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All Will Fall: Physics-Based Survival City Builder News

⚓ Demo Patch Log #Version-0.11.4f1

[h3]Hello, Stranded Survivor! ⚓[/h3][p][/p][p]Just a small update today after some of your feedback on our latest major demo update![/p]
  • [p]Don't try drawing stress gauge if stress drawer is disabled,[/p]
  • [p]Citizens remember how to bring resources to construction sites again.[/p]
  • [p]Validate tasks when the game is loaded. Handle missing deconstruction sites - fixes game becoming stuck on loading older saves,[/p]
  • [p]Fix several memory leaks,[/p]
  • [p]Make path nodes more dense in 4x4 wood block to support citizen building from it,[/p]
  • [p]Correctly draw the resource hut range,[/p]
  • [p]Fix all citizens becoming stuck because of reference to non-exiting building[/p][p][/p]
[hr][/hr][p][/p][h2]Wishlist & Play the Demo now[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][p][/p][hr][/hr][p]Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated. Have any feedback for us? Visit our discussion page here or join our Discord server to let us know. Keep building, just don't crumble![/p][hr][/hr][p][/p][p] SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY[/p][p][/p]

⚓ DEMO UPDATE - Version-0.11.3f3⚓

DEMO UPDATE - Version-0.11.3f3
[p][/p][h3]Hello, Stranded Survivor! ⚓[/h3][p][/p][p]The new All Will Fall Demo Update is finally here, and it might just be the last one before we release our game![/p][p][/p][h3]Gameplay[/h3]
  • [p]Storm and Junknado remove fishing spots.[/p]
  • [p]Old steel parts are now gatherable.[/p]
  • [p]Change corner cutting assumed cost down to 10% extra to allow citizens pathfind correctly.[/p]
  • [p]Fix pathfinding overestimating path costs, which sometimes resulted in sub-optimal paths.[/p]
  • [p]200 IQ large wood support 4x4 rework.[/p]
  • [p]Remove Gathering Hut. Idle citizens will now automatically take from basic resource piles,[/p]
  • [p]Remaining Gathering Huts now have a range from which employees gather resources.[/p]
  • [p]Tier 2 stands use electricity instead of employees.[/p]
  • [p]Reworked lots of Events.[/p]
  • [p]Photo Mode is now available! Use it to tweak camera settings and animate camera movements to capture your beautiful cities on film![/p]
[p][/p]
  • [p][/p]
[p][/p][h3]UI[/h3]
  • [p]In event requirements - whether Policy or Research technology is required[/p]
  • [p]Don't draw bubbles if something is selected.[/p]
  • [p]Display logistics paths overview when production buildings are selected.[/p]
  • [p]Show buff tooltips in Event Outcomes, which give Technologies.[/p]
  • [p]Fix settings not re-enabling UI element - fixes error and subtle issues with UI after opening faulty graphics settings[/p]
[p][/p][h3]Graphics[/h3]
  • [p]Add "Conditional Rendering" system, which allows dynamically enabling or disabling models. Paths and stairs get railings![/p]
  • [p]Occlude water specular highlights when in the shadow.[/p]
  • [p]Add rotations to crane animations and sync them with production progress.[/p][p][/p][p][/p][p][/p]
[h3]Audio[/h3]
  • [p]Boiling sounds added[/p]
  • [p]Household sounds added[/p]
[p][/p][h3]Physics[/h3]
  • [p]Remaining support is now calculated for all buildings. It will appear in the selected building menu gauge.[/p]
  • [p]Display remaining support change when building Structures - it should help evaluate how new buildings will affect physics.[/p]
  • [p]Update Gatherable data when buildings move - Gatherables reachable by Huts would get stale if any of them moved[/p][p][/p][p][/p]
[h3]Optimization[/h3]
  • [p]Optimize approximate shadow system scheduling.[/p]
  • [p]Optimize logistics to not check all resource buildings if they have resources.[/p]
  • [p]Optimize voxel-based Ambient Occlusion generation - the game should stutter on city updates much less[/p]
[p][/p][h3]Misc fixes[/h3]
  • [p]Fix copied and painted buildings not getting saved correctly.[/p]
  • [p]Correctly schedule citizen path requests from the next position - fixes citizens returning to the previous position to then going forward again.[/p]
  • [p]Plants can be deconstructed without technologies.[/p]
  • [p]Fix the lack of festivity.[/p]
  • [p]Fix boat entrance node generation for floating resources - potentially fixes a crash.[/p]
[p][/p][p]Just a reminder, our rough release window is early 2026, so make sure you're following us here and our social channels so you don't miss our announcement of the exact date.[/p][p][/p][hr][/hr][p][/p][h2]Wishlist & Play the Demo now![/h2][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.[/p][p][/p][p]Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.[/p][p]Keep building, just don't crumble![/p][p][/p][hr][/hr][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY[/p]

⚓ Demo Patch Log #Version-0.11.0f6

[h3]Hello, Stranded Survivor! ⚓[/h3][p][/p][p]It seems our old demo update build notes got deleted, so here are our most up-to-date build notes.[/p][p][/p]
  • [p]Don't hide the weather panel for now until we figure out what to do with missing technologies in saves.[/p]
  • [p]Sync boat positions when boats are initialized - fixes boat not being in place after loading the game paused.[/p]
  • [p]Old wood crane can be deconstructed,[/p]
  • [p]Update moving buildings every TickMinute instead of Tick. Interpolate their positions between updates,[/p]
  • [p]Fix ESC not working on deselecting building being built[/p]
  • [p]Fix division by zero error when displaying weather bar for the first frame - layout doesn't have time to generate sizeDelta for first update tick anymore,[/p]
  • [p]Never ever move moving buildings vertically (for now) - fixes some floaters being high up in the air after the crane has dragged them,[/p]
  • [p]Save citizen visual velocity and fix the no surface node sudden jerk when citizens ragdoll or are loaded in game while in ragdoll.[/p]
  • [p]Handle all IO functions that might fail. Some players need to free up some disk space!,[/p]
  • [p]Fix repositioning alignment of objects that have non divisable by two dimensions.[/p]
  • [p]Disable culling mask instead of the camera itself when loading levels. Fixes missing camera errors,[/p]
  • [p]Check for diagonal movement collisions when moving buildings instead of just in cardinal directions. Fixes various missing object errors during storms,[/p]
  • [p]Citizens do not error out if their boat has switched docks while the citizen was walking[/p]
[p][/p][hr][/hr][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.[/p][p][/p][p]Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.[/p][p]Keep building, just don't crumble![/p][p][/p][hr][/hr][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY[/p]

Release Date Window Update ⚓

RELEASE WINDOW UPDATE
[p][/p][h3]Hello, Stranded Survivor! ⚓[/h3][p][/p][p]We have some news regarding our release date window. Our game is fully on track, and we'll be announcing the specific date very soon.[/p][p][/p][p]Thanks to our playtesters and community, we've gathered over 400 different pieces of suggestions and feedback. 100s of bug reports and 1000s of messages from you across all our socials and Discord server! The team has reviewed all of our timelines, so we're confident that the rough release window we have set for ourselves is Q1, 2026.[/p][p][/p][p]We'll also have a demo update coming for you all to experience soon, just in time to get you all prepared for release! [/p][p][/p][p]For now, here are some of our favorite screenshots of your creations 👇[/p][p]Built by Versus on Discord[/p][p][/p][p]Built by Korosis on Discord[/p][p][/p][p]Built by eknalive on Discord[/p][hr][/hr][p][/p][h2]Wishlist & Play the Demo now![/h2][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.[/p][p][/p][p]Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.[/p][p]Keep building, just don't crumble![/p][p][/p][hr][/hr][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p]SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY[/p]

⚓Demo Update #Version-0.11.0f6

[h2]Hello, Survivors! ⚓[/h2][p][/p][p]We have updated the demo with the improved mechanics, bug fixes and quality-of-life features[/p][h3][/h3][h3]UI[/h3]
  • [p] Add stress gauge instead of slider in buildable UI[/p]
  • [p] Show physics parameters in building tooltip[/p]
  • [p] Display future water level when hovering weather forecast[/p]
  • [p] Show more info in Weather Forecast tooltip[/p]
  • [p] Sort saves by name so last save is the newest[/p]
  • [p] Allow skipping cutscene transitions[/p]
  • [p] Updated settings option backgrounds, text and checkmarks.[/p]
  • [p] Don't count electricity consumer storage as total input[/p]
  • [p] Fixed UI volume setting not being capitalized properly[/p]
  • [p] Show relevant gatherable information when hovering them with Gather Mark tool[/p]
  • [p] Display Workplace flood bubble warning when workplaces are about to be flooded[/p]
  • [p] Improve missing path bubbles to show arcs onto buildings where citizens are located[/p]
  • [p] Reworked Citizen list - show more relevant information and their Social Group[/p]
  • [p] Resource building list is now universal for all resources and can be filtered. Improve displayed information[/p]
  • [p] Show Water Collector max potential efficiency in tooltip[/p]
  • [p] Change leader UI is now handled through events[/p]
  • [p] Selection only selects objects if the action ends on the same object[/p]
  • [p] Draw Wind Turbine clearances and what blocks them[/p]
[p] [/p][h3]Gameplay[/h3]
  • [p] Tech tree and building progression changes[/p]
  • [p] Some reseaches can require specific prior researches[/p]
  • [p] Resources now float around depending on weather conditions. Some weathers spawn them and affect their movement speed and direction[/p]
  • [p] Removed junk resource cost from some of the first buildings[/p]
  • [p] Changed leader perks to all give bonus to some category[/p]
  • [p] Boats respawn on closest valid sailable node instead of in random position[/p]
  • [p] Add low tier energy generator[/p]
  • [p] Wind Turbines require path access to operate[/p]
  • [p] Citizens slow down when walking in water[/p]
  • [p] Tweaked events: removed loyalty penalty for basic events. Fixed resource consumption events, only need to increase for one group[/p]
  • [p] Tweaked Raincatcher sockets and their weights[/p]
  • [p] Add Citizen emergency toggle which will prevent citizens from going into water[/p]
  • [p] Tweak Fresh Start map[/p]
  • [p] Improve electricity distribution by shuffling electricity receiving targets[/p]
[p][/p][h3]Building[/h3]
  • [p] Holding Ctrl while building will deconstruct overlapping buildings when possible[/p]
  • [p] Add UI button to deconstruct selection[/p]
  • [p] Shift-clicking now also deselects buildings[/p]
  • [p] Pippete tool prioritzes copying selection if it has buildings[/p]
  • [p] Island up selection won't select physically stronger objects than original selection - allows fine tuned selections[/p]
  • [p] Add controls to build over built buildings and multi-build drag options and their icons[/p]
  • [p] Every type of building or blueprint has available all drag directions by default[/p]
  • [p] No more 1 frame jump when using reposition plane tools[/p]
  • [p] Show entries for Water Collectors and Redirectors in builder tooltips[/p]
  • [p] Allow toggling selection of buildings when holding shift[/p]
  • [p] Fix tooltip for demolish hotkey button[/p]
  • [p] Transfer electricity back from inactive buildings[/p]
  • [p] Dock can be built through its clear voxels[/p]
  • [p] Fix reselecting things with deconstruction and mark tools[/p]
[p][/p][h3]Audio[/h3]
  • [p] Added several new songs[/p]
  • [p] Lots of new sounds for buildings[/p]
  • [p] Tweak sound distances[/p]
  • [p] Houses now play audio when people are in them[/p]
[p] [/p][h3]Optimization[/h3]
  • [p] Optimize and improve water rendering. Lower quality water will use lower density meshes[/p]
  • [p] Optimize procedural resource spawning[/p]
  • [p] Fix sailable voxel intereference texture generation and improve its generation performance[/p]
  • [p] Improve rain drain temp allocations and fix related crashes[/p]
  • [p] Only gather resource buldings for total resource counts in the city. Optimizes resource update loop[/p]
  • [p] Optimize citizen path node calculations when city gets changed[/p]
  • [p] Optimize boat sailable area calculations when city gets changed[/p]
  • [p] Optimize clearance (Crane, Catcher, Fishing Hut) calculations while building and having them when city gets changed[/p]
  • [p] Optimize gatherable object outline rendering[/p]
[p][/p][h3]Visuals[/h3]
  • [p] Improve far shadows for all buildings - should make the game look better and have less shadow popping[/p]
  • [p] Draw update order for gizmos and builders fixed - drawn gizmos should no longer lag one frame behind[/p]
  • [p] Added slow walk animation[/p]
  • [p] Add entered-citizen Attic and Balcony lighting animation during night[/p]
  • [p] Add Camera Shake to certain effects[/p]
  • [p] Text indicators don't lag by frame[/p]
  • [p] Change default graphics settings - vsync off, limit FPS to 144[/p]
  • [p] Improve fake shadow rendering - they now follow moving objects and don't get updated when their city position changes[/p]
  • [p] Fix selection visuals and logic lagging behind one frame - the game will feel much better at lower framerates[/p]
  • [p] Update voxel AO while still in transition - removes dark spot pop when game loads[/p]
[p][/p][h3]Bugfixes[/h3]
  • [p] Rewrote serialized settings fallback handling - fixes game not being playable if there were no settings saved[/p]
  • [p] Citizens disable their colliders correctly[/p]
  • [p] Weather properly initializes defaults - weather can now be fully random when starting the game[/p]
  • [p] Add workaround to prevent engine freezing when prewarming small batches of prefabs[/p]
  • [p] Disable time control if interacting with input field[/p]
  • [p] Fix citizen leader perks not being properly random[/p]
  • [p] Fixed incorrect solid voxels for Bar[/p]
  • [p] Fixed citizens ignoring flat entrances and not playing intended animations at them[/p]
  • [p] Prevent graph nodes getting incorrect input node dependencies when non-execution nodes are incorrectly gathered through execution links - optimizes some graphs[/p]
  • [p] Fix leisure task validation - citizens would incorrectly abandon their leisure task when things were updating the city (usually floaters)[/p]
  • [p] Fix citizens aborting their pats to flat entrances which were validated incorrectly when city changes[/p]
  • [p] Fixed flooded docks remaining in the boat system and causing problems for citizen and boat pathing[/p]
  • [p] Add delay to voxel compute uploading to prevent multiple uploads at once complaints[/p]
[p][/p][hr][/hr][p][/p][h2]Wishlist & Play the Demo[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated. Have any feedback for us? Visit our discussion page here or join our Discord server to let us know. Keep building, just don't crumble![/p][hr][/hr][p][/p][p]SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY[/p][p][/p]