Comparison

Angry Shapes RTS vs FALL

Price, ratings, monetisation and update history for both games, side by side — with what reviewers say about each.

Head to head
About

Angry Shapes RTS

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There is no move order in Angry Shapes RTS. You take hold of one of your own shapes, drag, and let go. It flies the way you dragged, coasts to a stop, and where it stops is the order. Land a worker on an energy node and it starts capturing. Land it beside an unfinished building and it picks up the work. Land a soldier within reach of something hostile and it opens fire. Nothing else is issued. You do not command this army. You aim it. THE FLICK Drag further and it flies harder, up to a cap. A full-power flick carries a shape about a thirteenth of the map and takes a second to coast to a stop. Shapes bounce off the edge at half speed, and the heavy is too massive to reach full range in one pull. Select twenty shapes and all twenty launch on the same vector. The camera rides the first one out. The whole control scheme: tap to select, hold and drag to group, drag a shape to launch it, drag open ground to pan, pinch to zoom. THE CHAIN IS THE ECONOMY Every two seconds you earn 1 energy, plus 3 for each captured node that still holds an unbroken chain home. Captured nodes relay that chain themselves; repeaters bridge the gaps wider than 400 units, and a repeater has 100 hit points against a base's 1000. Cut one link and everything behind it stops paying. Expand too quickly and your network breaks. Wait too long and the enemy owns the geometry of the fight. Defense draws on the same pool. A tower spends 3 energy every time it fires, and with nothing left to spend it does not shoot. Every shot fired at home is a node not taken. Fog of war is live in every skirmish. You see what your units, buildings and captured nodes see, and nothing else. TWENTY AUTHORED MISSIONS New players begin with 00 Basics, an extra guided lesson with no enemy or time limit. Learn to move a worker, capture energy nodes and connect them to your base before the ten Training missions. Ten Training missions across three acts, CONNECT, COMMAND and CONQUER, teach one law each: POWER LINE, CUT THE WIRE, OVERRUN, PAY PER SHOT, THREE SOLDIERS, WORKER DOWN, MAJORITY, SQUARE LAW, BEFORE FOUR, THE RECORD. Ten Challenges set harder problems: LAST ARMY, AIRMAIL, BLACKOUT, THE STEAL, NO SPARES, THE NOOSE, LOST CAUSE, KILL BOX, LAST LIGHT, FULL CIRCLE. Each of the twenty missions carries an objective, a constraint and a medal target: fifteen targets are a clock, as tight as 45 seconds, five are a count to hold. Each keeps your best and your attempts. The two ladders are independent, so Challenges never wait on Training. BATTLE Pick Circles, Squares or Triangles against Rookie, Veteran or Elite. Ten minutes is the ceiling, not the average: the clock stops the moment a base falls. The factions are measured, not decorative. Squares carry 1.3x health at 0.7x speed, triangles 1.2x attack at 0.8x health. Elite reacts with no delay and moves its whole army at once; Rookie carries a fifteen-tick delay, moves one unit at a time and holds its attack for seven minutes. The opponent re-scores its strategy as the match runs and may change plan every fifteen seconds. Destroy the enemy base, or hold more nodes when the clock runs out. A tie on nodes falls to stored energy, an exact tie to the opponent. BLACK AND WHITE No color anywhere. Black ink, white paper, gray between them. Units, buildings, threat and territory are told apart by shape, line, scale and motion, never hue. ONE BOARD, ONE GAME The Game Center board ranks the fastest win, so it takes only wins made under the same rules: an Elite skirmish victory, or the final Training mission THE RECORD. A Rookie clock would beat an Elite one every time, and a board that mixed them would rank nothing. The match itself needs no connection at all. No ads, no in-app purchases, no account to create. Sound is generated as it plays, eleven cues with no audio files and no music, and switches off in Settings or the pause card. Drag one, let go, and see where it lands.

About

FALL

Features
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FALL is a one-handed, portrait dig-and-survive roguelite. Leave your camp on the surface, collect ore, upgrade your gear and go a little deeper on every run. Note: the in-game text is currently in Turkish. MAKE NOISE AND THEY WAKE UP Digging, shooting and dynamite all make noise. The mine stirs, then wakes, then rages. Fill the meter and the boss of that depth rises. Staying quiet is a strategy too. 30 BIOMES, MORE THAN 1000 METERS DEEP From the Soil Layer down to Point Zero, every biome has its own rock, creatures and hazards: ice caves, crystal beds, a mercury sea, a mushroom chasm, a glass cathedral, a silent sea and more. The biome order changes every run. GIANT BOSSES Each boss has five skills of its own and a second rage phase. DIG TOGETHER Take a friend down the same mine. Use Quick Match to find a waiting miner, or open a room and send your friend the 4-letter room code to enter under Join Room. Two miners, one goal and 1.5x permanent rewards. BUILD YOUR GEAR - 12 pickaxe tiers and 8 pickaxe types - 8 weapons, from the blaster to the rocket launcher - Mods, relics and level-up cards make every run a different build - Tools such as dynamite, sonar, healing totems and drill rigs AND MORE - Destroy nests, raise beacons, ride the elevator between biomes - Chests, contracts, a daily mine and difficulty tiers - Permanent camp upgrades and legendary relics No account, no ads, no data collection. Single-player works offline; Dig Together needs an internet connection.

Screenshots

Angry Shapes RTS4 screens
FALL4 screens

Verdict

The call

The clearest difference is update cadence: FALL at every 2 days against Angry Shapes RTS's every 3 weeks. On price, ads, in-app purchases and device support there is nothing between them.

Scored on Price · Rating · Positive reviews · Number of ratings · Update frequency · Ads · In-app purchases · Monetization · Best chart rank · Devices · Requires iOS

CostPrice · In-app purchases · Ads · Monetization

Both are free to download. Neither carries in-app purchases, so what you see is what you pay.

UpkeepUpdate frequency

Angry Shapes RTS ships an update every 3 weeks, FALL every 2 days. The most recent releases landed on October 25, 2026 and October 29, 2026 respectively.

Scorecard1 real difference · 7 level
Angry Shapes RTS versus FALL: the parameters behind the verdict, then further details
ParameterAngry Shapes RTSFALL
PriceFreeFree
Rating—2.0 (1 ratings) — better
Number of ratings—1 — better
Update frequencyEvery 3 weeksEvery 2 days — better
AdsNoNo
In-app purchasesNoNo
DevicesiPhoneiPhone, iPod — better
Requires iOS16.415.0 — better
Further details — not scored
Size11 MB19 MB
Age rating12+12+
DeveloperMaksim KavalchukBaran Bulduk

In-app purchases

None

Angry Shapes RTS

No in-app purchases

None

FALL

No in-app purchases

Questions

Is Angry Shapes RTS free?
Angry Shapes RTS is free to download, with no in-app purchases.
Is FALL free?
FALL is free to download, with no in-app purchases.
Do Angry Shapes RTS or FALL have ads?
Neither Angry Shapes RTS nor FALL shows ads.
Which is updated more often, Angry Shapes RTS or FALL?
Angry Shapes RTS ships an update every 3 weeks, and FALL every 2 days. Most recently, Angry Shapes RTS was updated on October 25, 2026 and FALL on October 29, 2026.

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