Game review
Ratfall
7 / 10
- Developer
- charlesfactorydev
- Publisher
- charlesfactorydev
- Released
- 26 February 2026
- Platforms
- PC
- Genre
- Action
- Players
- true
The short version
Biggest strengths
- Chaotic, skill-based freefall dodging loop that's genuinely addictive
- Gritty low-res pixel art and a soundtrack that lands the retro arcade vibe
- Multiplayer connects reliably and runs are quick enough for pass-and-play sessions
Biggest weaknesses
- No post-round "play again" or spectate option once you're out
- Lobbies have to be remade after every level, killing multiplayer momentum
- Thin on content even for Early Access — few maps, few obstacle types
7 / 10
A rat, a pipe, and nothing else
Ratfall's pitch is almost insultingly simple: you're a rat, you're falling down an endless vertical pipe, and there are traps in the way. Press space to dodge. That's it. That's the whole control scheme. And yet, for ninety-nine cents in Early Access, it's already found the thing a surprising number of far more expensive games miss: a loop that's easy to understand in five seconds and hard to put down for the next twenty minutes.
One reviewer summed up the appeal bluntly: "this game is fun asf, chaotic but fun, challenging in a good way, and definitely worth playing." Another described the pull of it in more mechanical terms, noting that "trying to beat your previous run is what gets you stuck in the gameplay loop." That's really the whole game in a sentence — you fall, you die, you immediately want to see if you can fall a little further next time.
Retro grime done right
The presentation punches well above its price point. It's low-res, gritty, and unmistakably arcade-coded, and the reviews consistently single out the visuals as the game's best asset. "The retro low res artsyle is badass and one of my favorites," one player wrote, and a bulleted rundown from another reviewer covered most of the same ground in one breath: "super dynamic and intense gameplay," "simple concept but really skill-based," "clean, responsive controls," "great dark pixel-art atmosphere," "matches are quick and addictive," "low system requirements, runs smooth." It's rare for a nearly-free Early Access title to get that kind of unprompted checklist of praise, and it's a good sign that the fundamentals — feel, feedback, framerate — are already solid this early.
Performance in particular gets called out as a pleasant surprise. "Performance is great, as you'd expect," reads one review, understating just how often games this cheap stumble on exactly that.
Falling with friends, mostly
Ratfall is built around dropping into a pipe with other people, and on that front it mostly delivers. "Multiplayer actually works (which is rare these days)," one reviewer noted, adding that they had "no big problems connecting and playing with friends." Given how often small multiplayer indies ship with broken netcode, that's not a small thing to get right on day one of Early Access.
Simple but addictive, it's perfect for quick sessions, though it can get repetitive is a fair one-line summary from another player, and it captures the current ceiling of the experience. There isn't much variety yet, and the game doesn't pretend otherwise — this is a tight little concept, not a sprawling one.
More maps than you'd expect
For something this stripped-down on paper, the map variety is holding up better than expected for an Early Access build. "It has a really dope gritty nostalgic vibe that's quite reminiscent of early 2000s arcadey games," one longer review noted, adding that "the maps also offer quite a bit of diversity with harder traps that catch you by surprise." The difficulty curve gets a similar nod: it's "easy to learn but difficult to master especially if your previous pb score was already good," which lines up with the addictive, one-more-run structure other reviewers keep describing.
Where the pipe runs dry
The complaints that show up are less about the core dodging loop and more about everything wrapped around it. The most common one: there's no way to keep playing once a round ends. "If 1 developer looked at this game they'd notice to put a 'play again' button, or the ability to spectate your friend after you die," one negative review argued — and even setting aside the harshness of the delivery, it's a legitimate gap for a game built around group sessions. A second player put a finer point on the multiplayer friction specifically: "It would be nice to not have to remake lobbies each time a level ends, as it slows down the loop for multiplayer." Having to rebuild a lobby from scratch after every single run is exactly the kind of friction that kills momentum in a game whose whole appeal is quick, repeatable sessions with friends.
There's also a visual-design complaint worth taking seriously alongside all the art-style praise: "the map design and color has given me the worst headache I have ever had, its a fun concept but it got boring after 15 mins." That's a rougher take than most, but it's a useful counterweight — the same busy, saturated pixel-art palette that other reviewers love clearly doesn't sit well with everyone, and it's worth knowing before you commit to a long session.
Content depth is the other honest gap. There's currently just enough here — one core mechanic, a handful of maps and obstacle types — to fill a short multiplayer session, and that same reviewer's suggestion is a reasonable roadmap for the studio: "Add more cosmetic unlocks and some more varied obstacles and you've got yourself a video game." It's not a criticism unique to Ratfall; it's the standard Early Access caveat, and it applies here as much as anywhere.
Cheap, chaotic, and worth a look
For a dollar, Ratfall is easy to recommend to anyone who wants a five-minute multiplayer diversion with actual visual polish and a loop that's already fun before a single planned update has landed. It's not going to hold anyone's attention for dozens of hours in its current state, and the missing quality-of-life basics — replay button, spectating, lobby persistence — are real friction points that should be near the top of the studio's list. But the bones here are good: responsive controls, a strong art direction, working multiplayer, and a concept simple enough that it's hard to imagine it not improving from here. Early Access price, Early Access expectations, but a genuinely promising start.
Pros and cons
Pros
- Chaotic, skill-based freefall dodging loop that's genuinely addictive
- Gritty low-res pixel art and a soundtrack that lands the retro arcade vibe
- Multiplayer connects reliably and runs are quick enough for pass-and-play sessions
- Extremely low system requirements, runs smooth on almost anything
Cons
- No post-round "play again" or spectate option once you're out
- Lobbies have to be remade after every level, killing multiplayer momentum
- Thin on content even for Early Access — few maps, few obstacle types
- Busy color palette in some maps reportedly causes eye strain