$29.99ALL WILL FALL Build upward or fall apart
Lead flood survivors, scavenge a drying seabed and stack a shanty town toward the sky while physics, hunger and factions test every beam.
Is ALL WILL FALL worth it?
ALL WILL FALL is worth it if…
- you like city builders that ask you to think in three dimensions, not just spread outward
- you enjoy colony sims where every decision trades resources against loyalty
- you want a slow, deliberate game where rushing the plan costs you later
- you like runs that play out differently, from oil rig bases to cities on a moving tanker
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Build in three dimensions, on real physics
There is no flat grid here. Your city grows up, down and sideways, and the construction system simulates weight, tension and material strength, so a tower balanced on two thin columns is a tower with a short future. You plan supports, bridge gaps between islands, and stack housing over smelters over scaffolding until the whole thing looks like a favela welded to a skyscraper.
A concrete moment: you hang a rain catcher off the edge of a platform, watch the support flash, and bolt on two more struts before it becomes a very expensive splash. Build badly and things crumble; build well and the city climbs.
Lead a colony with opinions
Your settlers are not just hands. Workers, Sailors and Engineers each bring their own traits, like access to boats or cranes, and their own clashing demands for housing, water, food and leisure. Keeping all three working as one machine is the real puzzle.
Then the random events arrive, and they do not ask nicely. A raft of starving newcomers begs for shelter while your own stores run low. A shipment of meat of unknown origin could solve hunger tonight. Accept, refuse, or explain later: every choice trades resources against loyalty, and history will remember whether you led as a shepherd or a tyrant.
Scavenge a world the ocean gave back
The sea is not just scenery. Water levels recede over time, uncovering new ground, sunken structures and resource nodes you could only dream about before. Getting to them is its own project: machinery, ladders, explosives, whatever does the job.
Sending survivors out to scavenge the long-lost world keeps the city fed in both senses, for materials and for building space. And because the tide keeps moving, the map you started with is not the map you finish with. Old routes dry up, new ruins surface, and the city has to grow toward whatever the ocean reveals next.
A city builder with a third axis
If you like laying out districts and watching a settlement swell, this bends the formula upward. Instead of zoning flat blocks, you stack: housing over workshops over storage, all held up by a structure that has to actually hold. Weight distribution and material strength become part of the layout puzzle, alongside the usual balancing of food, water, power and jobs.
A research tree unlocks dozens of building types as the population grows, from smelters and radio towers to lighthouses and dynamo hamster wheels for electricity. When the skyline is done, a painting and decoration tool lets you dress it up, from concrete towers to tropical resort flourishes.
People, not just population
This is a colony sim where the colonists have faces, factions and moods. You assign jobs, juggle three groups with different skills and needs, and answer their requests before resentment turns into a problem worse than hunger. The stories come from what goes wrong: a decision that cost you loyalty, a group left without water, newcomers who arrived at the worst possible time.
The political layer is where it bites. Random events force choices with no clean answer, and your standing as a leader shifts with every one. Kindness costs resources; ruthlessness costs trust. The city survives either way, if you are good.
Survival, from rain catchers to hard calls
The post-apocalypse here is systemic. You establish harvesting, logistics and production chains to keep water, food and power flowing, and the research tree offers some memorably desperate answers: rain catchers, cannibal huts that solve hunger quickly, hamster-wheel dynamos. Survival is not a backdrop, it is the whole economy.
Scavenging expeditions, shifting tides and random events keep pressure on even a well-run city. And if you want the building without the starving, a sandbox mode lets you skip the survival pressure entirely and just build.
How much is there to play?
Can you play it solo?
Yes, it is a singleplayer game throughout. The campaign is split into 8 handcrafted Scenarios, each with its own story, atmosphere, goals, map layout and gameplay conditions, offering up to 100+ hours depending on how you play. One Scenario has you fortify an abandoned oil rig, another has you build on a tanker and sail it across the ocean hunting for land, another is a race to prepare the city before a tornado arrives.
What happens if your buildings collapse?
The physics simulation is there to be respected, not to punish you constantly. While building, the game flags structures that lack support, so you can add struts or reposition before anything falls. If a plan does go wrong, you can revert to before the collapse, and demolishing returns the resources. The real structural challenge is planning ahead: balancing weight, bridging gaps and choosing materials as the city grows taller and heavier.


















