All Game Items

Overview



Human: Fall Flat does not feature traditional RPG-style items such as weapons, armor, consumables, currencies, or crafting materials. The game is a physics-based puzzle platformer where the primary “items” are environmental objects that can be grabbed, carried, stacked, thrown, or manipulated to solve puzzles and traverse levels. The only persistent collectible items are cosmetic Hats and Character Skins, which unlock through gameplay milestones or DLC packs. This guide covers all categories of interactive objects and collectibles you will encounter.

---

Environmental Objects (The Core "Items")



These are every interactive object found in the game’s levels. They have no stats, inventory, or upgrades — their value is entirely situational. You acquire them simply by being in the level where they appear.

ObjectTypical UsesWhere to FindNotes
Wooden PlankBridge, lever, ramp, counterweight. Can be laid flat or wedged.Almost every level (Construct, Warehouse, etc.)Highly versatile; can break after repeated impact.
Rock / Stone BlockWeight to hold buttons, makeshift projectile, anchor.Open levels (Mountains, Ice, etc.)Heavy, cannot be destroyed.
Crate / BoxStacking to reach heights, hiding from hazards, floating on water.All industrial/urban levels.Lightweight but can be smashed by heavy objects.
BarrelRolling downhill, floating (some are hollow), rolling over enemies (if any).Warehouse, Factory, etc.Round shape makes it roll easily.
Ball (Beach Ball, Soccer Ball, etc.)Light projectile, target practice, distraction.Beach level, multiplayer.Very light; can be knocked away by slight touch.
Rope / ChainClimbing, swinging, tying objects together.Construction, Lighthouse, etc.Attach to hooks or loops; can be cut (by saws).
Pulley SystemLifting heavy objects, changing direction of force.Factory, Power Plant.Often requires a counterweight.
Wheel / GearMoving platforms, triggering machinery.Factory, Laboratory.Can be rotated by grabbing and pushing.
Button / Pressure PlateOpens doors, activates bridges.Almost every level.Must be held down by weight or a player.
Lever / SwitchOne-time activation of mechanisms.Various levels.Usually needs a player to physically pull.
Conveyor BeltTransports objects or players.Factory, Warehouse.Direction can sometimes be reversed.
Crane / HookLifting and moving heavy items.Construction, Dock.Usually controlled by player gripping and moving.
Explosive BarrelDestroys walls, opens passages.Factory, Power Plant.Ignite by fire, electricity, or impact.
Water / LiquidBuoyancy, drowning hazards, electrical hazards (if electrified).Beach, Sewer, etc.Not a discrete object but acts as environmental item.
IceSlippery surfaces, carrying objects across.Ice level.Makes surfaces frictionless.
Wind MachinePropels lightweight objects or players.Mountains, Airport.Can be positioned manually or activate switches.
MagnetAttracts metal objects.Laboratory, Factory.Some levels have electromagnets you can toggle.
TeleporterInstant travel between two points.Laboratory, Dark level.Usually requires activation.
Vehicle (Car, Boat, Plane, etc.)Movement across large distances.Highways, Dock, Airport.Can be driven or pushed; control is physics-based.
Special Note: Any object can be used as a weapon against other players in multiplayer (e.g., hitting them with a plank), but there is no dedicated weapon system. Objects can also be used to bridge gaps, create makeshift elevators, or as counterweights.

---

Collectibles: Hats & Character Skins



Hats are the only persistent items that carry across saves and levels. They are purely cosmetic and do not affect gameplay.

How to Obtain Hats


  • Level Completion: Certain hats unlock automatically upon finishing a level. For example, completing “Construct” grants the Builder Hat.

  • Achievement/Trophy Rewards: Unlock hats by performing specific feats (e.g., “Fall Flat” achievement gives a particular hat).

  • DLC Packs: Additional hats are included in paid DLC skin packs.

  • Workshop (PC): Custom hats can be downloaded from the Steam Workshop.


List of All Default Hats (Base Game)



Hat NameUnlock ConditionDescription
NoneDefaultBald head.
BucketFound in “Construct” levelPlastic bucket sits on head.
Top HatComplete “City” levelElegant black top hat.
CrownComplete “Castle” levelGold crown with jewels.
Chef HatComplete “Kitchen” levelTall white chef hat.
Pirate HatComplete “Ship” levelBlack tricorn with skull.
Cowboy HatComplete “Wild West” levelBrown cowboy hat.
Cone HatComplete “Power Plant” levelOrange traffic cone.
Hockey HelmetComplete “Ice” levelWhite hockey helmet with face cage.
Hard HatComplete “Construction” levelYellow hard hat.
SombreroComplete “Desert” levelLarge Mexican sombrero.
Wizard HatComplete “Laboratory” levelPointed blue wizard hat with stars.
Crown (Gold)Collect all secret “Human” collectiblesGold crown with red gems.
Note: Hats are purely cosmetic — they provide no gameplay benefit. They can be equipped from the main menu under “Characters” before starting a level.

Character Skins



Skins are alternative body appearances for the human character. Most are included in DLC packs (e.g., Skins Pack 1, Skins Pack 2, Skins Pack 3, Skins Pack 4) or as part of special editions. Some free skins are unlocked through community events or Workshop. There are no in-game earnable skins beyond the default human model.

Skin PackIncluded SkinsPrice / Access
DefaultStandard human (white figure)Free
Skins Pack 1Brick, Love, Night, etc.Paid DLC (approx. $3)
Skins Pack 2Gladiator, Robot, Knight, etc.Paid DLC
Skins Pack 3Ghost, Monster, etc.Paid DLC
Skins Pack 4Viking, Samurai, etc.Paid DLC
WorkshopThousands of user-created skinsFree (PC only)
Important: Skins are purely visual and have no effect on physics or puzzle solving.

---

Currencies & Materials



Human: Fall Flat has no currency, no crafting materials, and no upgrade systems. There is nothing to buy, trade, or spend. The only “resource” is the player’s ability to manipulate the environment. All objects are free to use and infinite (they respawn if destroyed, often from the same spot).

---

Key Equipment (Player Abilities)



The “equipment” your character has is limited to:

  • Grip (hold to grab objects/walls)

  • Jump (press to jump; height depends on timing)

  • Crouch (press to crouch, useful for squeezing through tight spaces)

  • Push/Pull (move grabbed objects)


  • There is no inventory screen — you can only carry one object at a time (two if you use both hands separately in certain puzzles).

    ---

    Synergies & Upgrade Notes



    Since there are no upgrades, synergies are about combining objects creatively:

  • Weight + Lever: Place a heavy object on one end of a lever to launch yourself.

  • Rope + Pulley: Create a zipline or lift system.

  • Explosive + Fire: Destroy walls to create shortcuts.

  • Floating Object + Wind: Cross large gaps using a sail-like object.

  • Magnet + Metal Crate: Move crates from a distance.

  • Multiple Players: In co-op, two players can hold opposite ends of a plank to form a bridge or lift each other.


  • Tips:
  • Always test objects by grabbing and shaking them — they may have hidden physics properties (e.g., a barrel might be hollow and float).

  • If an object breaks, it cannot be repaired, but a replacement usually spawns nearby.

  • Some objects are required for progression in certain levels (e.g., the explosive barrel in Factory must be used to open a blast door).


---

Summary



Human: Fall Flat defines “items” not through traditional RPG mechanics but through its interactive environment. Your only real assets are your creativity and the objects around you. Hats and skins are the sole collectibles, providing cosmetic flair. There is no inventory, currency, or upgrade path. Master the physics and you’ll never need a sword.