- 1.4.0 Foundations Update & 25% Off Sale! - 16 September 2026
Hello Survivors,All Will Fall is currently 25% off and we've got an update to share with you!Foundation ReworkWe are introducing a new Ground system which determines the costs of building Foundations. The deeper you build, the more sand it will cost you. We hope that this will create unique designs and choices on how to shape up your city in the late game. And don’t worry, we're also introducing new buildings to help you with these challenges!Yellow color marks shallows. It seems like something has stood there before...New Support BuildingsFor a long time Foundations were exclusively late game - they cost expensive Sand resources and could be built anywhere. Having them in the early game would have trivialized the need for clever expansions of building cities. But now that the Ground system limits places where they can be built without extra Sand, we are making Wooden and Metal foundati…
- Patch 1.3.4 - QoL & Fixes - 20 August 2026
Hello Survivors,This week's small update brings you plenty more quality of life and bug fixes!Citizens that leave for expeditions actually come back instead of their impostersMagnet ignores mark priority and affects hazardsFixed Cannibal Hut policy applying unintended buff to all workplacesImproved Expedition experience by requiring to assign citizensFixed Chart Screen breaking on non-100% Windows screen scalingMoving buildings have their impact effectsFixed not being able to detonate floating explosivesNo longer update Citizen work tasks on each tick - track last updated Tick instead. Improves performance on cities with many citizensTooltip detection now gets blocked properly by UILoad Game UI has "Show more" button instead of hiding saves beyond second-clickReduced floater damage dealt to DeflectorsAdded large and small Rocket explosion effectsSpawn damaged effect when hitting somethi…
- Patch 1.3.3 - 11 August 2026
Hey Survivors,Bringing you another small update with fixes and QoL additions.Changelog:Fixed boats getting stuck with high priority GatherablesAdd ignore mark priority for pushers so they can push things that are not marked - fixes Pushers not pushing floating rocketsAdd reverse path node connections where entrances are - fixes entrances becoming one-way in rare casesAllow Building any blueprint in sandboxAdd Boats to the resource buildings list UIBoats are considered circles (as opposed to squares) when generating sailable area - makes boat passages between diagonal walls consistentDon't show explode resource bubbles on explosives that player can't detonateFix Stuck building event - no more targeting itselfFix incorrect physics stress outcomes while building by not overestimating connection strengthsUpdate translationsPlease, keep reporting bugs via the in-game tool or by posting on ou…
- Patch 1.3.1 & 1.3.2 - Fixes, UI and Balance Update - 8 August 2026
Hello Survivors! You might've noticed a couple of updates following our major update earlier this week. Version 1.3.1 patch notes:Check pipe filters for bubble storage path warning - regular storage built next to Pipes (Vents) show proper missing path bubblesFix citypaths not untracking buildable due to missing deconstruct notification when buildable was damagedReordered Gatherer Role to respect Citizen worktimeCorrect progress bar scaling with scaled UIFixed diagonal concrete socketsSteel wall proper stress profileChanged default control option valuesDon't allow detonating RocketsFixed Rocket not being gatherableChanged building average history formulaFixed Expedition eventAllow accessing buildings 1 voxel away and from directly under! You no longer will need to build stairs to gather things aboveFloating rocket smoke is in world spaceExploded objects don't disappear if they shouldn'tV…
- Rocket Site Update & Daily Deal! - 5 August 2026
⚓️ Hello Survivors,A new update is here with a brand new scenario, including expedition ships, new buildings, a durability system with floating hazards, and a production chart. All Will Fall is also today's Steam Daily Deal discounted at 35% OFF! That's the lowest discount yet!🚀 NEW SCENARIO: Rocket SiteOur new scenario has cranked up floating hazards to an 11! The Rocket Site scenario features extremely dangerous objects that can damage your city and even completely wipe it out if you don’t deal with them.🔧 NEW MECHANIC: Expedition shipsPreviously, once you've explored all of the environment events, there was no way to get new upgrade and relics. However now, you can now send out expedition ships in search of the old world relics and other valuables. But beware, each expedition will have to venture further away and futher away, so make sure you have enough resources to send it off fo…
- Patch 1.2.4 - Bundle of Fixes - 6 July 2026
Hello Survivors,Hope you're having a wonderful start of July! Here we are with another big bundle of fixes.Patch log:Show loading indicator after cinematic naturally endsFixed unpaused buildings not updating their production progressFixed Social Group Leader interactionsImproved how Window decorations look and feelFixed Concrete Triangle building not having worker capacity to be gatheredOptimized pipe drawing and reduced clutterSoftlock prevention if no houses are availableSome events were not auto restartingFixed some players missing technologies - Docks, etcFixed Tanker scenario logic collapsing non-anchored fallersFloating junk is now gatherable by idle citizensFixed weather station event and how you interact with the stationUpdated translationsReduced Range upgrade minimum efficiency required to apply buffFixed Gathering Hut context highlight blinking on higher game speedsPushed Gra…
- Patch Version 1.2.1 - Hotfix - 27 June 2026
Hey Survivors,Small update here to follow up on some fixes from this week's content update, here are the notes:Handle Social Groups without leader perks correctlyFixed Citizens getting non-unique persistent IDsSanitized illegal leader IDs on loadCanceled remaining support calculations early - this may fix some physics crashesTrader now has a proper timerNo longer select reposition tools through UIFixed Event outcome research progress if research wasn't startedCorrectly handle collapsing buildings that are connected to the city only through non-supporting buildingsFixed resource duping while building buildingsUpdated Cybertower scenario preview imagePlease, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL
- Update 1.2.0 and 25% Summer Sale Discount! - 25 June 2026
Greetings Survivors,Happy Steam Summer Sale! We have a content update to share with you in addition to All Will Fall's 25% discount until July 9th!Patch Notes:New CybertowerOur goal is to enhance All Will Fall's replayability and make it a unique experience for every player. We recently added random generation to most scenarios, including Cyber Tower, but it was quite simple and needed some more love. So with this update, we have iterated its procedural generation and made it more interesting, hiding repeating patterns and made it appear as “natural” as a gray imposing monolith building could ever be. Now the building has a story to tell-- Was it once used for launching drones? Or was it used for space-operations communication? You’ll find out more as we keep developing the world!Events ReworkedWe've reworked many common events. They can now repeatedly spawn and scale with your progress…
- Patch 1.1.4 - Small Update and Fixes - 15 June 2026
Hello Survivors,Another update here with more fixes!Fixed build time crane reachability tooltipAdded height meter rounding to 0.5Fix potential temp job memory leak in shadow proxy systemFix path request memory leaks. This happened when Citizens with certain tasks would calculate new paths when they already had paths savedFixed Building Event empty tooltipModern Apartment Debris is now gatherableHeight Meter can be controlled with ctrl + scroll. Added control button information to the tooltip. Please, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
- Patch 1.1.3 - More Fixes - 27 May 2026
Hello, survivors! Here's the patch 1.1.13 notes: Fix several progress-checking events not being updated correctly, thus not rewarding scenario completionsFixed Oilrig map sometimes not spawning crashed boatFix Advanced Boat crane animationMake Scaffolding paintableAdd Pusher animationsRemoved Fireplaces that were audible in main menuFix Resource labels displaying incorrect average valuesFix Tree buffing ranges being off-centerPlease, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
- Patch 1.1.2 - Hotfix - 24 May 2026
A little Sunday hotfix has arrived:1.1.2 patch notes: Increase allowed Camera distance outside of mapFix progress check for Crumbling City scenario - it will no longer be blocked after constructing required FoundationsFix Group Fight event not firing due to delay never allowing it to passPlease, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
- Patch 1.1.1 - Tweaks, Fixes and Improvements - 20 May 2026
Hey, everyone! A little of everything for you today.1.1.1 patch notes: Insignificant plants no longer block repositioning buildings on themTweaked some sound volumesAdded new weather ambient soundsThe game now streams music files instead of preloading themCitizens no longer get stuck in a Sleeper role after sleepingRank shown Workshop items by trend, not by rating in the game menuThe game will format positive floating resource gains correctly nowThe game now sets up initial settings for each Scenario Map in Custom Scenario menu correctlyBetter check for tree blasting event in Tropical Island (you don't need to check anything, dear, don't worry).Please, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
- Patch 1.1.0 - Major Procedural Generation Update - 19 May 2026
Okay, we really wanted to make this update by the Ocean Fest and we almost made it. Together with it, comes a major improvement into how procedural generation works across some maps.1.1.0 patch notes: Procedural generation overhaul for the Oil Rig, Crumbling City and Tropical Island maps. They will now be more randomized. Stability updates and bug fixes took some time as wellAdded more buffing buildingsAdded various effects and animations to buildingsResource piles now visually deplete over timeImproved Custom Scenario window which now works as intendedThis is not here yet, but Cybertower map rebalance is expected this week too.Please, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
- Patch 1.0.19 - Stability is what we need - 12 May 2026
While we are working on a larger update for the upcoming Ocean Fest (May 19), a much-needed stability iteration is ready.1.0.19 patch notes: Game won't show the Storage Priority button on the output-only storages (Docks)Fixed Building list Bubbles not showing tooltips correctlyBoat List also has Bubbles nowFixed Flame shader sometimes producing visual artifacts due to negative color valuesOptimized Event Graph initialization - might reduce stutter when starting new Event Graphs. Greatly improves Editor iteration speeds. Sanitize Gatherables with different than original contents - fixes some older-saved objects being ungatherableFix resources sometimes going into negative values when constructing/deconstructing and undoingRewrite Social Group Leader logic to prevent Groups from having multiple Citizens being flagged as Leaders. Fixes events that change Leaders having inconsistent outcome…
- Patch 1.0.18 - Massive Polishing and UI improvements - 29 April 2026
Here's a major patch with tons of bug fixes and polishing. We have implemented UI to set default auto Gather Priority on buildings (you can see a cogwheel icon next to the priority icons). Improved UI for diagnosing issues - Citizen and Building lists now have bubbles inside for easier investigating. The nearest one will introduce lag fixes for many citizens and build physics updates which we didn't include in this build - still testing it.1.0.18 patch notes: Fix construction progress resetting when aborting/changing constructionFix reposition deconstruct cheeze for prebuilt world buildablesReassign citizen to back to their workplace after repositioning and constructing itChanged Wind Turbine voxel type to reduce deconstruction selection areaFixed Deflector missing socketsAdd Top Workshop Content panel to Main MenuAuto unmark unreachable non-player overridden depletablesUnmark icon is n…
- Patch 1.0.17 - It ain't much, but it's honest work - 21 April 2026
Yes, this one is indeed not the biggest update ever, but you wouldn't be happy if we had just kept it hanging until the end of the week, would you?1.0.17 patch notes: Fix bugs related to adding/removing CitizensTweaked advanced hut visualsCleaned up Pusher visualsBetter sea access building descriptionBar updateElectric Greenhouse, Metal Smelter, Wind Turbine, Tools Production and other smaller building sound updatesCleaned up Crane visualsCitizens have a limit for searching for wandering positions and fail correctly. Because failing is a part of life, after all.Increased Junknado Eventbox durationUpdated translations. Yes, still doing this.Please, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
- Patch 1.0.16 - Remote Drinking, Pausing Production and more - 20 April 2026
Here comes a bunch of anticipated fixes today that hopefully won't break anything else.1.0.16 patch notes: Boat workers will eat/drink remotely during consumption hoursClicking on Social Group warnings will focus camera on relevant CitizenNew visuals for Social Group officesNew visuals for Advanced Resource HutFix some events with a single visible outcome not having the Confirm button as that outcomeDon't sit around in explosive range again (even if you really-really want to, just don't)Removed auto show from some eventsImproved tutorial for game controlsLost Child event will give other option if player has already built a watchtowerUnlocking new scenario will open World Map while playingDraw non-walked parts of Citizen paths above walked - improves blending and visibility when multiple paths are drawn at onceFixed Citizens not exiting boats properlySignificant changes from previous ver…
- Patch 1.0.15 - Putting People in Line - 17 April 2026
This patch is only a part of our planned Citizen optimization effort, so there will be more. 1.0.15 patch notes: Optimized Citizen movement calculations by parallelizing them. A city with 700 citizens on AMD 5900X at max game speed goes from 17FPS (59ms per frame) to 25FPS (40ms). Per frame, folks.Occasionally check if stand-on nodes haven't changed so Citizens stop sitting in waterThe game will keep searching further if Citizen fails to find stand-on nodes nearbyUnassign workers from buildings in Danger Zone™ if Danger Mode© is activatedTweaked turbine colliders - improves their selectionDon't allow leisure and education in flooded buildings (after many complaints our school have received from the enraged parents)More checks to prevent people joining after All Has FallenPipes now take storage capacity into accountFix repositioning buildings over previous positions sometimes crashing th…
- Patch 1.0.14 - Performance, Perform! - 14 April 2026
Hey, it's us again. 1.0.14 patch notes: Fixed gatherables with stale data in their inventory in older cities being ungatherable, for example Concrete FloorsChanged Boat gather logic to remove lower priorities early - this improves pathfinding performance and reduces stutters in large mapsGravity Battery now uses solid voxels - they are no longer stackable on top of each otherFixed Dock missing access bubble and Dock blocked state visuals inconsistencyEnd Goal Ship properly floats on water (yay!)Number of Outsiders joining will have max limit, to prevent crazy numbers in sandbox and when you guys decide to cheatFixed error when removing pipe during constructionFix input/output building buff filters not workingBuilding end goal ship in any way, even if you refuse to continue with the main event line, will still unlock the Broken Tanker scenarioTweak floater random speeds so they're less c…
- Patch 1.0.13 - Outsiders, finally - 10 April 2026
Hey, it's us again. 1.0.13 patch notes: Event-starting buildings UI has been improvedPipe network connectivity checks were optimized. Now the game won't create networks of non-built pipe resource types and checks the connectivity per-neighbor instead of per-pipe. Neighbor count is usually lower than pipe count. This long and boring piece means that the buildings impact on performance will be improved when you move them.Prevented Event interaction in the Build ModeSet up remaining concrete environment gatherables. Made others be selectable after certain research.Optimized adding and moving Buildings in BuildingGrid manager. Again, slightly improves performance when buildings moveFixed the Leisure values getting reset after loading up a save - this should fix the bugs that many of you have reported earlier.Various bugfixes and memory leak fixes.Finally, the Outsiders event has been rework…