$19.99Deadfall Adventures Race the Nazis to Atlantis
A 1938 pulp adventure shooter: James Lee Quatermain races Nazis and Russians across Egypt, the Arctic and Mayan jungles to reach the Heart of Atlantis. Expect fast gunfights, ancient puzzles, traps to turn on your enemies, and mummies that only your flashlight can stop. Cheesy, cinematic fun in the spirit of classic adventure serials.
Is Deadfall Adventures worth it?
Deadfall Adventures is worth it if…
- you grew up on pulp adventure films and want a shooter that feels like one
- you like mixing gunfights with ancient puzzles and treasure hunting
- you enjoy spotting references to classic adventure stories as you play
- you want a co-op or multiplayer session with a 1930s adventurer twist
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Grab a friend for the multiplayer modes
Beyond the single-player hunt, Deadfall Adventures has multiplayer built around its adventurer theme, with unique modes and features of its own. You get the same 1930s arsenal and exotic arenas as the story, so matches feel like extensions of the chase rather than a bolted-on extra. It suits a casual session: join a lobby, coordinate a plan, jump into a round. If your evenings are about playing together rather than climbing ranks, this is the part of the game built for that.
Puzzles, traps and forgotten temples
Temples guard their secrets, and the game makes you work for them. You carry an adventurer's kit: a compass, treasure maps, a notebook and a flashlight, and the puzzles lean on all of it. Some clues hide in the environment itself, so looking up at a ceiling can be as useful as checking the walls. The temple architecture has its own logic, and the traps do too: trigger one at the right moment and it clears a room of enemies for you, in ways the game clearly enjoys.
Gunfights with a flashlight twist
The shooting is fast and accurate, with a surprisingly varied 1930s arsenal: Thompsons and MP38s alongside rarer pieces like Fedorov rifles and dual Webley revolvers. Bullets matter on both sides, so charging in like an action hero gets you killed. The real twist is the undead: some guardians of the temples shrug off lead until you burn the darkness off them with your flashlight beam, then finish the job.
A globe-trotting pulp story
It is 1938, and James Lee Quatermain, great-grandson of the legendary Allan, is broke, cynical and convinced his great-grandfather's supernatural tales are nonsense. Then a US agent asks him to escort her to an Egyptian temple holding the Heart of Atlantis, and the Ahnenerbe, the Nazi occult division, wants it too. The hunt runs from stormy deserts to the icy Arctic to steaming Guatemalan jungles, staged with a cinematic, movie-serial sense of pace. The plot is knowingly cheesy, the dialogue occasionally funny, and the whole thing is dotted with nods to the adventure films and books that inspired it.





























