project-image

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:

First Early Access patch released to address your feedback!
over 6 years ago – Wed, Aug 23, 2017 at 12:00:29 AM

Everyone is at Gamescom - we're working on updates!

We just released the first patch to All Walls Must Fall addressing some of your most pressing feedback!

Top of the heap of changes are gameplay options for permadeath and the decision timer as well as some first player character animations for our main character Kai. So without further ado here is a list of the new features, changes and bug fixes in the patch..

When you're so excited you walk in squares..
When you're so excited you walk in squares..

New Features and Changes

  • New walking animations for Kai
  • New font for dialogues and ambient script lines
  • Added objective markers for more mission objectives
  • Offscreen enemies in explored rooms now get a marker
  • Objective markers are animated
  • Cutscene includes a prompt for pressing Enter to skip once any key is pressed
  • Tooltips are now always displayed on action buttons and display Time Resource cost
  • Added Permadeath and Decision Timer toggles to new gameplay options menu
  • Interactions now require confirmation when in combat
  • If player doesn’t have enough Time Resource to hack something, the interaction is available and Kai will tell the player
  • During the combat replay, long sections where there are no combat actions will be sped up
  • Drone Terminals now cost Time Resource to hack instead of giving you Time Resource
  • Drone Terminals now always hack the closest drone
  • Friendly and hostile drones now move at double speed
  • Updated backer credits
  • Adjustments to tooltips, controls screen and some tutorial dialogues
  • Less confusing options menu checkboxes
  • Additional splash text informing about autosaving, permadeath and permahurt
  • Tool tip text adjustments
  • Added tutorial lines about damage avoidance in the intro mission
  • Renamed 'Dance' action to 'Wait'
  • Added Faceless script lines when additional enemy groups spawn
  • Added variations for public entrance outside area
  • Hacked drones now uncover hidden areas for you
Permadeath and Decision Timer are optional now!
Permadeath and Decision Timer are optional now!

Bug Fixes

  • Fixed issue where cursor would not display on some Windows machines
  • Music: fixed issue where sometimes “empty” loops would not get chosen
  • Music: fixed problem where sound would "pop" on some machines. Note: if you still get sound popping, try lowering the "maximum audio loops" slider in the Audio Options.
  • UI: fixed issue where weapon name text would be clipped
  • Added missing “cheering” dancing animation for dancers
  • Fix for Glienicker Brücke level not having shadows
  • No longer possible to get a Dialogue with no text
  • Combat replay won’t trigger if player is dead
  • Fix for double tooltips being displayed sometimes
  • No longer possible to hack scanners and doors if there are no guards that will be alerted
  • Number of guards displayed on Weapon Scanner now only includes alive guards
  • Fix for some lab rooms sometimes having inaccessible tiles
  • Fix for “Start New Campaign” sometimes failing to generate a campaign
  • Fix for sometimes the Coat Checker would not have a dialogue even though the weapon scanner was active
  • Changed default anti-aliasing method to fix graphical issues

What's next? BASIC TRAINING!

Our first monthly update after launching on Steam Early Access will be addressing even more feedback from you! Based on your STOMTS, reviews, posts, messages and Let's Plays we've decided on our next themed monthly update to be: BASIC TRAINING!

We'll be introducing skippable tutorials for the somewhat unusual mechanics of the game as well as more advanced time travel and damage avoidance techniques some players might have been missing.

On top of that we will also introduce a more elaborate dynamic hint system in case you seem to be in trouble further down the line during a campaign or just want to jump right in.

Last but not least we'll tech Kai (and his enemies) even more moves and add proper animations for a lot more of their actions. Besides all that we'll also continue doing all kinds of small changes and additions to improve the game. So keep the feedback coming - it really helps us tremendously in making the game better!

It's time to cross over.
It's time to cross over.

What's the road ahead?

There will be more news to share soon but for now we just want to let you know that we'll keep updating and expanding the game with monthly updates until January 2018 at least - thanks to the support of our Kickstarter backers and Early Access supporters. So there will be more updates coming your way to keep the game replayable, expand and improve it further! 

As always the more support we get from players the further we'll be able to take this. So please let your friends know if you enjoy the game and if you haven't already consider writing a review on Steam! We'll let you know more about the road ahead once the BASIC TRAINING! update hits at the end of September.

Until then have fun with the patch, thank you for your support and keep sending us your feedback!

All Walls Must Fall!
inbetweengames

Playing All Walls Must Fall? Please leave a positive review! Plus next steps and a blood red sky..
over 6 years ago – Sat, Aug 12, 2017 at 10:15:10 PM

Hey everybody!

Since All Walls Must Fall is now available on Steam Early Access and itch.io we hope some of you will be playing this weekend! We've seen quiet a few of few activate their keys already which is pretty exciting to see for us.If you do spend some time with the game please consider leaving a positive review for the game

Continued development past the scope of the two remaining stretch goals of BAD LANGUAGE! and DISCRIMINATION! will have to rely on the sales from Early Access and leaving a positive review will greatly help in increasing the visibility of the game to new players on the store.

Speaking of reviews here is what Kotaku UK, Eurogamer and GameCritics had to say about the current version of the game. We also had a few Let's Players take a look at the game already but let us know your favorite Let's Players in comments so we can be sure we have contacted them! Or feel free to let them know in their comments as well that you would like them to play the game as well.

Also if you have feedback on what we should improve about the game as well as bug please leave feedback for that using the GIVE FEEDBACK buttons from within the game to send us STOMTs! We got quiet a few already and they really help us identify what we need to improve first about the game.

The next steps for us will be to make patch for the most pressing issues depending on your feedback and then move on to our next monthly update in September with the concrete date still depending on the amount of feedback and bugs we need to fix.

Besides all that here is some new blood red sky our artist Rafal has been experimenting with to get the main menu closer to our key concept art.

What do you think?

Again thank you for your support and making All Walls Must Fall possible,
inbetweengames
Almut, David, Isaac and Rafal

Steam Keys today! New build! We want your feedback!
over 6 years ago – Tue, Aug 08, 2017 at 10:20:58 PM

Today we’ve launched All Walls Must Fall on Steam Early Access, and it’s also now available on itch.io! This is a really big day for us and we’re so grateful for all your help, both during the Kickstarter campaign but also all of our Closed Alpha players who’ve given us great feedback and helped us squash those bugs!

Everybody’s steam keys (including for the Soundtrack) have been sent out via Backerkit; if you’ve lost your survey link just go to https://awmf.backerkit.com/ and put in your email address there to get a new one. At the end of your survey will be your keys! The Soundtrack is also available as a zip file download from Backerkit if Steam’s not your thing.

Support our Thunderclap!

If you’re reading this early, there’s still time to support the Thunderclap! Help us get the word out about the launch by signing up here. Feel free to tell your friends in person too!

Backer Credits

We’ve spent the last couple of weeks since the Drone Warfare update dropped working on some polish and bug fixes. You can see the full patch notes here, but one change we're very happy we were able to add in time is the Backer Credits! Thanks to everybody who filled in your surveys already - those are now locked down, but anybody who hasn’t managed to yet still has some time. We’ll pull updated credits every time we do a new build for a few more updates, but once we start working on some of the more custom features like portraits, drinks and parties, we’ll get in touch with any backers who haven’t yet given us the information needed and let them know they need to give us that info, or they won’t get in the game!

Music Mixer Blog

To celebrate the release of the Soundtrack (which is now fully mastered by Almut, by the way), Isaac’s written up a blog post about how our procedural music mixer works. It includes a deconstruction of Ben Prunty’s track Synaesthetic, and you can read it here.

Next build in September!

Once the dust settles on our Steam launch we’ll be back at work on the next Alpha update, which will drop some time in September. We’re not sure exactly what will be in that one - so do send us your feedback, either on the Steam or itch forums, or using the Give Feedback buttons in-game.

We hope everyone who gets access today has a blast! We’re really excited to hear how you all get on - let us know what you like best about the game, as well as what you think still needs work!

Thanks,
Isaac, David, Rafal and Almut,
inbetweengames

DRONE WARFARE update live! Steam Early Access on August 8th!
almost 7 years ago – Wed, Jul 26, 2017 at 11:04:35 AM

Greetings backers! We’ve launched our second update for All Walls Must Fall: DRONE WARFARE! Read more about it below, but first we have something else to announce:

All Walls Must Fall launches on Steam Early Access August 8th!

We think the game’s got to the state where we’re happy bringing it to a wider audience, so we’ll be launching on Steam a little earlier than we originally planned! We’ve spent the last few weeks polishing some of the visuals and making a small but radical change to the campaign structure, and we’re really grateful to all you backers for helping us get this far, and your patience with the Drone Warfare delay!

We’ll be sending out Steam keys to everyone on August 8th. Almut has been busy mastering the soundtrack too, and those of you who’ve backed at the soundtrack level will get a steam key for that also (as well as a link to a zip for those who aren’t Steam users). This will all be done using BackerKit, so if you haven’t filled out your survey yet make sure you do by then, to make sure you get your key OK!

Closed Alpha Update 2: DRONE WARFARE

DRONE WARFARE is now live on itch! As well as everything from the second stretch goal, we’ve got a few bonus features that we’ve included this time! If you backed at the Informal Collaborator level or above and haven’t got your itch key yet, you can find it after completing your BackerKit survey. Resident Visa backers will get access to all this when the Steam version launches in less than 2 weeks!

New music track: Synaesthetic by Ben Prunty! Ben’s awesome, glitchy track is now in game!

New enemy type: Drones! Drones can be found patrolling the public areas of the club and street. They’re a melee-only enemy who can electrocute an enemy at short range. They’re also equipped with a weapon scanner, and will open fire on anyone they detect has a concealed weapon. If you find the control terminal for a drone, you can hack it to make the drone friendly to you. It will then join in combat against your enemies!

New mission: Group Elimination! This mission has you seek out several targets within the club, and eliminate them using either force or persuasion. Careful though - if any get suspicious, they will all bolt for the exits.

New room type: Guard Quarters! This is where the guards hang out, both when on duty and not. As well as many new props, these also include a cluster of drone control terminals.

New mission chain: Underground Railroad! We’ve brought on an external writer, Alexander Swords, to help us out with some of the writing and narrative design for the game, and his first set of content is a set of 3, connected missions.

Updated backrooms! We’ve added a whole new set of props to some of the backrooms!

Permadeath (and permahurt)! We’ve made a small change that drastically impacts how the campaign plays out: Permadeath! Before, losing a mission (by dying and not being able to Undo that death) had no real impact - you could just retry the mission again. Now, losing a mission will mean losing your campaign. Game over. As well as that, your agent’s health persists between missions, so be careful!

UI updates! We’ve updated the UI in a few places: the main in-game HUD, the dialogue screen, and the Shop, which should be a bit more intuitive now (but is still not final!). We’ve also added concept art to the loading screen.

New and improved Dialogues and Narration! We’ve done another pass over some of our writing and added more variety in a few places. This is an ongoing project that we’ll probably improve with every update.

Bug fixes! We’ve tackled some of the major offenders and also improved performance quite a bit. But the game’s still definitely in Alpha so keep reporting those issues!

Next update: Early Access on August 8th!

We plan on doing a small update on August 8th in time for the Steam release, with a bit more polish and any fixes for bugs that arise before then. Then we should get back to our schedule of content updates every 3-6 weeks!

BackerKit surveys and merch orders will get locked down July 31st

A whopping 87% of you have already filled out your surveys! Thanks! We’ll be locking down your surveys July 31st, so if you have any last minute adjustments, now’s the time! We’ve started putting in Backer credits already, and we’ll begin work on the other rewards after the Early Access launch.

We’ll also be locking down the merchandise orders then too! We aim to put in the order and begin shipping in mid-August. So if you fancy a poster or t-shirt, order now!

Thanks again to you all for helping us get here!
Isaac, David, Rafal and Almut,
inbetweengames

DRONE WARFARE! coming (a little late) on July 26th!
almost 7 years ago – Wed, Jul 12, 2017 at 10:20:12 PM

Hey everyone,

we just wanted to let you know that we will be working a little more on the DRONE WARFARE! update before putting it out. Our new final date for the update is the 26th of July.

Why are we taking longer for this? We're putting a lot more stuff into the update than we originally planned! We're adding three extra missions on top of the 'Group Elimination' mission - bringing up the total number of missions in a campaign to 11 now! After listening to your feedback we've also started working with an external writer on these extra missions to improve the narration and dialogues of the game.

Besides that we have also been working on some general updates for the campaign progression and are adding more environment assets for club rooms. So all in all there will be a lot more stuff in the update and we hope that you will like the final result of the update when it goes live!

Our new drones are already excited!
Our new drones are already excited!

 Oh and we will also have more news to share for our Steam Early Access Release date once the update goes live on July 26th which is another thing we've been busy with. ;)

Until then,
inbetweengames
David, Isaac, Rafal and Almut