Falling Arrows makes story-driven action games meant to be played with someone else.
We build for two people in one room, or two people on a call, working the same fight from two different skills. Our first game is in development now. Nothing about it ships alone.
We started Falling Arrows because the games we loved most were the ones we finished with somebody else's hands on the same problem. Not a mode bolted onto a single-player game, the whole design built around two people who see different things and need each other to get through the room.
Story is the other half. A fight means more when you know who is swinging and why. We write characters first and build combat to serve what they want, not the other way around, and we take the writing as seriously as the swing of a controller.
Put those two things together and you get our actual thesis: co-op only works if both seats matter, and story only lands in a game if the player is doing it, not watching it. Neither pillar is decoration for the other. They are load-bearing on each other, or we have not done our job.
We are a small studio working on one game, under Airos Ventures LLC in Durham, North Carolina. No announced date. We would rather say less and mean it than promise more than we have built.
Pillars
Built for two
Every system assumes a second player with a different skill set, not a guest along for the ride.
Written first
Characters and stakes come before combat design, and combat exists to carry what they are fighting for.
Earned action
A fight means something because of who is in it. We build encounters around what the story has already told you.
Our first game
Hallowbound
Story-driven, two-player co-op action about a brother and sister on opposite sides of the same war.
A human intelligence officer and the sister he lost to the Bound, separated as children and now living out the same war from opposite sides.