Compara los precios de ALL WILL FALL en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por All Parts Connected. Publicado por tinyBuild. Lanzado el 3/4/2026. Disponible en PC. Géneros: Indie, Simulation, Strategy.

Structural engineering meets colony survival above a drowned world: if your build order ignores load-bearing math, the ocean reclaims everything you worked for.

My spreadsheet instincts fired up the moment I realized ALL WILL FALL does something almost no colony sim attempts: it makes the architecture itself a mechanical threat. Developed by All Parts Connected and published by tinyBuild, this is a vertical city-builder where physics is the primary antagonist, not rival factions or resource scarcity alone. The game runs a real-time stress overlay across every structure you place, and ignoring it is how you lose hours of progress to a single under-supported extension. That is the hook, and for strategy players who like consequence baked into every decision, it delivers. The colony layer underneath the construction is more conventional but still has teeth. Your population splits into three factions: Workers, who handle deconstruction and raw material hauling; Sailors, who operate boats to gather floating resources and exploit low-tide windows; and Engineers, who drive the research tree and unlock advanced machinery like cranes and smelters. Each faction tracks its own happiness meter, and neglecting any one of them cascades fast. A food delay drops morale, morale drops worker speed, slow workers mean a stressed support beam never gets repaired, and then the storm hits. The supply chain runs on nine resource types including wood, metal, sand, junk, fuel, and water, all physically carried by colonists whose pathing efficiency across your vertical maze directly determines how fast your economy actually runs. Colony placement is not aesthetic; it is logistics optimization. The eight handcrafted scenarios are the campaign spine, each with a distinct win condition and starting setup. One starts you on a skyscraper roof; another has you colonizing a massive broken tanker and repairing its engines to sail for fresh resources. The first scenario functions as a gentle tutorial covering the physics engine before pulling the safety net away. A sandbox mode and Steam Workshop support round out the longevity picture considerably: the sandbox lets you dial in starting colonists, resources, and scenario modifiers from rising water levels to full no-pressure creative sessions, while Workshop opens the door to community-authored maps that should extend replayability well beyond the main scenarios. The tech tree resets per scenario, which means veteran players will still need to sequence their research order carefully each run rather than coasting on memorized unlocks. The rough edges are real and worth flagging. Steam reviews sit at 75 percent positive overall but have dipped to 69 percent recently, which tracks with the common criticism that citizen pathfinding struggles in highly vertical, structurally complex cities. Workers occasionally get stuck on ladders or take wildly inefficient routes, which can be genuinely punishing when a receding tide is closing your resource window. The camera on vertical maps adds friction, and some players report that the physics, while present, does not enforce itself as brutally as the marketing imagery suggests; the stress overlay warns you early enough that catastrophic collapses are relatively rare once you understand the system. Random events, too, have been criticized for feeling repetitive after the first few hours, offering the same handful of resource-or-loyalty trade-offs rather than genuine run-altering curveballs. These are fixable issues for a small Lithuanian studio, and the patch cadence since launch suggests active support, but buyers should calibrate expectations accordingly. For Frostpunk or Surviving Mars veterans who want construction itself to be a puzzle layer rather than just a backdrop, ALL WILL FALL has a distinct identity and enough depth to justify serious time investment. Newcomers to colony sims will find the first scenario genuinely approachable, and the sandbox mode functions as a pressure-free playground to learn the physics before committing to survival runs. Go in knowing the event variety is thin at launch and the pathfinding needs work, and you will find a mechanically interesting game that the genre does not have a direct substitute for. Diego, Scout Team

ALL WILL FALL

ALL WILL FALL

3 abr 2026All Parts ConnectedtinyBuild
GamerScout opina

Structural engineering meets colony survival above a drowned world: if your build order ignores load-bearing math, the ocean reclaims everything you worked for.

PC
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €12.15

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My spreadsheet instincts fired up the moment I realized ALL WILL FALL does something almost no colony sim attempts: it makes the architecture itself a mechanical threat. Developed by All Parts Connected and published by tinyBuild, this is a vertical city-builder where physics is the primary antagonist, not rival factions or resource scarcity alone. The game runs a real-time stress overlay across every structure you place, and ignoring it is how you lose hours of progress to a single under-supported extension. That is the hook, and for strategy players who like consequence baked into every decision, it delivers. The colony layer underneath the construction is more conventional but still has teeth. Your population splits into three factions: Workers, who handle deconstruction and raw material hauling; Sailors, who operate boats to gather floating resources and exploit low-tide windows; and Engineers, who drive the research tree and unlock advanced machinery like cranes and smelters. Each faction tracks its own happiness meter, and neglecting any one of them cascades fast. A food delay drops morale, morale drops worker speed, slow workers mean a stressed support beam never gets repaired, and then the storm hits. The supply chain runs on nine resource types including wood, metal, sand, junk, fuel, and water, all physically carried by colonists whose pathing efficiency across your vertical maze directly determines how fast your economy actually runs. Colony placement is not aesthetic; it is logistics optimization. The eight handcrafted scenarios are the campaign spine, each with a distinct win condition and starting setup. One starts you on a skyscraper roof; another has you colonizing a massive broken tanker and repairing its engines to sail for fresh resources. The first scenario functions as a gentle tutorial covering the physics engine before pulling the safety net away. A sandbox mode and Steam Workshop support round out the longevity picture considerably: the sandbox lets you dial in starting colonists, resources, and scenario modifiers from rising water levels to full no-pressure creative sessions, while Workshop opens the door to community-authored maps that should extend replayability well beyond the main scenarios. The tech tree resets per scenario, which means veteran players will still need to sequence their research order carefully each run rather than coasting on memorized unlocks. The rough edges are real and worth flagging. Steam reviews sit at 75 percent positive overall but have dipped to 69 percent recently, which tracks with the common criticism that citizen pathfinding struggles in highly vertical, structurally complex cities. Workers occasionally get stuck on ladders or take wildly inefficient routes, which can be genuinely punishing when a receding tide is closing your resource window. The camera on vertical maps adds friction, and some players report that the physics, while present, does not enforce itself as brutally as the marketing imagery suggests; the stress overlay warns you early enough that catastrophic collapses are relatively rare once you understand the system. Random events, too, have been criticized for feeling repetitive after the first few hours, offering the same handful of resource-or-loyalty trade-offs rather than genuine run-altering curveballs. These are fixable issues for a small Lithuanian studio, and the patch cadence since launch suggests active support, but buyers should calibrate expectations accordingly. For Frostpunk or Surviving Mars veterans who want construction itself to be a puzzle layer rather than just a backdrop, ALL WILL FALL has a distinct identity and enough depth to justify serious time investment. Newcomers to colony sims will find the first scenario genuinely approachable, and the sandbox mode functions as a pressure-free playground to learn the physics before committing to survival runs. Go in knowing the event variety is thin at launch and the pathfinding needs work, and you will find a mechanically interesting game that the genre does not have a direct substitute for.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaPhysics ConstructionVertical BuildingFaction ManagementTide MechanicsScenario-Based ProgressionStress OverlaySupply Chain DepthWorkshop SupportStructural Engineering Puzzle

Requisitos del sistema

Mínimos

OS
Win 10 x64
Memory
16 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
GTX 1660 Super
Processor
Ryzen 5 3600, i5 12400

Recomendados

OS
Win 10 x64
Memory
16 GB RAM
DirectX
Version 11
Storage
5 GB available space
Graphics
RTX 3060
Processor
Ryzen 7 3700x, i7 10700

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Información del juego

Desarrolladora
All Parts Connected
Distribuidora
tinyBuild
Fecha de lanzamiento
3 abr 2026

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¿En qué plataformas está disponible ALL WILL FALL?

ALL WILL FALL está disponible en PC.

¿Cuándo se lanzó ALL WILL FALL?

ALL WILL FALL se lanzó el 3 de abril de 2026.

¿Quién desarrolló ALL WILL FALL?

ALL WILL FALL fue desarrollado por All Parts Connected y publicado por tinyBuild.