Last 7 days · history since Nov 1, 2026
Screenshots, achievements, specs, every price change and sale we've seen on Steam, and trading cards.
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Steam prices for United States (change the country in the top bar), and Steam keys from authorized stores.
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100% positive of 15 · Positive · Live from Steam
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False Alarm is a 2D stealth adventure where you enter each level with nothing, and use whatever you can find to complete your mission. Throw a crowbar, blow up a microwave, brew some coffee, drop a chandelier on someone's head. Stay out of the light and distract your enemies however you can.
Live data from Steam, tracked by SteamPlayerBase.
What changed on Steam for this game since we started following it: prices and sales, builds, name, release date and review score.
Review score: 100% on 2026-11-01 → 100% today (15 reviews)
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Not tested by Valve yet. Results from Valve's own testing.
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Every build released on Steam for this game since we started tracking it, with the developer's patch notes. Updated within minutes of each new build.
• Fixed controller rebinding leaving a stale/duplicate binding when switching between a button and a stick/trigger for the same action.
• Added an attempt tracker to the pause menu showing elapsed time, stealth statistics, current star status, and collected secrets. • Added a scoring guide to the end-of-level screen explaining stealth, time, and collectible bonuses. • Fixed the Continue button…
• Donut boxes now disappear after 20 seconds if they fail to attract an enemy and can be thrown farther. • Fixed unique collectible sounds not playing correctly on the end-of-level screen. • Added a broken lava lamp icon to the end-of-level results. • Optional…
• Added resolution options for windowed mode. • Windowed mode resizes and centres the game automatically when changing resolution. • Resolution settings are saved between sessions. • Restored the correct input prompt icons for Mouse 4 and Mouse 5.
• Improved the in-game input prompt icons for Mouse 4 and Mouse 5.
• Added support for rebinding controls to Mouse 4 and Mouse 5. • Fixed old bindings being retained when switching an action between keyboard and mouse inputs. • Fixed input prompt icons appearing mirrored on some traversal objects.
False Alarm is out now!After a long time in development, I’m excited to finally say that False Alarm is now available on Steam.The full game features levels filled with stealth, distractions, improvised knockouts, and plenty of things to steal.Thank you to eve…
False Alarm releases on 20 August!I’m excited to announce that False Alarm will be released on Steam on 20 August 2026.The full game will feature levels filled with stealth, distractions, improvised knockouts, and plenty of things to steal.Thank you to everyon…
False Alarm will be taking part in Steam Next Fest next week.Steam Next Fest is a huge event full of upcoming games and playable demos, and it’s a great chance to try False Alarm if you haven’t played it yet.During Next Fest, you’ll be able to play the demo, w…
False Alarm is part of Tiny Teams 2026!I'm thrilled to announce that False Alarm has been selected to participate in Tiny Teams 2026!Tiny Teams is a Steam festival celebrating games made by solo developers and micro-studios, and we’re incredibly proud to be in…
The demo for False Alarm is now live!The demo contains the first 8 levels of False Alarm. Make your way through offices, hotels, labs and museums. Avoid the guards or knock them out, just make sure you don't get spotted! If you want to keep following developme…
The False Alarm playtest has now ended. Thank you to everyone who signed up, played the game, reported bugs, and shared feedback. Getting the game in front of players at this stage has been incredibly valuable, and your responses have helped me spot issues, le…
Signups for the False Alarm public playtest are now open on Steam. You cannot play the build just yet, but you can request access now so you are ready when the playtest begins. This playtest will be an important step in development. It will help me test the ga…
Hi everyone,Today I’m breaking down the other half of stealth: the enemies themselves. The goal is for each enemy type to be readable at a glance and to force different decisions, without turning encounters into trial-and-error. The Core IdeaEach enemy answers…
Hi everyone,Today I’m breaking down one of the core stealth tools in the game: distracting enemies. The goal is to give you consistent, readable ways to manipulate patrols without the AI feeling random.The Core IdeaDistractions create a point of interest that …