/SP, Chromatic, Analogue Pocket, and all compatible hardware and software.
  • Featuring a stunning original soundtrack by Beatscribe.


___

Background

Fall from Space is a large-scale, exploration-driven RPG for the Game Boy, developed solo in my spare time since Dec 2021. Blending literary and science-fiction influences—from Paradise Lost to 90s CRPGs like Fallout—it tells a story of memory, loss and discovery across a solar system of interconnected worlds. 

Built entirely within the hardware limits of the Game Boy as to run on original hardware, the project pushes the system’s boundaries to deliver an open-world CRPG experience rarely seen on the platform.

As my second project in the works for several years, it builds on everything I learned creating Tales of Monsterland and expands it using the incredible possibilities the latest versions of  GB Studio tooling have opened up. 

You can download the demo now to explore the full planet of Pandæmonium which should be a solid glimpse of what’s to come in the complete game.

A new trailer is on the way (the current one’s two years old!) featuring new planets and content. Fall from Space is now in its final stages of development, with completion expected in late 2025 / early 2026.

If you enjoy what you see, sharing, retweeting, or spreading the word helps more than you might think — every bit of support makes a real difference.

Follow for future updates and announcements (and I'd love any feedback), here and on my social media accounts https://bsky.app/profile/joelj.bsky.social, www.twitter.com/joeljgames and http://instagram.com/joeljgames/.

There's an email subscription list too, but this will reserved for major announcements and I'm not planning on using very often.


^ The Main Theme from the rad OST by BeatScribe, more coming soon.
___

Demo controls

Action/Platformer mode

(A) Jump
(B) Strike / ability
(↑) Roll towards
(↓) Roll back

(B) + (↑) Step towards
(B)  + (↓) Step back

[select] Toggle ability
[start] In game menus

(B) + (↓) Drop down through platform
(↑) Enter/examine (context dependant)

Exploration/RPG mode

(A) Talk / examine / interact
(B) Run (unlockable)
[start] In game menus

Over-world map travel

[select] Toggle move & map
(A) Examine location (map)
[start] In game menus

Interplanetary travel

(A) to examine a celestial object while in orbit of it


Tips:
Enemies often telegraph their attack, step or roll back to avoid a close combat attack, step forwards to counter strike.

Roll forwards to duck under enemy projectiles.

Talk to everyone you can in towns to discover side quests and progress the main story along.

Save regularly, the star system is a dangerous place!

___

Credits

Original story, graphics and all development by myself.

Thanks to (this list will grow no doubt) – Rulz, Toxa, Bryan Rollins and all the other champs in GB Studio Discord who are always generous with their time for scripting questions. Gumpy Function for feedback and GBS Central articles on game design.

Martin Gauer (2nd Law Games) for testing and feedback.

Chris Maltby for GB Studio, Pautomas, for scripting help, key plugins and for GB Studio, Hauntology for platforming engine mods/plugin.

The full Original Soundtrack is by Beatscribe, including the excellent Fall from Space titles and Junkton theme (and much more) as well as some great new custom SFX.

SFX by Coffee 'Valen' Bat.

Anyone who’s shared, liked or just given feedback about my games, it really means a lot and kept me going with this project over the years, I appreciate the support.

Support me on Ko-fi

Download

Download NowName your own price

Click download now to get access to the following files:

FfS_Demo_v0-65.gbc 2 MB
FfS_Demo_v0-66.pocket 2 MB
FfS_Demo_v0-66.gbc 2 MB

Development log

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Comments

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(+1)

What's the planned game length going to be on this one? Looks great, can't wait for a physical release

Hi vernSL, thanks for the interest! It's a little too early for me to tell for sure, until I have some other people run through it in the QA testing who don't know exactly where they're going, how to solve everything etc, at a guess, 5–7 hours depending on thoroughness? However it's very choice based and there are multiple endings and difficulty levels to encourage replayability.

(+1)

i downloaded the new demo IT  LOOK GOOOOOOOD

btw you should add a finger upgrade so the gun in the junk shop is usable (also a mini game to get a gun liesence would be cool!!)

It's a bit close to completion now for it, but it's a fun idea!

(+1)

i haven't even finished the demo yet but I already love this

(+1)

you NEED to finish this

(+1)

Haha, thank you! Good news, it's (finally) very close to completion, probably around a month or two from finish...

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lets go man good work! (this is honestly better than most nintendo games! also pls don't make the full version cost money.

(+1)

im following you rn

(+1)

if it’s so close to completion, are we then close to a physical announcement ???  

This is my most anticipated retro release. 

Hi Russ, it'll be coming out as a physical release next year, but I'd expect the announcement and details to be a few months into the new year, once I have the final version it'll still need lots of testing and inevitable bug fixes, and I've got a manual, trailers etc to put together too.

Thank you for staying interested all this time!

(1 edit) (+1)

This games crate and has that classic feel love it I've made a cover for it if that's cool so people can have it for the portables and stuff

(+1)

Hi Joel,  

Hope you don’t take offence but I have been thinking about this game a lot. I love it. I have one critique though. To get to the inventory screens you have to press start and then select it to get there.  This seems convoluted.  

Perhaps you could use select to access the save menu and start takes you straight to the character/inventory menu? 
Obviously I have no idea if this is something you tried and it was not feasible. 

Not at all, any feedback is useful in one way or another and always welcome so thanks! And if it’s feasible, I’ll certainly try and address.

I get what you mean here. While Select is in use (it toggles between the throwable teleport device and attack), I know it can be slow switching between the menu screens, in addition, you’re more likely to need to go back to the item screen often than the other screens. 

I’ve created an issue to see if I can record the last menu screen you were on, and you go back to that one when you press start, which should mean you end up on the item screen more often than say the Character screen which updates less often.

ah right. I see. I hadn’t used select to change between attack and the throwable device. Had I have done, I’d likely not opened my big mouth lol. 

Cool idea about returning to the last used screen. 

What about integrating the save feature into the main menus. As in having a forth page dedicated to saving. Then it all one button press away to the last page you were on. 

The save game option actually has to be within the modal, as it needs to be within the same scene you want to save/resume in, rather than in a separate menu, otherwise it causes complications/doesn't work properly with some other game systems like the ship's teleport and bringing things back in the correct place on a load. So I won't be able to change that (at least not at this stage anyway).

Loading however has its own new full menu/screen now showing what the slots have in their contents, what planet you're on, your progress etc (which will make it into the next version).

As there's a single slot free on the pop up menu, I just tried out what feels like a good improvement, splitting the not quite fitting menu link 'Status' into, 'Your Status'  and 'Your Items'. So you can now go directly to the Items from there.

(+1)

Ah man. See. Loads of things I have zero understanding of whilst trying to suggest things to you lol. 

The save slot showing info is a great addition. I love seeing that detail in games. Especially handhelds. The adjustment you mentions sounds cool. 

(+1)

can i get a physical copy?

Hey, thanks for the interest! While it's not quite ready yet, I'm just working on the final pieces of content now, I aim to have it finished later this year and then plan on having physical as well as digital versions available.

(+1)

hi Joel. I am eagerly watching this. Only toyed with the Demo because I really want the full release to be how I play. This game seems so premium and full.  So many facets to it gameplay and I love it. 

You earned my money and loyalty after I bought Tales of Monsterland from BitmapSoft. Great game. 

Please tell me you are in talks with someone to get this a physical release. 

Hey Russ. Thank you for following and supporting ever since Tales of Monsterland! It means a lot. 

I've pretty much been working on this ever since finishing that game at the end of 2021, so I hope the final thing lives up to expectations! (I just finished implementing several endings, so it's definitely getting closer!).

I do want to get a physical release of this and confident that'll happen!

Well if it does get there, It is a day one purchase from me. Just to confirm, does this game run on the DMG/Pocket?

‘Sort of’, I did spend a lot of time working on DMG/Pocket compatibility at the start as these are the systems I’m the fondest of. 

Earlier versions ran better on DMG, although quite a lot of effects had to be stripped out for performance or other reasons (reflections, weather etc), some palette lighting effects and a reduction in actors and AI. 

Since v4 of GB Studio there’s been a further hit to the performance on DMG, so I’m currently completing development as Color devices and upwards, with plans to go back and optimise, cut if necessary and decide if the experience can be made good enough to include DMG support, hopefully so but afraid it’s not a definite.

(1 edit)

oh wow. I best get a Game Boy Color then lol. Delta on my phone is not the way to experience this. 

I wanted a Chromatic but the night before I got paid and was going to buy, they all sold out. Was so gutted. Hoping Modretro do a ‘non First Edition’ version. 
  If they do, I’ll grab Monsterland DX as well.