FLATLINGS box, front
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Official FLATBOY

FLATLINGS

Down to the warm heart. Up to the spring sky.

Lemmings taught a whole generation to panic calmly: a line of little walkers marching for the edge, and you hunting for the one who could save them all. FLATLINGS is our own take: a village of hood-folk walking down a mountain, one tall screen at a time. They never stop to think. You are Glim the firefly: land on one, give it a job, and the rest follow the path it made, while someone at your shoulder shouts “dig, DIG!” one second too late.

1–2 playersPuzzleFamilyFlockFace to face
Pre-order FlatboyOne of you steering the firefly, the other pointing at the screen. Or one at each end, flock against flock.
The walnut FLATBOY table from above

Dig here. Glide now.

A level from the first three worlds: Glim flies ahead to each spot before the flock gets there, a shovel goes in, a parasol opens, and one by one they wave and step through the burrow door. It looks easy. Then it's your turn.

Uh-oh!five seconds, then a hole in the floor
Wheeea parasol opens and one floats down
Yay!each one home a note higher than the last

Real gameplay, straight off the table's screen.

The frost is coming. The whole village must go down.

The Flatlings are thumb-sized hood-folk who live in the crown of the Old Tree. Snow is creeping down. The whole village must walk down through Mosswood, Stonewell and Emberdeep to the Warm Hollow at the mountain's heart, and in spring, through Skyward, all the way back up to the open sky. You are Glim, the Keeper's firefly.

They walk and never stop to think. A Flatling turns only when it bumps into something, and it falls off every edge it meets; fall too far and it lands flat, in a puff of leaves. So you read the whole cut through the mountain, plan a way down, and hand out jobs: dig here, glide there, a stair over the river, a stopper before the cliff. One good job saves the lot.

FLATLINGS, straight off the screen

Five ways to play.

The long way down

Campaign

32 levels in four worlds: Mosswood, Stonewell and Emberdeep on the way down, then Skyward in spring, the way back up. A painted story card opens each world. One ending in the Warm Hollow, a second under the open sky, then the credits roll as terrain with Flatlings drifting down through the words. Up to three stars on every level.

After the end

Wild

All 32 again with fewer jobs, a higher need, frost-blue hoods and double score. Opens after the second ending.

Arcade

Arcade Run

1-1 to 4-8 in a row with three hearts, drawn as three Flatlings. A failed level costs one and you play it again. Three initials on the high-score table.

Face to face

Duel

Both ends play the same arena: 20 Flatlings each, three minutes, best of three. Every five you bring home sends a gust into their half and turns all their walkers round.

Together

Relay

One journey across the table. Every Flatling the top end brings home drops out of the bottom end's hatch a second later. Six pairs, on until the team fails.

32levels in four worlds
8jobs to hand out
80Flatlings in the biggest levels
96stars to collect
2endings, down and back up