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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:

Full Steam ahead on Greenlight!
about 7 years ago – Mon, Apr 03, 2017 at 03:59:12 PM

Hey everyone,

we're still on Steam Greenlight! We're currently at rank #56 out of all games on Greenlight so it seems pretty likely that we will be in the next batch of games to be greenlit. However Valve has announced that they will let Steam Greenlight run out 'in Spring' so we hope that we can still make it before that happens. If we don't we will have to go the way over the new yet-to-be-introduced 'Steam Direct' which could add extra costs to the project. To be extra sure that we make it in the next batch it would be best to be well in the top 50. So if you haven't voted yet:

Please vote for All Walls Must Fall on Steam Greenlight!

Please also consider telling your Steam friends about the game to take things to the next level!

 

Alternatively if you want to make sure you can play All Walls Must Fall as early as possible, regardless of how soon it will be on Steam, you can also back the game at the 'Informal Collaborator' tier. That way you will have access to the closed alpha on itch.io already in May! The reward tier also comes with access to the closed alpha forum, your name in the credits, of course a Steam key once available, and the digital OST which also helps supporting our composers. Here's the soundtrack again which they've put together so far, we think it's pretty killer!

Thank you again so much for your support - you're making this all possible!

Cheers,
Almut, David, Isaac and Rafal
inbetweengames

Development Update: Music, coding and livestream chat
about 7 years ago – Sun, Apr 02, 2017 at 10:17:15 AM

Hey, this is Isaac, the coder at inbetweengames. It's been a pretty intense first week of the Kickstarter for all of us, but that doesn't mean we haven't had time to work on the game! I thought I'd give you all an update about what we've been up to that's more development focused. Hopefully it makes from some good lazy Sunday reading and watching :D

Almut makes music better

First up, Almut, our audio lead, spent a bit of time perfecting her latest track, Propaganda. This only went into the game shortly before the Kickstarter campaign began, and the music system we're using means that certain combinations of gameplay scenarios can produce some unexpected results. In this case, Almut wanted to improve how it sounded when you hit a combat straight up at the beginning of the mission. Here she is tweaking the track live:

Our music system involves breaking tracks down into their individual loops, or stems. Each loop is a short section of a single instrument, normally around 8-16 bars long. The engine then builds the track up as you're playing, similar to techno DJs doing live performances. Each loop is tagged with some metadata about how and when it should be used. 

First up, we have an intensity meter running in the background that fills up as you play through each mission. At the start it's at 1, and proceeds up to 5 for that mad dash to the exit when you've completed the objective and need to exfiltrate. Different loops and instruments come in at different intensities to make this buildup happen. 

Then, we also have tags for the gameplay situation - Combat or Exploration, and Paused and Unpaused. When you're just checking out the club and exploring the rooms, you're in Exploration mode. Once someone doesn't like your face and starts shooting, we switch to Combat. Some loops crossfade in or out to create more of a sense of pressure during Combat. Then we have the paused toggle - when you're thinking about what to do next, the game is paused, and once you've given your order, the game unpauses to carry it out. The music needs to convey this sense of time passing, which is often done by pulling in some beat or percussive elements.

Finally, we have The Drop. This is the name we use internally to refer to the Replay that happens after each combat. We rewind the game back to the beginning of combat being triggered, and play through the sequence of actions your agent and the enemies took to have them all taken out, all in real-time. This is when the game music gets cranked up to 11, with some epic bass lines and beats coming in. The sound effects of gunfire and destruction are synced to the beat, creating an epic synaesthetic battle. There's a lot more we want to do with this visually, such as fancy camera angles and more animations, but we've started with the music, where special loops tagged for just The Drop come in.

Just a couple of minor fixes

I took some time out from chatting with Backers to get a bit of coding done, and tried out live streaming it to twitch. It was my first ever live stream so excuse the sometimes funky mic quality!

Like Almut, I noticed a few minor niggles watching Let's Players on youtube, and thought I'd try tackling them. I'd like to do regular coding livestreams once we get into the Closed Alpha, so let me know if this was interesting and I'll make it happen!

2-hour developer interview

On Thursday, David and I joined youtuber Cryptic Hybrid for a 2-hour long chat about the game. We covered a lot of ground, from the nuts and bolts of combat, to our plans for Act 2, our ideas on some of the backstory of the game, and some thoughts on the ethical implications of time-travel on murder. If that sounds interesting, take a look:

Events in Berlin

On Tuesday last week, we took the game to Talk & Play in Berlin, a bi-monthly event for the local games scene that we always try to be at. We first showed the game there last December and some of the feedback was really useful in getting the game more accessible and fun.

This Wednesday, April 5th, we'll be at our friends Honig Studios' After-Work Drinks event, showing and talking about All Walls Must Fall. If you're around, come by and say hi!

We're really looking forward to sharing more about development as we go and getting you all involved! If you have any more questions about the game, just drop them in the comments!

Cheers,
Isaac

First Stretch Goal smashed! New Goal: DRONE WARFARE!
about 7 years ago – Sat, Apr 01, 2017 at 05:36:59 PM

We’ve hit our first stretch goal! Crouch cover! All the destructibles! All the Vandalism! And we can make Jukio’s great Acid Techno into a full-length, dynamically mixed track for the game! Thank you so much for your support making this possible! Special thanks to the people that pledged and pushed us over the edge!

Our next stretch goal: DRONE WARFARE!

This will be another update that we’ll put out during the Closed Alpha, and will feature robotic drone enemies, a Guard Room, a new group elimination mission type, and this new music track from Ben Prunty (FTL, Into the Breach), called “Synaesthetic”:

Ben Prunty is the composer who made the soundtracks for FTL, Gravity Ghost, StarCrawlers, Dead Secret, and the upcoming Into the Breach. He also performs electronic music live, and teaches music production on his twitch show, Music Workbench. He loves tacos and won't shut up about Deadly Premonition. He says he's excited to contribute to All Walls Must Fall "because I love the uniquely focused setting. The game has such a bold, confident style that it's hard not to get swept up in it.". If we reach this Stretch Goal, we'll be able to break down this track into all the layers needed for All Walls Must Fall's procedural music mixer:

That track fits DRONE WARFARE perfectly, so we’ve paired it up with flying mechanical Drones. You might find yourself up against these robots in a firefight - but maybe you can get them to fight on your side by hacking.

Right now, our club staff are always on duty, but everyone needs a break. The Guard Room provides them space to keep their gear, play some techno-poker, or just catch some z’s. It also provides maintenance equipment for any drones used by the establishment. They also keep their control servers there, which can be a nice backdoor into the security systems.

Finally, we’ll add a new mission type to the game: Group Elimination. You’ll need to take out multiple targets in one go (lethally or non-lethally, it’s up to you) - but they’ll warn each other. Once the first target’s down, the others will run for it. You’ll need to plan your approach carefully before initiating to ensure the mission isn’t compromised - nobody can leave.

The Big One: Reaching West Berlin!

Our major stretch goal is to bring Act 2 and West Berlin to the Closed Alpha. This will double the campaign length, introduce a new character with new abilities, and feature an intense Finale mission at the TV-Tower itself! Let's keep pushing and get as close to funding this one as we can! We can do it!

Rewards

You can get a custom portrait of yourself in the style of All Walls Must Fall by our artist Rafal when backing the game at the 'Celebrity' tier! This will also be used on an NPC within the game. Here's how that looks like with our own images.

The other tiers have unique content too! We'll be showing off more of them soon, but everything above Agent of the State gets at least a custom Turbo Trabbi paint job! And of course, all our tiers include everything from the lower tiers. These will be used by your agents to get around the city:

Check our the rewards on our main page!

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

Reward Update: Turbo Trabbi Paint Jobs! Plus: First Social Goal
about 7 years ago – Wed, Mar 29, 2017 at 10:55:02 PM

Hello lovely backers! We’re getting really close to our first stretch goal - thanks to everyone who’s joined us since we hit our initial funding target! Thanks also for everyone for helping with getting the word out about the game.

Reward update: Turbo Trabbi Paint Jobs!

If you’ve backed the game at Agent of the State or above, you will get access to paintjobs for your agent’s Turbo Trabbi. Check out the showroom:

Of course each tier also gets access to all lower tier rewards, so if you’re a Celebrity you can choose whichever car you like for each playthrough! Your Agent IDs will include a special code that you’ll be able to input into the game to get access to the different in-game rewards. We’ll be showing off those IDs and more of the rewards as we continue to update the campaign. Let us know which car is your favourite in the comments!

First Social Goal - imgur for Mona Mur

We’ve made an imgur post that shows off some of Rafal’s awesome art from the trailer, as well as giving an intro to the gameplay and setting. Imgur is an image sharing social network that we hope can bring the game to a wider audience. So we’re making this our first social goal: if we get 250 up-votes on this post, we’ll release another track for the game!

Everybody loves imgur!
Everybody loves imgur!

 

The track is "Das Bunker" by Mona Mur, German vocalist, composer and music producer, who gained her reputation in the international music scene collaborating with artists such as "Einstürzende Neubauten” in 80s Berlin. Her work can also be found in games such as Kane & Lynch 2: Dog Days and Velvet Assassin. Up-vote the imgur post now and we can show off the track soon!

Thank you all for your support!
Almut, Isaac, David and Rafal
inbetweengames

We’re funded! Thanks to all our backers!
about 7 years ago – Tue, Mar 28, 2017 at 01:41:06 PM

Because of your help, we’ve reached our initial funding goal in just 5 days! We’ll be launching the Closed Alpha of the first act of the game on itch.io, for all three platforms - Windows, Mac and Linux - in May as planned!

We’re also on Steam Greenlight so if you have a Steam Account please go there and vote for us so we can bring the game to Steam to all of you:  

VOTE ON GREENLIGHT IN YOUR BROWSER!  
or
OPEN DIRECTLY IN YOUR STEAM CLIENT!

We have a lot of really awesome stuff lined up for stretch goals which we will announce later on Monday so stay tuned for the next upcoming update!

Thank you all so much for your support,
Almut, David, Isaac and Rafal
Inbetweengames