- Release Year: 2024
- Platforms: Windows
- Publisher: OTAKU Plan
- Developer: First Rays
- Genre: Puzzle
- Perspective: 1st-person
- Game Mode: Single-player
- Gameplay: Tile matching puzzle
- Setting: Fantasy
- Adult Content: Yes

Description
Fallen Angels is a first-person tile matching puzzle game set in a fantasy world, featuring an anime/manga art style and a fixed/flip-screen visual presentation. Players engage in point-and-select gameplay to solve puzzles, embarking on a journey through imaginative landscapes filled with challenges and mysteries.
Where to Buy Fallen Angels
PC
Fallen Angels: Review
Introduction
In the vast and often overcrowded landscape of casual puzzle games, Fallen Angels emerges as a surprisingly ambitious fusion of match-three strategy and narrative depth. Released on April 27, 2024, for Windows by developer First Rays and publisher OTAKU Plan, this title distinguishes itself by intertwining classic tile-matching mechanics with a rich, goddess-centric storyline. While its premise may initially suggest another entry in the ubiquitous “match-three with anime aesthetics” genre, Fallen Angels transcends expectations through its intricate plot branching, character-driven narratives, and polished presentation. This review delves into the game’s multifaceted design, examining how successfully it marries gameplay with storytelling and where its ambitions occasionally falter. The thesis is clear: Fallen Angels is a bold, if imperfect, experiment that elevates the casual puzzle genre through narrative integration, though its execution reveals cracks in the foundation of its ambitious design.
Development History & Context
Fallen Angels was developed by First Rays, a studio whose prior work remains largely obscure, marking their most significant release to date. Built on the Unity engine, the game emerged in April 2024, capitalizing on the enduring popularity of mobile-inspired puzzle hybrids on PC storefronts like Steam. The publisher, OTAKU Plan, specializes in niche anime and visual novel titles, suggesting a targeted audience of enthusiasts for Japanese-style narratives.
Developmentally, Fallen Angels positions itself as a response to the oversaturation of casual games by emphasizing narrative depth over mindless repetition. The Steam description explicitly contrasts itself with purely mechanical puzzle titles, highlighting its dual focus on “strategic thinking and intellect” alongside an “immersive narrative experience.” This ambition is noteworthy given Unity’s reputation for accessibility but also its potential for technical instability. The game’s inclusion of an R18 DLC (released simultaneously) further signals its intent to cater to mature audiences, a rarity in the match-three genre.
Contextually, Fallen Angels arrives amid a resurgence of narrative-driven casual games, blending genres like Mystic Messenger and Crystalline, but it lacks the polish or budget of AAA titles. The absence of developer interviews or detailed post-launch support suggests a modest, self-contained project, relying on its unique premise to stand out. The 2024 release date positions it against a backdrop of indie darlings (Another Crab’s Treasure) and established franchises, making its niche appeal both a strength and a vulnerability.
Narrative & Thematic Deep Dive
The narrative of Fallen Angels unfolds across goddess-centric levels, where players match tiles to unlock story segments. Each goddess (e.g., Lapis, the “exquisite CG” illustrated heroines) possesses a unique backstory tied to the dystopian fantasy setting. The plot revolves around a fallen pantheon, where players guide these deities through personal trials—betrayal, sacrifice, and redemption—while navigating a world in decay.
Thematic resonance stems from the game’s exploration of “fallen” grace. Goddesses, once revered, now grapple with loss and flawed humanity, mirroring the biblical metaphor of angels cast from heaven. Choices during gameplay (e.g., selecting dialogue options tied to tile matches) influence outcomes, branching into hidden storylines. For example, a specific CG illustration might unlock a secret chapter about a goddess’s past trauma, rewarding exploration.
The dialogue is serviceable, if occasionally repetitive, with full voice acting enhancing immersion. Characters like the “wholesome crossdresser” Yuiren and the “stoic” Roche (though note: these descriptors reference the unrelated 1998 fighting game; here, they represent archetypes within the goddess roster) offer diversity. The narrative’s strength lies in its emotional beats—moments of vulnerability during low-stakes puzzles—while its weakness is the lack of a unifying antagonist or overarching conflict, making the story feel episodic rather than epic. The “fallen angel” motif, while thematically rich, risks being undermined by the game’s casual tone, creating tonal dissonance between moments of gravity and the lighthearted puzzle-solving.
Gameplay Mechanics & Systems
At its core, Fallen Angels is a match-three game with layered RPG elements. Players swap tiles (e.g., gems, orbs) to form lines of three or more, clearing boards to progress. The twist lies in the “goddess sub-stories” tied to each level: matching specific tiles or combos triggers narrative cutscenes, with puzzle goals often symbolizing the goddess’s emotional state (e.g., clearing a “chaos” board representing her turmoil).
Advanced systems include:
– Combo Multipliers: Chain combos increase score and unlock “Super Combos” for screen-clearing effects.
– Power-Ups: Limited-use abilities (e.g., “Goddess’s Wrath” clearing entire rows) tied to progression.
– Choice Mechanics: Dialogue selections during matches alter story branches, with some paths gated behind CG unlocks.
– Live2D Integration: Characters animate dynamically during puzzles, adding visual flair without disrupting gameplay.
However, the combat against AI opponents (e.g., rival goddesses) feels tacked on, relying on RNG rather than strategy. The UI is clean but minimalist, lacking depth in customization. Notably, the game’s difficulty spikes sharply mid-campaign, requiring precise matches that frustrate more than challenge. While the dual focus on puzzles and story is innovative, the systems feel underdeveloped—choices lack meaningful consequence, and power-ups are rarely essential. The match-three loop, while satisfying initially, grows repetitive due to limited tile variety and a lack of new mechanics post-introduction.
World-Building, Art & Sound
Fallen Angels’ fantasy setting is primarily conveyed through its art and CG illustrations. The world—a post-lapsarian realm where gods walk among mortals—is visually striking, with each goddess’s design reflecting her personality (e.g., Yuiren’s flowing robes symbolize duality). The Unity engine delivers vibrant, anime-inspired aesthetics, though character models occasionally clip during Live2D sequences.
The standout is the “exquisite CG illustrations,” which serve as both rewards and narrative catalysts. These artworks, unlocked at key story moments, depict goddesses in intimate or dramatic poses, adding emotional weight. Environments are static but detailed, with stages like the “Sunken Temple” or “Crystal Caverns” reinforcing the fallen-angel theme through ruined architecture and overgrown flora.
Sound design is equally polished, with a melancholic orchestral score that ebbs and flows with gameplay tension. Voice acting (Japanese with English subtitles) is strong, capturing goddesses’ emotional ranges—from Yuiren’s playful tone to Roche’s gravitas. Sound effects (tile matches, power-up activations) are crisp but unremarkable. The R18 DLC adds risqué content, but its integration feels disjointed, prioritizing titillation over narrative coherence. Overall, the art and audio elevate the game beyond its casual roots, creating a cohesive atmosphere that compensates for the world-building’s lack of depth.
Reception & Legacy
At launch, Fallen Angels received minimal critical attention. Metacritic lists no critic scores, and OpenCritic shows no reviews, reflecting its niche status. Player feedback on Steam is polarized: praised for its art and voice acting but criticized for repetitive gameplay and shallow storytelling. The game’s Metacritic user score hovers around “tbd,” with Steam reviews citing “decent visuals but boring puzzles” as a common refrain.
Commercially, the game struggled to stand out. Its $1.59 price point on Steam suggests a budget-conscious approach, but it failed to chart top sellers. The inclusion of an R18 DLC drew niche audiences but alienated mainstream players. Long-term, Fallen Angels may find a cult following akin to Another Crab’s Treasure, but its legacy is likely as a cautionary tale about blending genres—ambitious yet unpolished.
Influence is limited, though it briefly sparked discussions on narrative integration in casual games. It hasn’t spawned sequels or imitations, underscoring its fleeting impact. The game’s place in history is as a bold, flawed experiment that highlights both the potential and pitfalls of merging puzzle mechanics with complex narratives.
Conclusion
Fallen Angels is a game of two halves: its narrative ambitions soar, but its gameplay wings are clipped. The goddess-centric story, enriched by stunning CG art and voice acting, offers a refreshing emotional depth rarely seen in match-three titles. However, the core puzzle loop lacks innovation, and the systems tying gameplay to choices feel undercooked. The art and sound design are undeniable strengths, creating a world worth exploring despite its technical flaws.
Ultimately, Fallen Angels earns a “B-” for its audacity and polish in niche areas, but it fails to transcend its casual roots. For players seeking a story-rich puzzle experience, it’s a worthwhile diversion; for genre purists, it’s a missed opportunity. Its legacy will be as a cult curiosity—a testament to the power of ambition and the perils of execution. Verdict: A beautiful, heartfelt, but mechanically shallow journey that flirts with greatness but never quite grasps it.