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. |
4-Tier difficulty architecture & dynamic lane shifts
In Falsus does not simply speed up charts at higher difficulties — each tier fundamentally expands keybed topology, lane geometry, and spatial coordination rules.
MIN (Minor) · 4-Key Fixed Foundation
Fixed 4-lane width, zero lane displacement, zero cross-hand mechanics. Focuses on pure single-hand / alternating rhythm discipline. Target chart levels: Lv 1–6.
EVO (Evolution) · 5-Key Dynamic Expansion
One asymmetric thumb/pinky lane extension. Introduces introductory lane shifting (smooth horizontal drift up to 1.5 lanes), low-speed simultaneous holds, and gentle field tracking. Target chart levels: Lv 5–9.
ULT (Ultimate) · 6-Key Full Array & High-Speed Cross
Full 6-lane keybed with independent left/right side-lanes. Dynamic perspective tilting, high-velocity lane switches, cross-hand sweeps, and dual sustained field cursors. Target chart levels: Lv 8–12.
FBD (Forbidden) · Unbound Spatial Chaos
End-game secret difficulty. Features erratic visual decoys, inverted scroll directions, instantaneous 3-lane split transitions, and extreme burst density exceeding 20 NPS. Target chart levels: Lv 10–15+.
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).

Can you skip the story?
You can fast-forward, but there is no true skip. Players report that the in-game button labeled skip actually speeds the text up rather than ending the scene — skipping a long dialogue saves almost nothing over reading it at speed.
One community-found trick: in the button group next to skip there is an exit button that gets you out of the scene entirely. Player reports suggest it does not work on every story segment, so treat it as hit-or-miss rather than a guaranteed fast-forward.
Cutscenes are the least skip-friendly part: dialogue can at least be fast-forwarded and the exit trick above sometimes applies, but event scenes have no dedicated skip control — and as of v1.0.3, neither official patch has added one. “Skip it all at once” is a visible player request on the game's Steam community forums, not yet an in-game option.
If the story genuinely isn't your thing, a third-party PC mod exists: polynux/InFalsusSkip on GitHub — a BepInEx plugin that skips dialogue with F8 (rebindable). Community retests confirm it works on Windows and Linux, but skipping too fast has frozen the dialogue box for some users. It's an unofficial tool for a single-player game: no ban discussions exist, but using it is your call.
One thing skipping can't change: new songs arrive through story dives, so a story-free run stays a small-roster run. The full unlock chain is in the song unlocks guide.
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.
Judgement Accuracy & Error Tolerance
Score grades & error budgets (1,000 notes benchmark)
With the 100M exact accuracy scoring model (100,000,000 max base), understand how many NEARs and BREAKs your run can sustain while still hitting critical grade benchmarks like EX+ (99M) or EX (98M).
| Grade Target | Score Cutoff | Max NEARs (0 BREAK) | Max BREAKs (0 NEAR) | Clear & Precision Strategy |
|---|---|---|---|---|
| PD (Perfect Dive) | 100,000,000 | 0 | 0 | Zero error tolerance. Every single note must trigger EXACT (shiny or standard). |
| EX+ | ≥ 99,000,000 | 20 | 1 (requires ≥990 EXACT) | Extreme precision. 1 BREAK requires ~990 EXACTs to stay above 99.0M. |
| EX | ≥ 98,000,000 | 40 | 2 | Solid technical clear. Allows up to 2 isolated BREAKs if NEAR count remains under 10. |
| AAA | ≥ 95,000,000 | 100 | 5 | Competitive tier. Up to 5 drops permitted if overall stream accuracy is maintained. |
| AA | ≥ 92,000,000 | 160 | 8 | Consistent dive. Standard benchmark for Act 2 and Act 3 story unlock requirements. |
| A | ≥ 89,000,000 | 220 | 11 | Safe pass threshold. Minimizes Miss HP drain to prevent Dive Failed. |
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 · being re-verified on 1.0 · Unofficial fan site — In Falsus © lowiro