
Build massive ocean cities and lead your people to prosperity in this post-apocalyptic survival colony sim. Featuring a physics-based 3D construction system, complex resource management, exploration, difficult political decisions, supply chains, and a robust sandbox mode.
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About
In a dying world overtaken by the endless ocean, your goal is to grow a small settlement into a sprawling vertical city of your dreams. Master a deep, innovative 3D construction system that uses real-world physics simulation and keep the city thriving as you manage resources, logistics, production chains, societal needs, random events, and world exploration. Complete 8 handcrafted Scenarios with unique challenges, or create custom adventures using a robust level editor, and share your creations with the world.

Design and build massive, intricate vertical cities using a unique physics-based 3D construction system that requires you to consider real-world construction aspects and allows growing the city in all three dimensions.
The city building mechanic in All Will Fall utilizes a realistic physics simulation model, which means every structure can crumble and cause catastrophic damage if weight distribution, tension, and the strength of materials are not taken into account.
From rusty favelas and dystopian military bases to concrete towers and tropical resorts – create the megastructure to be proud of, and customize it to your heart’s content with a powerful painting & decorations tool.
Progress through the research tree and unlock dozens of building types essential for survival: rain catchers, smelters, radio towers, lighthouses, or even dynamo ‘hamster wheels’ to generate electricity and cannibal huts to quickly solve hunger.

As the colony grows, so do your responsibilities as its leader. Establish steady resource harvesting, logistics & production chains, manage the economy and societal requests. Go down in history as a kind shepherd or strong-hand tyrant – as long as the city prevails.
Three factions – Workers, Sailors, and Engineers – have unique traits, like access to boats or cranes. Use their strengths and navigate their often clashing needs for housing, water, food, and leisure, so the city works like a well-oiled machine.
Send the survivors to scavenge the long-lost world, overtaken by the ocean, for precious resources and building space. Receding tides uncover new areas and resource nodes, reachable with machinery, ladders, explosives, and other means.
Random events can force you to make difficult yet necessary decisions. Will you accept newcomers begging for shelter when your people are starving? Will you solve this hunger by suddenly giving out tons of meat of unknown origin? Your call.

Become a true survivalist by completing the campaign, split into 8 Scenarios, offering up to 100+ hours of content depending on playstyle. Each Scenario presents a distinct underlying narrative, atmosphere, goals, challenges, map layout, and gameplay conditions.
Turn an abandoned oil rig into a fortified base. Build on top of a tanker and sail across the ocean in search of land. Or race against the clock to prepare the city for the incoming tornado.
You will need to adapt to a slew of challenges presented by each Scenario. Don’t hesitate to change the city layout, relocate resources, and tweak your strategy to succeed.
Want to add roguelike progression into your tropical island run by Moon-worshipping cultists? Mix multiple gameplay mechanics in surprising ways using the Custom Scenario mode, which drastically increases the campaign’s replayability.

All Will Fall features an extensive sandbox toolkit for creating and sharing your own levels with the community via Steam Workshop. If you want to just focus on city-building with no stressful survival challenges, this mode is for you.
Create custom Scenarios using the extensive level editor that allows you to tweak map layouts, weather conditions, available resources, city foundations, and more, unlocking hundreds of hours of gameplay beyond the campaign.
Modify gameplay conditions such as progression difficulty, society growth rate, and types of random events. Make a nail-biting survival experience or a level that’s all about chill vibes and creativity with no pressure at all.
Share your sandbox creations with the world via Steam Workshop. Join the growing, active All Will Fall community on Discord and build survival colony sim adventures together with thousands of players around the globe.
Physics-based 3D city building system
Colony simulation with several factions
Survival mechanics & resource management
Changing water levels that unveil new explorable areas
Random events forcing you to make difficult decisions
Visual customization options to make each city stand out
8 Scenarios with unique challenges and gameplay
Robust sandbox mode and Steam Workshop integration
Engagement
Reviews
Themes across 201 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
tedious, boring after awhile. dumb logistics, people will go dehydrated in a 24 hour rain storm, water literaly pouring all around them yet will die of thirst....your wind turbines produce almost no power during a wind storm maybe someone will make it fun someday... but not today
I really enjoyed this game on my old setup (i7-4790K, GTX 1060, 16GB RAM) aside from some motion sickness. However, once I reached the land scenario and expanded my build, the game started lagging severely whenever I placed structures. I had to pause and wait several minutes just to build anything, making it completely unplayable. Upgrading to a brand-new PC did not fix the issue at all. It is a solid game let down by poor optimization on larger maps. I love the concept and hope the developers fix the performance, but I have to leave a negative review for now because the game becomes unplayable and feels like a waste of money in its current state.
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This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 2.14/day in the week to Aug 6 → 6.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Polish, Thai, Ukrainian +1 more
Hours played at review time, across 202 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Excellent unique twist on colony building. Had a lot of fun learning the building mechanics and adapting to different scenarios they present. Still not completed all yet but looking forward to returning sometime in the future for more.
Clocked in around 40 hours and got completely hooked early on. All Will Fall feels like a mix of a physics based city builder and management sim, almost like a sea version of Frostpunk. The early game was especially fun as I learned the mechanics and figured out how to keep my settlement standing…literally and figuratively. However, as I progressed through more maps, the experience started to feel repetitive. Many of the events, situations, and choices began to repeat, and managing the ever growing population alongside increasing dryness became more monotonous than challenging. Over time, that made me lose interest. Despite that, I still had a great time with the game and enjoyed the journey, especially during the learning phase. There’s a solid foundation here, and with more variety in events and decision making, I think it could become something truly special.
I highly recommend this game if you like the genre. I found it to be enjoyable and challenging with a lot of interesting mechanics. It looks great and runs well. Despite what others said I haven't found any bugs or problems. I wish it had a wiki or better documentation as some of the mechanics are not obvious. But it's fun to experiment and learn what works.
Very fan game. It takes some time and experimantation to learn the ropes. The teck tree could use some extra clarification. When you have learn it, you can plan ahead according to the scenario. No standard way for victory, you have to adapt. It's a game about constant resource exchange of what you have plenty at any given moment with what you are missing. Every decision on the many events that unfold have to answer to two questions; what I need more and in many instances, what hurts me less.
All Will Fall is a city builder of a special kind. Much like Frostpunk it has a strong survival aspect, but with less harsh consequences with regard to the laws you make. Unlike Frostpunk there is no Steampunk here. The backstory seems to be influenced by/taken from the movie "Waterworld", in which climate change has turned in surface of earth into a giant ocean. It took me a moment to recognize the outlines of central Europe on the map. Great idea. Its a fun game that invites you to test out the limits of what you can build - or rather, what you can stack on top of each other until it all comes down. If you like games where you have to figure things out, combine and improve, sometimes rethink and change until it works/ you like what you see, this is for you. The map provides several different starting places, many of which have to be activated the fullfilling certain preconditions. Each new place presents its own challenge and it may take some time to figure out what they are, but its fun to do so. However, sometimes the physics seem a little odd and some scenarios proved more frustrating than others, but I still give this a 8 out of 10.
This is a pretty fun game. But there are some aspects that are difficult to understand. I'm having difficulty understating how the mood of the colonists and factions. It can also be frustrating at times, but it's not a hard game. Also, windmills suck ass. I would get this game if you really like building a bases in 3D and collecting recourses. The colony management is not very good. It is fun bridging to other islands and growing your reach.
ALL WILL FALL is a survival-focused city builder that takes the familiar idea of rebuilding civilization after an apocalypse and gives it an unusually physical foundation. Developed by All Parts Connected and published by tinyBuild, the game places humanity in a flooded world where only scattered structures and remnants of the old civilization remain above an apparently endless ocean. Instead of establishing a conventional settlement across open land, survivors must build upward and outward from limited foundations. This creates a city-building experience where architecture, engineering, resource management, politics, exploration, and survival are closely connected. The defining feature is its physics-driven construction system. Buildings are not simply objects that remain permanently stable once placed. Weight, tension, materials, support points, and structural integrity influence whether an expanding settlement can withstand what players build upon it. This transforms construction into an engineering challenge. Adding another platform or building to the upper levels of a settlement can create additional strain below, meaning an ambitious design may eventually collapse if its foundation was poorly planned. The possibility of structural failure makes successful construction particularly satisfying because large settlements feel assembled rather than automatically guaranteed by the game. Vertical development also gives players considerable creative freedom. A settlement can evolve into a chaotic collection of improvised platforms, an industrial fortress, a concrete megastructure, or a comparatively comfortable community. Research gradually provides access to additional structures and technology, including rain catchers, smelters, radio towers, lighthouses, electrical equipment, cranes, and other facilities. Decorative and painting options provide additional customization. The result is a system where appearance and practicality can coexist, although survival requirements will often determine which projects deserve resources first. Managing the inhabitants creates another substantial layer of difficulty. Food, water, shelter, production, leisure, and other necessities must remain available while the settlement grows. Production chains and logistics become increasingly important because constructing an impressive city accomplishes little if its residents cannot survive inside it. The population is divided among Workers, Sailors, and Engineers, each contributing different capabilities and having its own interests. Their specialized functions make population management more involved than simply assigning identical citizens to available jobs. These factions also reinforce the political side of the experience. Maintaining a functioning society requires compromises because the interests of different groups may conflict. Random events create further dilemmas, sometimes forcing players to choose between humanitarian instincts and practical survival. Accepting additional survivors may appear compassionate, for example, but extra inhabitants can become dangerous when food and water are already scarce. The game allows leadership to range from relatively considerate governance to much harsher policies, making difficult decisions part of the settlement's evolving identity. Exploration prevents the city itself from becoming the player's only concern. Expeditions can investigate the remnants of the drowned world for valuable resources and opportunities. Changing water levels can expose areas that were previously inaccessible, creating new possibilities for expansion and scavenging. Some locations require equipment such as ladders, machinery, or explosives before their resources can be reached. These mechanics make the flooded environment meaningful rather than simply serving as a visual backdrop. The ocean continually defines where humanity can build and what opportunities can be exploited. The campaign provides eight handcrafted scenarios designed around different environments, objectives, and complications. These scenarios encourage players to reconsider strategies rather than constructing essentially the same settlement repeatedly. One situation can involve converting an abandoned oil rig into a secure community, while another places survivors aboard a tanker traveling across the ocean in search of land. Other scenarios introduce environmental threats such as an approaching tornado, forcing players to prepare their settlement before disaster arrives. The changing circumstances help demonstrate how flexible the underlying construction and management systems can be. Beyond the campaign, custom scenarios and sandbox-oriented features substantially improve replay value. Players can modify conditions involving resources, weather, foundations, population development, random events, and difficulty. This flexibility is particularly important because the central physics system can appeal to different audiences. Survival enthusiasts can create punishing scenarios where every resource matters, while players primarily interested in construction can establish more forgiving conditions and experiment with elaborate structures. The inclusion of a level editor and Steam Workshop support extends those possibilities through community-created scenarios. What makes ALL WILL FALL especially interesting is the relationship between its individual mechanics. Construction affects available space, structural stability determines how aggressively that space can be expanded, production supports the population, population needs influence resource priorities, and exploration provides materials necessary for continued development. A failure in one area can therefore spread into others. A poorly designed expansion might compromise infrastructure, while inefficient logistics can prevent vital supplies from reaching the places where they are required. This interconnected design also creates the game's greatest potential difficulty. ALL WILL FALL demands more attention than a relaxed city builder because players must consider structural engineering alongside the usual economic and population concerns. Experimentation can have costly consequences, particularly when an overloaded section fails. Large vertical settlements can become increasingly complicated to manage as additional buildings, production chains, residents, and structural dependencies accumulate. Players who enjoy diagnosing problems and redesigning inefficient systems are likely to appreciate this complexity, while those seeking effortless construction may find it demanding. The flooded post-apocalyptic setting complements these mechanics effectively. Improvised towers rising above the water create a recognizable visual identity, while industrial machinery, platforms, concrete sections, survival equipment, and decorative spaces communicate the gradual transformation from desperate refuge into functioning society. Because settlements can develop vertically and assume very different shapes, successful cities have the potential to feel like creations produced by the player's decisions rather than predetermined arrangements. ALL WILL FALL ultimately stands out because it makes the physical structure of a city as important as its economy. All Parts Connected has built the experience around the appealing idea that constructing civilization should involve understanding whether civilization can literally support its own weight. Combined with faction management, moral decisions, production systems, exploration, handcrafted campaign scenarios, customization, sandbox tools, and Workshop functionality, the concept develops into a surprisingly broad management experience. It can be unforgiving when ambitious construction goes wrong, but that danger is also responsible for much of its personality. Rating: 8/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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