A co-op bullet-hell ARPG. Free on iPhone. One life per hero. White bag or nothing.

A co-op bullet-hell ARPG  ·  Free on iPhone

Crest of Kierstein
KIERSTEIN'S
FALLEN LANDS

Every death
is final.

One life per hero. Steer with one thumb through storms of dodgeable bullets, loot in the open beside strangers, and take back a fallen kingdom door by door. Slip once and your hero goes in the ground that's the point.

Free · iPhone · solo or co-op · out now

▸ THE DODGE
No contact damage.
TOUCHING AN ENEMY COSTS YOU NOTHING. ONLY BULLETS KILL.
Every bullet is dodgeable.
EVERY PATTERN CAN BE READ. EVERY GAP IS WIDE ENOUGH — IF YOU'RE FAST ENOUGH.
So every death is yours.
NO CHEAP HITS. NO EXCUSES. THAT'S THE POINT.

▸ PERMADEATH

You will die.

And when you do, it's over. No respawn, no rewind, no cloud save to crawl back to. Your hero — the one you fed fifty dungeons of loot — goes in the ground with everything they carried. But death is never nothing here: the run becomes Fame, the grave gets a name, and your vault is still waiting for the next hero to open it.

THE GRAVE TAKES

  • The hero
  • Their gear, tier to exotic
  • Every stat they maxed

YOU KEEP

  • Fame — every run becomes permanent score
  • A gravestone with your hero's name on it
  • Your Nexus vault chest — bank it before you bleed
  • Every dungeon you unlocked

▸ THREE CLASSES, ONE TRIAD

Choose your oath.

Tank, support, attack — red, green, blue. Each oath plays a different game against the same storm of bullets.

TANK
Knight

Knight

WALL OF STEEL

Raise a shield wall that blocks bullets outright — then drop it and lunge through the gap you just made. The Knight stands where everyone else dies.

SUPPORT
Acolyte

Acolyte

THE BEAM

Charge the beam, then unleash it in a sweeping lance of light — and keep your whole party standing with heals between volleys. Everyone loves an Acolyte.

ATTACK
Wizard

Wizard

GLASS CANNON

A storm of bolts and a room-clearing nova. Highest damage in the Fallen Lands, thinnest armour in it — if the room doesn't clear first, you do.

▸ CO-OP

Stronger together.

Dungeons are shared. Every portal is one instance — everyone who steps through it fights the same rooms, the same boss, side by side. No lobbies, no matchmaking screens. Walk in behind a stranger and they're your party now. Prefer to ride alone? Every boss can be felled solo — a full party just makes them meaner, and richer.

A shared dungeon fought side by side
SHARED DUNGEON · LIVE
A party descending into the same portal together
SAME PORTAL, SAME FIGHT

KNIGHTS HOLD THE LINE

Shield walls turn a hallway of bullets into a place your party can breathe.

ACOLYTES KEEP YOU ALIVE

Beam the boss, heal the wall. In a permadeath world, a healer is worth their weight in exotics.

WIZARDS END IT

Someone has to actually kill the thing. Bring your friends — or die alone.

NEVER AN EMPTY REALM

Phantom Heroes — server-side bot heroes that grind, loot, flee, and die like humans — keep the realm alive at 4 a.m.

▸ THE REASON YOU KEEP COMING BACK

Climb the loot ladder.

A tiered ladder of weapons and armour, every rung dropped by something that wants you dead. Gear doesn't trickle in — it drops in the open, for everyone, and every run up the ladder is a bet you're making with your hero's one life.

The weapon ladder: tiered weapons climbing from plain steel to gold
White-bag jackpot loot
WHITE BAG · JACKPOT
BROWNPINKPURPLEBLUE · STAT POTSWHITE · UT JACKPOT

Every bag colour is a tell. Blue bags carry the stat potions that push a level-20 hero toward 8/8 maxed — because level 20 is where the real game starts. And the loot is honest: we publish our drop rates, white-bag pity included. A chase, never a scam.

THE CHASEThe exotic arsenal: untiered chase items, the rarest drops in the game

Above the ladder sit the UT exotics— untiered, unbound by the ladder's rules, each one dropped only by a specific boss. When a boss dies and a white baghits the floor, the whole room hears about it. Most players go weeks between jackpots. That's what makes them jackpots.

▸ THE SWORN

The kingdom fell to them.

Every door on the road ends in something that helped kill Kierstein — and every one of them rages. Burn a boss to a phase threshold and its health locks while it turns the arena into a survival puzzle. You don't out-damage the Sworn. You outlive them.

A line of the Fallen Lands' bosses, the Sundered King's Sworn
DOOR 01 · SERPENT PIT

Vhessa, the Coilrot Queen

THE SNAKE QUEEN

She chewed a granary into a pit, and the pit into a throne room.

DOOR 02 · SUNKEN CRYPT

Vael Ossvane, the Counting-King

THE GHOST KING

Still in his counting-house, still tallying the drowned. Your name fits the ledger.

DOOR 03 · FALLEN CITADEL

The Post-Captain of Ashfallen

THE CAPSTONE

The commander who burned at his post — and did not notice.

THE SCAR · REALM BOSS

Vharn, the Inheritor

THE LAST SWORN

Gathering the shards of every fallen general. Kill him, and the whole realm is reborn.

THE ROAD AHEAD · ROADMAP
Astaroth, the Wound in Heaven

Astaroth, the Wound in Heaven

ABOVE IT ALL

The Exsanguine Matron

The Exsanguine Matron

THE PALE REACH

The Verdant Regent

The Verdant Regent

THE CROWNLESS GARDEN

The Foreman Undying

The Foreman Undying

THE COGWRAITH FOUNDRY

Every arc ends at a general's throne. The road is being carved door by door — these are some of the doors still to open.

▸ THE RECLAMATION

Kierstein fell. You didn't.

"A KING THAT IS ONLY BROKEN IS NOT A KING THAT IS DEAD."

A generation ago the kingdom fell to Varokhaz, the Sundered King — broken at the Ashen Ford, never truly killed. You are one of the Fordsworn, the champions who broke him once and are stubborn enough to finish it. Nobody ordered you to ride out. That is precisely why it matters.

The Nexus — the last safe haven, where the portals open
THE NEXUS · LAST SAFE FIRE

A REALM THAT LIVES AND DIES

Out past the Nexus lies the Scar, where Vharn, the Inheritor gathers the shards of every fallen general. Cut him down and the whole realm is reborn fresh — the world itself runs on your victories.

THE 33 DOORS

The lore bible tells the Reclamation through 33 doorsacross six arcs — drowned capitals, cinder forests, the Salt Descent beneath the Ashen Ford. That's the road ahead, and the first doors are already open. Read the story so far ▸

A horned god on a ruined throne, ringed by nested walls of bullets as three tiny heroes thread the gap

THE LAST DOOR — THE SUNDERED KING WAITS

▸ THE BESTIARY

Every horror, chronicled.

Every creature of the Fallen Lands, logged door by door — what it was, what the rot made of it, where it hunts, and what it drops when it finally goes down.

▸ THE LAST SAFE FIRE

Folk of the Nexus.

Ten souls keep the campfire lit between your runs — the smith who remembers the old sigils, the banker whose vault outlives every hero, the crier who has never once shouted good news. Meet the people you are dying for.

smith
crier
potioneer
gravekeeper
banker
elder
guildmaster
shopkeep
archivist
villager
The Fordsworn banner — carried by the creators of the Fallen Lands

▸ THE CREATOR PROGRAM

Carry the banner.

Stream the deaths, cut the jackpots, tell the story of the Reclamation to the people who haven't died yet. The creator program gives the Fordsworn who make the Fallen Lands loud the splash art, the codes, and a seat at the fire.

Crest of Kierstein

Fall alone,
or stand together.

The game is out. The kingdom is waiting. Your first hero is already doomed — make it a good story.

FREE ON iPHONE · ONE PLATFORM, DONE PROPERLY