Rhythm Reference
Rhythm Reference
In Falsus plays on a 3D vertically scrolling highway that splits your attention in two: one hand covers six keyboard lanes on the Floor, while the mouse handles an aerial Field with its own judgement line. This page collects the complete rulebook — controls, note types, difficulties, judgements and every scoring threshold.
Controls & Lanes
The Floor has six lanes — four middle lanes flanked by two side lanes — each bound to one key and played with one hand. Above them floats the Field, a separate judgement line driven entirely by mouse movement. The default keybind covers the six lanes left to right; every key can be remapped in settings.
Default keybind, remappable in settings
Full controls & keybind guide
Note Types
Single Floor note — press the matching key. On FBD difficulty taps can widen across several middle lanes, and any one of the overlapped keys counts.
Long Floor note — press and keep holding; there is no release timing to judge. FBD wide holds can even be transferred from one key to another mid-hold.
Long aerial note — steer the cursor to stay inside the purple region. Drift outside and it turns red; linger there too long and the field briefly locks out inputs.
Single aerial note — flick the mouse left (yellow) or right (green). The movement must cross the note's horizontal span, but doesn't need to cover its full length.





Screenshots: in-game tutorial, Albedo (EVO) — video by :paradox
Difficulties
| Diff | Full Name | Keys | Description |
|---|---|---|---|
| MIN | Minimal | 4K | Only 4 lanes are active, so your fingers never move — ideal for learning songs. |
| EVO | Evolved | 5K | 5 keys: both side lanes plus three middle lanes that can shift left or right mid-chart. |
| ULT | Ultimate | 6K | All 6 keys with every lane active; expect to slide your middle fingers between keys. |
| FBD | Forbidden | 6K+ | All 6 keys plus wide notes that span multiple lanes — exclusive to this difficulty. |
Judgements & Score
Score is pure accuracy — cards and Encounters never touch it. Every note is judged into one of four windows, and per-note value scales inversely with the chart's note count.
| Judgement | Score | Combo | Description |
|---|---|---|---|
| EXACT (shiny) | 100,000,000 ÷ notes, +1 | +1 | The strictest window. Full value plus one bonus point — the bonus points are what separate perfect scores. |
| EXACT | 100,000,000 ÷ notes | +1 | Slightly early or late but still exact. Full value, no bonus point. |
| NEAR | 50,000,000 ÷ notes | +1 | The wide window — half value. Also applies to hold notes picked up midway. |
| BREAK | 0 | Reset | A miss, or a hit outside the NEAR window. No points and the combo resets. |
Score = (EXACTs + 0.5 × NEARs) ÷ Total notes × 100,000,000 + Shiny EXACTs
The theoretical maximum is 100,000,000 plus one point per note — reachable only with all shiny EXACTs.
Miss HP Gauge
A separate gauge decides your clear type. It starts full; each BREAK subtracts 1, while EXACTs and NEARs claw back a smaller amount. In the demo the gauge is capped at ±13, and your final value decides whether the run counts as Dive Cleared (HP ≥ 0) or Dive Failed (HP < 0).

Grades & Clear Types
Grades depend only on the final score.
Clear Types
Clear types are a separate axis — they depend on accuracy and the Miss HP gauge, not on score.
Written for infalsustips.com from our own demo testing and community research. Fact-checked against: In Falsus Wiki (Miraheze) (CC BY-SA 4.0) · In Falsus Wiki (Fandom) (CC BY-SA)
Data reflects demo v0.3.1 · pre-release · Unofficial fan site — In Falsus © lowiro