
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.
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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.
| Object | Typical Uses | Where to Find | Notes |
|---|---|---|---|
| Wooden Plank | Bridge, lever, ramp, counterweight. Can be laid flat or wedged. | Almost every level (Construct, Warehouse, etc.) | Highly versatile; can break after repeated impact. |
| Rock / Stone Block | Weight to hold buttons, makeshift projectile, anchor. | Open levels (Mountains, Ice, etc.) | Heavy, cannot be destroyed. |
| Crate / Box | Stacking to reach heights, hiding from hazards, floating on water. | All industrial/urban levels. | Lightweight but can be smashed by heavy objects. |
| Barrel | Rolling 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 / Chain | Climbing, swinging, tying objects together. | Construction, Lighthouse, etc. | Attach to hooks or loops; can be cut (by saws). |
| Pulley System | Lifting heavy objects, changing direction of force. | Factory, Power Plant. | Often requires a counterweight. |
| Wheel / Gear | Moving platforms, triggering machinery. | Factory, Laboratory. | Can be rotated by grabbing and pushing. |
| Button / Pressure Plate | Opens doors, activates bridges. | Almost every level. | Must be held down by weight or a player. |
| Lever / Switch | One-time activation of mechanisms. | Various levels. | Usually needs a player to physically pull. |
| Conveyor Belt | Transports objects or players. | Factory, Warehouse. | Direction can sometimes be reversed. |
| Crane / Hook | Lifting and moving heavy items. | Construction, Dock. | Usually controlled by player gripping and moving. |
| Explosive Barrel | Destroys walls, opens passages. | Factory, Power Plant. | Ignite by fire, electricity, or impact. |
| Water / Liquid | Buoyancy, drowning hazards, electrical hazards (if electrified). | Beach, Sewer, etc. | Not a discrete object but acts as environmental item. |
| Ice | Slippery surfaces, carrying objects across. | Ice level. | Makes surfaces frictionless. |
| Wind Machine | Propels lightweight objects or players. | Mountains, Airport. | Can be positioned manually or activate switches. |
| Magnet | Attracts metal objects. | Laboratory, Factory. | Some levels have electromagnets you can toggle. |
| Teleporter | Instant 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. |
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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 Name | Unlock Condition | Description |
|---|---|---|
| None | Default | Bald head. |
| Bucket | Found in “Construct” level | Plastic bucket sits on head. |
| Top Hat | Complete “City” level | Elegant black top hat. |
| Crown | Complete “Castle” level | Gold crown with jewels. |
| Chef Hat | Complete “Kitchen” level | Tall white chef hat. |
| Pirate Hat | Complete “Ship” level | Black tricorn with skull. |
| Cowboy Hat | Complete “Wild West” level | Brown cowboy hat. |
| Cone Hat | Complete “Power Plant” level | Orange traffic cone. |
| Hockey Helmet | Complete “Ice” level | White hockey helmet with face cage. |
| Hard Hat | Complete “Construction” level | Yellow hard hat. |
| Sombrero | Complete “Desert” level | Large Mexican sombrero. |
| Wizard Hat | Complete “Laboratory” level | Pointed blue wizard hat with stars. |
| Crown (Gold) | Collect all secret “Human” collectibles | Gold crown with red gems. |
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 Pack | Included Skins | Price / Access |
|---|---|---|
| Default | Standard human (white figure) | Free |
| Skins Pack 1 | Brick, Love, Night, etc. | Paid DLC (approx. $3) |
| Skins Pack 2 | Gladiator, Robot, Knight, etc. | Paid DLC |
| Skins Pack 3 | Ghost, Monster, etc. | Paid DLC |
| Skins Pack 4 | Viking, Samurai, etc. | Paid DLC |
| Workshop | Thousands of user-created skins | Free (PC only) |
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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).
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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)
- 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.
- 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).
There is no inventory screen — you can only carry one object at a time (two if you use both hands separately in certain puzzles).
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Synergies & Upgrade Notes
Since there are no upgrades, synergies are about combining objects creatively:
Tips:
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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.