Deadfall Adventures

“A pulp-adventure shooter whose flashlight-reveal combat and genuinely varied puzzle catalogue reward exploration, roughened by heavy-handed puzzle hints, endless enemy waves and direction-blind treasure maps.”

A pulp-adventure shooter sends the great-grandson of a famous adventurer after the Heart of Atlantis, racing Nazis and Soviets across Egypt, the Arctic and Mayan Guatemala. The tone is knowingly cheesy B-movie pulp, complete with double-crosses, madmen and three globe-spanning temples, and the self-aware silliness is a feature rather than an accident. The agent who hires the hero and the rival factions give the pulp cast just enough personality to carry the B-movie plot, and the story never mistakes itself for anything more serious than it is. Set-pieces (a mine cart, a plane crash, collapsing ruins) keep the globe-trotting spectacle moving, and the Guatemala stretch, volcano and jungle temples included, is the campaign’s visual and mechanical high point.

The flashlight mechanic is the standout idea. Shining light on mummies renders them vulnerable, turning standard horde encounters into a light-management puzzle, and the design draws fair comparisons to the genre’s most famous light-based horror; it is consistently fun across every temple. Combat beyond that is serviceable rather than refined, but the reveal weakness gives even the scrappier firefights a system worth engaging with, and the upgrade paths make the light route a genuinely viable build focus. Mummies shamble as the supernatural staple while living soldiers carry the human firefights, giving the two enemy categories distinct rhythms.

Puzzle variety is genuinely impressive for a shooter of this vintage. Sliding puzzles, symbol columns, Mayan tile sequences and weight scales rotate through the temples, and most land as proper brain-teasers rather than filler, with some puzzles hidden well enough off the beaten path that finding them is its own reward. The friction arrives through the companions: arriving at a puzzle only for an ally to solve or over-explain it instantly robs the satisfaction, a heavy-handed hint system that ranks among the genre’s worst offenders. The sliding puzzle itself draws the sharpest specific ire, easy to soft-foul with no reset option.

Set-piece escalation gives the temples their spectacle, and each one riffs on its surroundings rather than repeating a formula. The mine cart’s breakneck ride arrives in the Guatemalan stretch, and it lands as pure pulp theatre. The plane crash and the volcano sequence keep the momentum climbing through the campaign’s back half, before the collapsing-ruins finale sends the adventure out on exactly the kind of spectacular disintegration the genre promises. None of these set-pieces reinvent anything, but they are staged with enough scale that the three-temple structure feels like a proper globe-trotting serial, and they pace out the shooting and puzzling so neither outstays its welcome.

Treasure hunting adds a light RPG layer worth chasing. Collectibles tie to three upgrade paths (light, life, warrior), giving exploration concrete reward, and treasure maps found in the world point to further artefacts; the compass interplay is a neat second layer. The maps’ directions, though, frequently refuse to match the level geometry, pointing to spaces that do not line up with anything explored, and a few invisible walls fence off otherwise open-feeling areas. Enemy waves occasionally feel endless in combat arenas, spawn-heavy sections that break the exploration rhythm the rest of the game builds.

Biome-contrasting structure keeps the visuals fresh between temples, and the pulp register stays self-aware throughout. A notepad inventory of maps and notes frames the treasure hunting diegetically, and the single-session runtime paces the three temples without overstaying. Egyptian sandstone gives way to Arctic ice caves and Guatemalan jungle, each temple’s hazards and puzzles riffing on its environment rather than recycling templates. Enemy variety stays modest across the roster, and the gunplay never rises above competent, but neither does it obstruct the exploration that is the game’s real business. The tone stays light from start to finish, the pulp silliness embraced rather than apologised for. Rough edges abound, but they read as cult-classic charm rather than carelessness.

Overall, this is a cult pulp shooter that rewards exploration and puzzle patience, rough around the edges but endearingly fun: the flashlight-reveal combat, the puzzle catalogue and the treasure-upgrade economy carry it past its heavy-handed hints and geometry-blind maps. As a budget take on light-based combat wrapped in globe-trotting pulp, it lands better than its obscurity suggests, and the three-temple structure gives the adventure a satisfying arc from desert to ice to jungle.