1. All Will Fall: Physics-Based Survival City Builder
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  3. ⚓Demo Update #Version-0.11.0f6

⚓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]