Until You Fall Reviews
Fantasy and synthwave collide in this physically active VR sword fighting game. Grow stronger as you battle through an awesome neon environment and strike down magic-infused monstrosities in this hack-and-slash roguelite. Fight. Fall. Rise Again.
App ID | 858260 |
App Type | GAME |
Developers | Schell Games |
Publishers | Schell Games |
Categories | Single-player, Steam Achievements, Steam Cloud, Steam Trading Cards, Tracked Controller Support, VR Only |
Genres | Indie, Action, Adventure |
Release Date | 27 Oct, 2020 |
Platforms | Windows |
Supported Languages | French, Italian, German, Simplified Chinese, Traditional Chinese, Japanese, English, Korean |

3 224 Total Reviews
3 039 Positive Reviews
185 Negative Reviews
Very Positive Score
Until You Fall has garnered a total of 3 224 reviews, with 3 039 positive reviews and 185 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Until You Fall over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
1165 minutes
Best workout VR game ever!
👍 : 0 |
😃 : 0
Positive
Playtime:
1194 minutes
Best melee combat in VR I've experienced so far.
👍 : 0 |
😃 : 0
Positive
Playtime:
707 minutes
I wish i could give this a thumb sideways, but I can't, so here goes. I keep wanting to play this game but pretty much without fail I end my game session frustrated. Which is a shame because the game is pretty fun and also doubles as exercise.
It's annoying to me that dashing is the only way to actually move anywhere. I know you can walk but the speed is so slow I am pretty sure the average 100-year-old can move faster than that. And mid-combat you can't know how many dashes you have remaining because that'd require you to look down which you don't have time to do. Dashing is also inconsistent; I sometimes end up dashing forwards when I want to dash backwards and vice versa. Perhaps it should be bound to something else than the analog stick?
The way that maximum health works also has a weird impact on how getting items works. If you are missing even a little bit of health, this means that after every level you will be offered the healing item. I don't want that, so this healing item just takes up 1 out of 3 slots after every level, basically guaranteeing that I hardly ever find any good items if I am missing any health. Maybe the healing item shouldn't take up one of the three item slots at the end of each level? If you pick it up, it'd still be the only one you get from that level but I feel like I should still be offered three other options.
Also blocking seems to be inconsistent, especially for ranged attacks. I'll put my sword in the position indicated and the visual feedback even confirms that my sword is positioned correctly, but I still sometimes take damage from ranged attacks despite all that. Don't know what the deal with that is.
I guess that's most of it.
👍 : 1 |
😃 : 0
Negative
Playtime:
347 minutes
Nice VR roguelite with intense runs around 15'-40' which is perfect for VR. The two-handed weapons are unwieldly but the feel is way better than those of e.g. Gorn and they still feel smh balanced even though I'm not up to the challenge yet.
👍 : 0 |
😃 : 0
Positive
Playtime:
418 minutes
UYF is a rogue-like melee brawler centred around a pretty rigid attack and defence system. You go through a sequence of maps interspersed with a boss every couple of stages, and at the end of each stage you get to select a reward (be that upgrades, health, or out-of-combat currency that you can use for the roguelike elements). The most important thing is that the game is fun, but I am only four hours in and are starting to see how enjoyable (and truly repetitious) the core gameplay elements are. I've played from the start on the hardest difficulty which should place some context for some of these criticisms and explanations.
The combat revolves around a guard meter and health meter mechanic where you have to deplete the opponents guard meter to perform a guard break, then you get to do a small combo to deal damage to their health. Each enemy has a preset number of specific strikes that can only be blocked by aligning either of your weapons in a specific direction, and once you get some familiarity with these sequences the game is pretty easy. This doesn't get much harder even with multiple higher difficulty opponents as they just circle you and let one opponent attack at any given time with clear movements in and out so you always know who you're gonna be attacked by.
The game has some artificial difficulty spikes that push your ability to react to the strike indicators, such as the Red Knights in the middle of the game who unleash a flurry of attacks when down at low health. This is fine as a design decision, because the weapons in the game are designed around you managing two meters and weapon "weights" to give you options. For example, heavy weapons move slowly but deal more damage on blocked attacks, so you can try to block a few attacks which will cause a guard break. Light weapons move as quickly as you can, so can be used to block and deal out rapid strikes even between opponent attacks. Each weapon has a different ability which is built via meter, and these range from freezing opponents to pushing them back to poisoning them with DoT. In the case of the Red Knights, you can take the early fight easy to build meter and throw out all of your abilities to blow through or stall the rage phase. It all makes sense.
Each of the stages pretty much has the exact same number and type of opponents regardless of the run, with very little deviation. Though you have the option to move about, the terrain and navigation is quite clunky, and to be honest I don't really know what the purpose of you being able to move in the game is. You dash to engage every time, and there's very little advantage between two different positions with environmental features since ranged attacks pass through other opponents.
Overall I do think the game is worth picking up, but be wary that there is likely only around 5-10 hours of content in this game - still noting that it is well polished and deserving of your time.
👍 : 0 |
😃 : 0
Positive
Playtime:
173 minutes
VR, Workout, Rougelite. 3 great giants, coming together in the best way possible
Very Cool game.
👍 : 1 |
😃 : 0
Positive
Playtime:
2284 minutes
Ideal to sweat a little while having fun at the same time, its combat system is not based on clumsy physics like other more immersive games, it is a very arcade game and it feels good. Quite hard and addictive.
I highly recommend a system to keep you stucked in one place and avoid breaking something on your room :P
👍 : 4 |
😃 : 0
Positive