Slow Descent

Slow Descent is a state wherein a player character falls more slowly than usual. It may be a specific Alternative Movement Option usable by the player in midair, although it may also be triggered by a Status Effect. In the former case, it gives the player more options for maneuvering in midair and allows them to cross wide gaps more easily. In the latter case, it disrupts aerial movement. Slow Descent is not to be mistaken for Air Stalling, in which downward movement is completely stopped instead of slowed. It is also an effect the player experiences irrespective of environment, and is not to be mistaken for areas of Low Gravity or environmental features that slow movement generally (i.e. water).

Slow Descent may work by decreasing the effect of gravity on a player (causing them to accelerate downward more slowly), decreasing the player’s terminal velocity (putting a hard cap on how quickly they can fall), or both. It frequently interacts with Updrafts by allowing players to ascend with them. In systems with Fall Damage, Slow Descent may mitigate or nullify it.

Examples

Psychonauts (2005) – Player character Raz gains Slow Descent as a movement option, which allows him to move upward on Updrafts. Slow Descent has a Once-Per-Jump Rule; when used and released in midair, Raz can not enter Slow Descent again until touching the ground.

Hollow Knight: Silksong (2024) – Player character Hornet gains Slow Descent as a movement option, which allows her to move upward on Updrafts. Her Slow Descent is not bound to a Once-Per-Jump Rule, although it has a small Cooldown.

Minecraft (2011) – Features Slow Falling, a Status Effect. Slow Falling has the side effect of barring the player from using Attacks that require them to be falling quickly.

See Also

Fastfall and Stomp – Opposite mechanics that increase falling speed

Air Stall – Visually similar mechanic involving a complete stop in air

Low Gravity – Environmental feature with similar effect

Updraft – Frequently interacts