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.

LShiftASDFSpace

Default keybind, remappable in settings

Full controls & keybind guide
In Falsus gameplay with the six Floor lanes, aerial Field line and default keybinds overlaid (official screenshot)
The gameplay field. Official Steam screenshot © lowiro.

Note Types

Tap

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.

Hold

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.

Field

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.

Flick

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.

In Falsus tutorial frame of a Tap note reaching the bottom line of the A S D F keyboard lanes
Tap: press the lane key when the note touches the bottom lineSource clip
In Falsus tutorial practice screen with Tap and Hold notes falling through the center lanes of the one-hand keybed
The tutorial’s Tap & Hold practice on the one-hand keybedSource clip
In Falsus tutorial explaining Field notes that keep the upper cursor inside them until they reach the end
Field: keep the upper cursor inside until the note endsSource clip
In Falsus tutorial showing a Flick note that the cursor must sweep from its small end past its large end
Flick: sweep the cursor from the small end past the large endSource clip
In Falsus tutorial note about the two extra side lanes on the far left and right of the keybed
Two extra side lanes sit on the far left and rightSource clip

Screenshots: in-game tutorial, Albedo (EVO) — video by :paradox

Difficulties

DiffFull NameKeysDescription
MINMinimal4KOnly 4 lanes are active, so your fingers never move — ideal for learning songs.
EVOEvolved5K5 keys: both side lanes plus three middle lanes that can shift left or right mid-chart.
ULTUltimate6KAll 6 keys with every lane active; expect to slide your middle fingers between keys.
FBDForbidden6K+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.

JudgementScoreComboDescription
EXACT (shiny)100,000,000 ÷ notes, +1+1The strictest window. Full value plus one bonus point — the bonus points are what separate perfect scores.
EXACT100,000,000 ÷ notes+1Slightly early or late but still exact. Full value, no bonus point.
NEAR50,000,000 ÷ notes+1The wide window — half value. Also applies to hold notes picked up midway.
BREAK0ResetA 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).

In Falsus tutorial message explaining that missing a note costs one Miss HP and clearing means staying at zero or above
The in-game explanation of the Miss HP mechanic

Grades & Clear Types

Grades depend only on the final score.

EX+≥ 99,000,000
EX≥ 98,000,000
AA≥ 95,000,000
A≥ 92,000,000
B≥ 85,000,000
C≥ 80,000,000
D< 80,000,000

Clear Types

Clear types are a separate axis — they depend on accuracy and the Miss HP gauge, not on score.

PDPerfect DiveAll notes hit with EXACT judgement
FLFull LinkNo BREAKs, at least one NEAR
DCDive ClearedAt least one BREAK, final Miss HP ≥ 0
DFDive FailedAt least one BREAK, final Miss HP < 0

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