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All Will Fall: Physics-Based Survival City Builder News

⚓ RELEASE DATE ANNOUNCEMENT ⚓

[h3]Hello, Stranded Survivor! ⚓[/h3][p]
The whole team has been eagerly waiting to reveal the release date and we know you've all been patiently waiting for the news on when All Will Fall will release but you'll no longer have to wait.

All Will Fall will be releasing exactly a MONTH from today so start your countdowns and mark your calendar.

[h2]April 3rd 2026 [/h2]

[h3]Check out our release date trailer:[/h3]

[previewyoutube][/previewyoutube]

[h2]What to expect from the full release:[/h2]


    [h3]Master 3D Physics-Based Construction: [/h3]
  • Land is limited in this oceanic world. Stack buildings and create optimized production chains to grow your city to new heights in all three dimensions, but be mindful of real-world construction forces to ensure your precious structures don’t come tumbling down!

    [h3]Lead Your Colony: [/h3]
  • Manage the needs and wants of different factions in your city – Sailors, Engineers and Workers, each with their own unique traits. Maintain balance between the factions – or pick your favorites to unlock their true potential at the cost of goodwill from the others.

    [h3]Make Tough Decisions: [/h3]
  • Will you shepherd humanity for the greater good, or rule in terror as a tyrant? Be benevolent and try to care for everyone, or be strict and punish dissent forcefully. The choices – and the consequences – are yours.

    [h3]A New Dawn for Humanity: [/h3]
  • Send out expeditions to explore the ruins emerging from the receding tides, face unique threats with each play session, unlock a variety of scenarios and challenges, and create new colonies to establish humanity’s new home above the seas.

    [h3]Infinite Replayability: [/h3]
  • ALL WILL FALL will launch with Steam Workshop integration and an in-depth map editor allowing for community-made scenarios! With Sandbox mode and over 100+ hours of potential playtime hours along with post-launch plans to keep updating and improving our game.




[/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 #Version-0.12.2

[h3]Hello, Stranded Survivor! ⚓[/h3]

We hope you had a relaxing break for the holidays! Now we're all back to work, we've worked on a demo patch that's available right now! Head over to your Steam library and update your game.



Here is the full list of fixes and updates 👇
  • Fixed double-click not opening repositioning tools.
  • Fixed boat sounds going to the UI channel and having switched left with right.
  • Fixed Clearance Buildings not updating their ranges when their stats change.
  • Fixed applying input control settings from the event node.
  • Changed the close-up building audio range.
  • Added reverb for buildings.
  • Greenhouse had no sound.
  • Control settings reset, fix & don't clear user bindings.
  • Don't do unnecessary work on disable for boat navigation, prevents quit errors
  • Use the correct interface for leisure buildings, fixes serving overflow.
  • Complete job handle if needed on disable, without extra work, to not cause errors on disable.
  • Added audio effects on floating metal and foundations for random directional water splashes.
  • Removed one step from the visibility slider, only toggles between full view and view at the selected building top.
  • Handle dirtying Buildables that have already been removed from the city.
  • Made the research progress bar the same size as the milestone bar.
  • Added pause button instead of "pause" button in Research panel.
  • Make the research panel more symmetrical.
  • Scroll bar on top, so it no longer pushes content around, and recolor it.
  • Remove depletable completely from containers when removing it from the city.
  • Disable Ladder auto-rotating on build.
  • Correctly calculate reachable depletables and fix things blinking when the city gets recalculated.
  • Calculate Floating Building position before its gizmos are drawn - fixes gizmos lagging behind one frame.
  • Rain-related building gizmos no longer blink when the city is updated.

The base is lost without you! What are you waiting for? Launch the All Will Fall Demo right now and get building and surviving



[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]

⚓ Major Demo 0.12.0 Patch ⚓

[h3]Hello, Stranded Survivor! ⚓[/h3]

We're back! Our team has been working hard to bring you this massive performance patch for our demo.

We've added a ton of QOL improvements to controls, UI, and building interactions, as well as visual updates and new audio. Expect some gameplay rebalancing, bug fixes, and major performance optimizations.

[h2]A quick shoutout![/h2]
Before we get into your demo update in detail, we want to take a moment to thank our local game-tech supplier, Game Room [www.gameroom.lt]

We've been getting reports of stuttering on some beefier computers. Turns out, ironically, the high-end 5000 series Nvidia cards were consistently showing these symptoms of stuttering.

We don't have these cards (yet, waiting for release hehe), so we reached out to our Lithuania's Game Developers' Association. We got a nice lead to ask Game Room [www.gameroom.lt] since they sell pre-built machines and might have something lying around.

We were really lucky to get this beastly machine with GF 5900 to test on... for free! The guys at Game Room lent us this monster to dev on. We then successfully identified the issue - it was our Voxel Ambient Occlusion precalculation taking up to 200ms per city-change. We were able to optimize it down to insignificant numbers and also improve the visual quality.



Here is what to expect from our Demo update!


[h2]Input[/h2]
  • Stop building if the building category of the active target is closed.
  • Ladders auto-rotate.
  • Increased camera vertical limit.
  • Allow copy-pipetting clear-voxel objects.
  • Remember the previously paused speed when leaving the escape menu.
  • Add an option to have alternative controls.
  • Use shift to flood-paint buildings.
  • Support arrow keys for alternate movement.

[h2]UI[/h2]
  • Fixed social group UI button sorting.
  • Draw contextual gatherables for Huts, Boats, and Cranes.
  • Show the collapse bubble even if the building is flooded.
  • When paths are disconnected, display the best potential positions for joining missing path connections.
  • Don't allow assigning to a flooded building.
  • Better research lab research production icon and tooltip.
  • Glowing UI for happiness milestone unlocks.
  • Show missing research and no buildings warning on marking tooltip.
  • Smooth fade-in weather flood preview plane.
  • Workplace UI shows that the building is flooded.
  • Use icons instead of text for controller inputs.
  • Add progress bar for event videos.
  • Changed gathering icon colors.
  • When paths are disconnected, display the best potential positions for joining missing path connections.
Here you can see missing path connections being drawn

[h2]Gameplay[/h2]
  • Unmark and forget depletables beyond interaction depth.
  • Explosives now ragdoll citizens only in the collapse range.
  • Tweak starting map.
  • Tweak events.
  • Reworked Explosives balance.
  • Tweaked watchtower influence.
  • Fixed missing junknado achievement.
  • Fix various random-related values in Event graphs to make them more consistent.
  • Rebalanced interactions with Social Group Leaders.
  • Rebalanced Influence - it is now harder to get, making it more impactful.
  • Fix Event data not being loaded correctly from saves.
  • Tweak auto-gather priorities for various gatherables.
  • Allow overflow of leisure servings.
  • Lots of new music and sounds.
  • Citizens don't take resources from the workplace if they can't store them.
  • Docks now check clearance to see if access to the boat is blocked.
  • House quality is now additive instead of averaging all its stats. Make base and maximum stats different for each house.
  • Rebalanced decoration values for new house stats.
  • Metal vents work as environmental pipes.
  • Gain back resources for exploded insta build buildings.
  • Allow to detonate from further away.

[h2]Visual[/h2]
  • Touched up morning/evening shadow visuals.
  • Fix citizen position extrapolation between ticks - makes walk animations smoother.
  • Better water horizon fadeout.
  • Correct floater position interpolation.
  • Lerp buoyancy position.
  • Improve crashed boat visuals.
  • Rotated a bunch of buildings for better thumbnails.
  • Paintable wood paths and stairs.
  • Better Extending Wood Crane Graphics.
  • Reduce specular highlights on water if the sun is dark.
  • Improve storm mist particle visuals.

[h2]Performance[/h2]
  • Optimize citizen personal space counting.
  • Do not update citizen animators manually, scale their animation speed instead to keep them synced with the game - makes them much more optimized.
  • Optimize collapsing building stress drawing.
  • Optimized buoyancy calculations.
  • Fix flames material using the wrong shader type (unlit sprite), which prevented them from being batched.
  • Optimize citizen path scheduling.
  • Optimize the nearby-buffing building search algorithm.
  • Cache various production building values and only update them when something relevant happens to those buildings.
  • Optimize boat navigation and data pre-calculation.
  • Autosave is done in a separate thread - autosave produces a much shorter game pause.
  • Simple city marking optimization.
  • Don't update selected Citizen UI twice.
  • Optimize multiple building repositioning and building.

[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]

THANK YOU for the 250,000 Wishlists! ⚓

[h3]Hello, Stranded Survivor! ⚓[/h3][p]
It's been a wild ride for our team since we first announced All Will Fall and launched our demo. We've received hundreds of your feedback to help improve our game and make it what it is today. The playtests you've all participated in

[/p][h3]Over 250,000 of you[/h3][p]Have wishlisted our game, and we couldn't be more thankful here with us, just not on a single platform or else all will indeed fall! [/p][h3]Over 170,000 of you [/h3][p]Since we launched our demo, you have built a new home, and hopefully, at least half of you haven't collapsed into the ocean floor, died of starvation, or dehydration. [/p][h3]We have some exciting updates and devlog coming very soon, so keep an eye out for that in the new year! [/h3][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-0.11.5f4

[h3]Hello, Stranded Survivor! ⚓[/h3][p][/p][p]We're back with another small update for you! We also wanted to take this chance again to say thank you for all of the feedback and bug reporting since we first released our demo. Your support has been monumental to the team, and we can't wait to fully release All Will Fall.[/p][p][/p]
  • [p]Sanitize active policy technologies that were removed - fixes some saves not loading.[/p]
  • [p]Show a warning if a gatherable is marked with high priority and is unreachable.[/p]
  • [p]Cranes no longer cycle through available targets and sort them instead: they sort by marked priority, resource, and distance.[/p]
  • [p]Optimize all production building effects by using a centralized manager.[/p]
  • [p]Add Bathhouse sound.[/p]
  • [p]Add LODs for citizens.[/p]
  • [p]Optimize citizen rendering - their shaders have been simplified, and citizens are now rendered in batches, greatly reducing CPU load on larger cities.[/p]
  • [p]Fix Citizen's hair being too spooky.[/p]
  • [p]Fixed several memory leaks and crashes related to pathing and missing citizen paths.[/p]
  • [p]Added collapse sounds.[/p][p][/p]
[hr][/hr][p][/p][h2]Wishlist & Play the Demo now[/h2][p][/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p][/p][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][p][/p][hr][/hr][p][/p][p] SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY[/p][p][/p]