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No Brakes Games scraps Human Fall Flat 2, restarts as Human Fall Flat 3 after physics rebuild

Summary
Founder Tomas Sakalauskas confirmed Human Fall Flat 2 is cancelled and rebranded as Human Fall Flat 3
The original human game hit 60 million players, funding a full restart without financial pressure
Sequel was scrapped after years of work drifted "too stiff, too polished" from the franchise's physics identity
"I'm really happy we had the luxury not to release that."
— Tomas Sakalauskas, Founder, No Brakes Games
01

Sequel scrapped after wrong physics branch killed the clumsiness

Sakalauskas says he followed "the wrong branch of physics," producing a sequel that lost the franchise's core appeal
"It was too stiff. Too polished."
— Tomas Sakalauskas, Founder, No Brakes Games
Studio spent years on the project before rebuilding from scratch, with some design beats repurposed
No release date set - Human Fall Flat 3 ships "when it's ready"
New design mandate: immersion and physical reactivity above all else
02

60 million players bought the freedom to restart Human Fall Flat 3

Sustained commercial success gave the studio runway to abandon years of sequel work without existential risk
Signal for investors: long-tail franchise IP creates optionality single-title studios cannot access
Curve Digital's decade of commercialization kept revenue flowing throughout the failed sequel cycle
Sakalauskas explicitly warns against imitating the outcome: he does not expect the next game to sell 60 million
03

Publisher fit was chosen on chemistry, not portfolio or terms

Sakalauskas credits Curve Digital with marketing, platform outreach, and commercialization he found unappealing
"I created the seed that had potential, but if I were alone as a solo developer, most probably I would have died by now."
— Tomas Sakalauskas, Founder, No Brakes Games
He chose Curve based on conversations with then-publishing director Simon Byron, not checkboxes
"A publishing deal is a little bit like a marriage."
— Tomas Sakalauskas, Founder, No Brakes Games
04

Scaling failed twice before Lithuania tech team clicked

Attempt one: Curve subcontracting eased load but compartmentalized development in ways that hurt the experience
Attempt two: Tenerife studio brought experienced hires with "rigid processes" - closed after late-stage changes became impossible
Attempt three: Lithuania team built around technical alignment, treating the game as an engineering project
"You make systems, and from those systems, nice behaviors emerge."
— Tomas Sakalauskas, Founder, No Brakes Games
Lesson: for emergent, physics-driven design, mindset alignment beats headcount or process maturity
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