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All Walls Must Fall: A Tech-Noir Tactics Game

Created by inbetweengames

All Walls Must Fall is a Tech-Noir Tactics game in Berlin 2089 where the Cold War never ended.

Latest Updates from Our Project:

Update 7: BETA UPDATE & RELEASE DATE!
over 6 years ago – Fri, Jan 26, 2018 at 04:20:44 PM

Today we’ve hit a new milestone for the game: our BETA build! That means the game is feature-complete, and we can also announce the date when we plan on launching Version 1.0 of All Walls Must Fall: Friday Febuary 23rd.

We want to get as much feedback as we can from as many players as possible during the Beta, so the game is now 50% off on both Steam and itch.io, for two weeks so plese do tell your friends!

We’ve added quite a lot for this update, focussing on getting a state where we can really work on polishing the game before it’s finished. For the next month, we’ll be fixing as many bugs as we can and improving performance, as well as making balancing changes, putting in final art, and finishing off the in-game backer rewards. But we’ve made a lot of changes since Update 6, so let’s dive into those!

Narrative and story

Glienicker Brücke - The Bridge of Spies
Glienicker Brücke - The Bridge of Spies

The primary focus for the month has been finishing Kai’s story in East Berlin. All missions in the game are now part of narrative “arcs”, each consisting of 3 missions. These are self-contained vignettes which tell their own story, and connect in some way to the TV tower bombing that sets the scene at the beginning of the campaign. A campaign now consists of 4 of these arcs, and after each one the Narrator will take away Kai to the Glienicke Brücke for a little debriefing.

Celebrity Portraits, NPCs and Collectibles

ALL the celebrity portraits!
ALL the celebrity portraits!

Our wonderful Celebrity backers provided us with images to turn into portraits, and those are now in-game! Each club has a celebrity NPC who will introduce themselves and welcome you to the club and the party happening there. You’ll also find these portraits on other NPCs that you can talk to, as well as on Celebrity collectible IDs. We’re really happy with how these have turned out, and want to thank our backers for both their support and their inspirational images!

We’ll be sending the portraits and IDs to the Celebrity backers early next week! We just need a few more days to pack all the goodies we want to send you. :)

New Mission: Identify Target

Am I seeing double here?
Am I seeing double here?

One of the new arcs contains a new mission type: Identify Target. Without giving too much away, let’s just say you might think you’re seeing double.

Campaign Leaderboards

To win you must beat my score! - David
To win you must beat my score! - David

Completing a campaign (in the Steam build) will give you a score that’s posted on a global leaderboard! There’s a separate board for both violent and non-violent playthroughs - see if you can beat David’s score!

Neon club names

New neon club names!
New neon club names!

We’ve added a few new fonts to display the club names, in glowing neon!

New club sizes and layouts

Club layouts are more varied now thanks to more courtyards and clubs get bigger as you progress through the campaign!
Club layouts are more varied now thanks to more courtyards and clubs get bigger as you progress through the campaign!

We’ve setup the clubs to have a much bigger variety of sizes, with clubs getting larger and harder towards the end of the campaign. As well as that, we’ve improved the courtyard system to place courtyards in a bigger variety of sizes, shapes, and locations, to create much more interesting interior layouts. We’ve also made a few other small tweaks to ensure a better distribution of room sizes, as well as making sure the front and back entrances aren’t too close together.

New room type: Storage Hallways

Private storage hallways have been added!
Private storage hallways have been added!

This new type of hallway can be found in the private areas of a club. They can make for some pretty exciting firefights and chases!

Enemies and Weapon Scanners

Scanners scattered through the club cause noise and can alert patrolling enemies!
Scanners scattered through the club cause noise and can alert patrolling enemies!

Harder clubs will now contain patrolling enemies from the beginning of a mission, and you’ll also find Weapon Scanners throughout the club. These might not immediately alarm enemies when triggered, but they will create noise and any enemy that happens to come past will be alerted. We’ve also tweaked the composition of enemies a little to add a bit more variety - instead of randomly distributed enemies, you might find groups all carrying the same weapon, for example. Scope out your targets and plan your approach before opening fire for a better tactical outcome!

Drinks from Bartenders

Drinks on the house!
Drinks on the house!

When talking to Bartenders, they will offer you a drink! These drink names and ingredients were provided by our Backers. More work on the party backer rewards still to be done!

Identify Target escape vehicles

This car ONLY comes in black!
This car ONLY comes in black!

In the Identify Target mission, the targets can escape by getting to a particular spot outside the club. Those spots were previously invisible, which could be confusing. Now they’re marked with these menacing vehicles. We know it can still be a bit hard to keep track of which targets have escaped, and if you’ve failed the mission as a result - this is something we aim to tackle in the next update (for other missions too!)

Exfiltration during combat now has a Drop

If you manage to get Kai to the Turbo Trabbi and Exfiltrate during combat, previously the mission would just end immediately. This could be a bit frustrating as you’d miss out on the Time Resource that you would receive during the Drop, which would affect your mission score and thus credits you’d receive. Now, the combat will automatically be Dropped, giving you full satisfaction.

Nudity and Profanity filter

████ ███████ ████!!!
████ ███████ ████!!!

We’ve added a new option in the Advanced settings to allow you to select censorship for Nudity and Profanity. Unnecessary censorship of nudity might actually wind up spicing things up even more so beware! 🍆█

A few small bug fixes and balancing changes

You can see the full release notes for the list of minor changes. As the focus for this month has been getting feature-complete though, we haven’t spent too much time on this. Expect the list for version 1.0 to be much, much longer!

We’d like to thank everybody who’s supported us during the Kickstarter, Closed Alpha and Early Access. It’s our first time developing a game like this, and we’ve learnt a lot along the way. We really couldn’t have got this far without you all, and the feedback we’ve received along the way has been absolutely invaluable. Keep that coming this month! We have a big backlog of bugs internally that we will be tackling, but if you have any major offenders, let us know - on the forums, on Twitter, or by using the feedback button in-game.

Thank you all,
inbetweengames.

Alpha 6: NICE & NAUGHTY now available!
over 6 years ago – Fri, Dec 22, 2017 at 08:58:38 PM

Ho ho ho! Have we been naughty? Have we been nice? How about a bit of both!

Free Steam key for all Backers!

We’ll start with the Nice: we’re sending all Backers (who chose a tier) a free extra steam key! This should’ve come as a mail to you already. Merry Christmas! This is a little extra thank you for supporting us this year. Please do pass your extra key on to a friend or loved one who you think might like the game - or perhaps your favorite streamer! We only ask that you don’t sell these keys on any of those key reseller sites, please!

In-game rewards and IDs

Some example backer IDs!
Some example backer IDs!

More Nice: your rewards and IDs! Those of you who backed at Informal Collaborator or above will start getting your digital IDs in your mailboxes today - look for emails from [email protected], via Mailchimp. Your IDs will have a code on them, which you can enter in the new “Rewards” section of the Options menu. This will then allow you to guarantee that your rewards will show up in the next campaign you begin. You can also select from your list of Turbo Trabbi skins. Not all rewards are implemented yet, but you can find these already:

  • Your name in the Credits
  • In-game collectible with your name
  • Car paint jobs
  • Enemy agent with your name
  • Club NPC with your name
  • Name your own nightclub 

Note: We haven’t sent out the Celebrity IDs yet, but you can still use a code from your other IDs to unlock your Celebrity Golden car paint job!

New Enemy Abilities

The three new enemies we recently introduced now have their own set of naughty abilities! We think this adds a lot more variety to the tactical combat, especially in the later missions where you may find strategies you used early in the campaign need a rethink as a result.

The Phantom - where do they go?

A Phantom vanishes when shot!
A Phantom vanishes when shot!

When a Phantom takes damage, they will vanish in a puff of smoke. Until they re-appear, they won’t be targettable or able to take damage.

The Spectre - gotta glitch fast!

Spectres teleporting about!
Spectres teleporting about!

 

Spectres sprint around chasing their prey, but when they get impatient of all that running have the ability to teleport closer to where they want to go. They will also teleport away when they take damage. Whenever they do this, Kai gets a strange tingling feeling - it’s like they’ve rewound him. Very unsettling.

The Nemesis - he absolutely will not stop, ever, until you are dead.

They will not stop!
They will not stop!

The Nemesis has a single focus: you. He will walk through walls to get to you. He cannot be stunned. He cannot take cover. And he cannot be manipulated - at least, not with any of your time manipulation abilities.

Enemy Patrols

Patrolling!
Patrolling!

Some human enemies will now patrol, both inside and outside of the club. They also display the tiles on which they will be alerted to the player.

Nice, New (and upgraded) Weapons and Augmentations

The Persuador - when you just don’t have time to chat

Persuador in action! PUFF!
Persuador in action! PUFF!
 
A new weapon that you can take on missions, the Persuador is a short-range spray of something very, very nice. So nice, in fact, that humans will be very enamoured by you if you spray it in their faces. They’ll fight alongside you for the duration of the mission, as well as help you out if they’re guarding a door, for example. But use carefully: it can’t be reloaded, so make every spray count. Upgrades provide additional uses.

Precharger Augmentation - pre-loading before a party can be wise

Starting a mission with your time resource maxed out can be handy!
Starting a mission with your time resource maxed out can be handy!

 A new augmentation, the Precharger increases the amount of Time Resource you begin each mission with.

Cyber Fist - the bigger the hole, the better

All Walls Must Fall!
All Walls Must Fall!
 

The upgraded Cyber Fist now causes cascading damage when used on walls. At Mk3, five tiles of wall will be destroyed with one smash!

Courtyards

New courtyards!
New courtyards!

Clubs now have a new room type, the Courtyard, which is an area that is actually outside. These change the footprint of the building to make for more interesting layouts, and can also be in front of the front or back entrance. Note this features is still a work in progress - we hope to add more variety to both the courtyards themselves and club layouts in a future update!

Hacking Time Resource

Hacking now reduces your maximum time resource!
Hacking now reduces your maximum time resource!
 

To make hacking more of a meaningful decision, the Time Resource cost of hacking objects in the game now reduces your maximum Time Resource for that mission.

Collectible IDs

Look! You are a collectible!
Look! You are a collectible!
 
Thanks to our Kickstarter backers, we’ve added collectible IDs into the game! These can be find in a variety of locations, and feature the good people who made it all possible. You can view your collection from the main menu: collect them all for an Achievement!

We’ve also made a number of tuning tweaks and balance changes - see the full change notes here for details.  

The next update will be coming in January! In the meantime, have a great New Years - and if you go to any seedy nightclubs, play safe!  


Thank you for your support!
inbetweengames

Alpha 5: DAILY CHALLENGES now available!
over 6 years ago – Wed, Nov 22, 2017 at 08:20:55 PM

Today we’re launching ALPHA 5 of All Walls Must Fall: DAILY CHALLENGES! As well as the headline feature, this update has mostly been focused on polishing and balancing a few things about the game. For the full patch notes, click here.

A CHALLENGE A DAY…

The biggest new feature this time is a brand new game mode: Daily Challenges! Every day, we generate a new mission, the same for everybody across the world. It’s taken from our pool of regular campaign missions, but with a randomly generated loadout and difficulty level. You can only attempt it once, but if you succeed your score and time will be added to the day’s leaderboards - with an achievement for being in the top 10% on any day! (leaderboards and achievements are Steam only)

The inbetweengames team will be competing alongside you all as often as we can! Follow the inbetweengames twitch account to be notified when we stream our attempts!

ANIMATIONS AND SOUND

As part of the ongoing animation push, we’ve added new player animations for shooting and dashing, as well as improved the walk cycle and added poses for being in cover. There are also new sound effects for enemy weapons, as well as tweaks to the player weapon sounds, and extra sounds for UI feedback.

CAMPAIGN TWEAKS

The campaign has had some small adjustments for this update also, as we’ve heard from some of you that with the RPG elements update, the player could get a bit overpowered and make the campaign too easy in some situations. While things are still far from final, we’ve tweaked the health pool of enemies a bit, as well as their spawning patterns. There’s also a new Nemesis enemy type, though that’s very much still a work in progress - we want to add specific abilities for some of the enemies, which will hopefully come in a future update.

We’ve also adjusted the way missions unlock during the campaign. To make the initial experience a bit more consistent, now the first three missions of the campaign will be linked together, and the campaign map will only be unlocked after those three are completed. 

WAIT, WHAT? WHO GAVE YOU ACCESS?

Thanks for everyone who’s been giving us feedback about dialogues! We’ve added more variety to some of the backroom dialogues to make them a bit less predictable and hopefully more understandable.

#ActuallyFree: THE MAMMOTH: A CAVE PAINTING ON STEAM

Have you played The Mammoth, our first project as inbetweengames? We made it back in 2015 as part of the Ludum Dare game jam, and it went so well we decided to go indie and make All Walls Must Fall as a result! Well, today we’ve released the game, for free, on Steam, and now with controller support and additional languages!

MISSING SURVEYS!

We plan on getting started with the remaining in-game Kickstarter rewards soon, and there are still a few Backers who haven't filled out their survey yet! We'll be contacting everyone who still needs to give us information individually soon with a cut-off date - but there's no time like the present! Fill out your survey on BackerKit now!

Thanks,
inbetweengames

Update 4: RPG ELEMENTS update is now live!
over 6 years ago – Thu, Oct 26, 2017 at 07:31:16 PM

Today we’re launching the fourth update for All Walls Must Fall: RPG ELEMENTS! on Steam and itch.io!

The focus for this time has been on adding progression and variety to your playthroughs by achievements and having more choices in the shop, with items that support different playstyles.

Will you focus more on improving your emotional manipulation to talk your way through, go in guns blazing and take as many enemies down as you can, or upgrade your time abilities and manipulate the timeline enough to make everybody’s head spin? Note that for the first time, a zero-casualty playthrough is now possible! Although it might take some time travelling to get there.. 

We’ve also improved the combat experience by adding more variety to the enemy types, as well as improving their AI behaviours and pathfinding. And for the completionists out there, we’ve added support for Steam Achievements and Trading Cards!

Last but not least, we're happy to be part of Steam's Halloween sale - if you've been enjoying the game, tell your friends that it's 40% off until November 1st - and on itch.io too!

My Pheromones are Augmented

The shop has been augmented with a new AUGMENTATIONS category, where you can unlock and improve passive abilities for Kai, your character.

New feature: Weapon and Ability Upgrades

All weapons can now be upgraded up to 3 times, with each tier improving stats like damage, firing speed, and clip size. Time abilities can also be upgraded, to reduce their resource cost. Fully upgraded time abilities can unlock new strategies that involve using them for long durations!

Enemies with different weapon types

Enemies now also get four types of weapons: Pistol, SMG, Rifle or Shotgun.

Improved AI behaviours

AI can now crouch behind cover, and will often seek cover out instead of just running towards the player. Also, two AIs can no longer be in the same tile, and can handle walking around each other.

New Drop Rewards and Combos

We’ve added more rewards to awesome moves during the Drop, as well as a combo counter that feeds a multiplier for the total Drop Reward. The counter resets whenever you take damage.

New club room variations

We’ve added a number of new variations to some of the club rooms, including huge holes in the ground!

NPC Names

We’ve added names to the Enemies, Bartenders, Bouncers, Clubbers and DJs - including names from Kickstarter Backers!

Steam Achievements

We’ve added 135 Steam Achievements! Happy achievement hunting!

Steam Trading cards

The game now drops Steam Trading cards!

Steam Halloween Sale and merchandise!

As well as being part of the Halloween sale, we've also opened up a Teespring shop for merch if any of you missed getting add-ons during the campaign, you can once again get awesome goodies shipped to you - and still support the dev team!

Thank you for your support,
David, Isaac and Rafal,
inbetweengames

Alpha 3: BASIC TRAINING now available on Steam and itch.io!
over 6 years ago – Wed, Sep 27, 2017 at 01:08:04 AM

Today we’re launching the 3rd major update for All Walls Must Fall since we launched the Closed Alpha, and the first update since launching on Early Access: BASIC TRAINING!

We’ve read a lot of feedback since launching on Early Access, and we’ve been watching the videos and streams that some people have been putting out. It’s great to see people enjoying the game but we realised that a game was very experimental and unorthodox in some respects. So, this update we’ve focused on making the game a bit more intuitive to play, as well as adding a new tutorial system and training missions that teach some of the core concepts and mind-bending time abilities.

The update is live now on Steam and itch.io, and you can read about all the changes in detail, with lots of lovely gifs, in this announcement post

AND! For those backers who are Club Owners or higher, we've added in your Club Names to the game!

Let us know what you think of these changes, especially if you've been playing since the Closed Alpha! Just drop a comment here, on the forums or use the GIVE FEEDBACK buttons in-game.

Thanks,
inbetweengames