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Thirty Flights of Loving is the seventh entry in the Citizen Abel series and a prequel to Citizen Abel: Gravity Bone. It is an interactive story about a heist that went wrong and the player is part of a criminal trio. It consists of a series of fragmented sequences the player has to go through to piece together the events. The characters have the same cuboid look from the previous game and there is a limited amount of interaction. There is free movement in a 3D environment but the experience itself is linear. Although dying is possible, there are no gameplay events that challenge the player. Instead, the focus is entirely on exploration, observing the environment for clues to get a grasp on the narrative, and eventually triggering the next scene. Almost no information is provided and the player has to figure out everything by himself.

It contains a mode to play the game with in-game text commentary, also offering additional exploration options, as well as the game Citizen Abel: Gravity Bone, previously made available for free.


Thirty Flights of Loving Windows Main menu
Thirty Flights of Loving Windows Playing the game with the developer's commentary.
Thirty Flights of Loving Windows After drinking a lot, the guests start to fly.
Thirty Flights of Loving Windows At a rooftop party

Promo Images

Thirty Flights of Loving Screenshot
Thirty Flights of Loving Screenshot
Thirty Flights of Loving Screenshot
Thirty Flights of Loving Screenshot

Alternate Titles

  • "TFOL" -- Official abbreviation
  • "Citizen Abel: Thirty Flights of Loving" -- In-game title

Part of the Following Groups

User Reviews

There are no reviews for this game.

Critic Reviews

OMGN: Online Multiplayer Games Network Windows Dec 06, 2012 9 out of 10 90
Calm Down Tom Windows Sep 06, 2012 6 out of 10 60
Indius Windows Oct 08, 2012 8 out of 20 40
Gameplay (Benelux) Windows Sep 28, 2012 Unscored Unscored


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Thirty Flights of Loving was originally a prototype for Citizen Abel: Gravity Bone but it was shelved because the developer thought the dialogue-heavy approach did not work. In October 2011 he was contacted by the Idle Thumbs crew to make a game for their Kickstarter campaign. The prototype was revived and was eventually developed into the full game. Their Kickstarter was launched on 20th February 2012 and initially the game was only available to the campaign backers there.

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Contributed to by Sciere (758224)