

ALL WILL FALL was provided by tinyBuild for review. Thank you!
After trying out a playtest of ALL WILL FALL over a year ago, I was excited to jump back into it for this review and see what had changed. While the core gameplay (which was good) hasn't changed much, there are plenty of optimizations, quality-of-life features, and a lot of new content.

The gameplay of ALL WILL FALL revolves around surviving in a flooded world. Using more permanent structures, such as old skyscrapers and boats, you will construct scaffolding and walkways between them to expand your colony and acquire new resources. It's a pretty unique concept as far as "city-builders" go, and it makes some refreshing changes compared to others.
Rather than focusing on luxuries, ALL WILL FALL places the emphasis on providing essentials. A good chunk of your time will be spent on researching and setting up good water and food production chains. Because of this, there aren't too many resources to concern yourself with, and your citizens' needs are pretty much just food, water, and leisure.
Despite this, the game still feels engaging and challenging. As your colony expands, you need to invest in new research to find new ways of gathering resources, such as fishing and salvaging boats, cranes to lift up debris that floats past your colony, and more advanced ways of demolishing ruins to acquire their resources.
But what really makes ALL WILL FALL stand apart is the dynamic world you live in. Depending on the scenario/mission you're playing, you will have to build around unique challenges. Perhaps the sea level is always falling, maybe it's always rising? You'll have to design your colony so that it can be flexible and move with the changing sea levels, not to mention the natural disasters that can happen, which can entirely annihilate your colony if not built correctly (I lost over an hour's progress to a Hell Rain storm, as seen below).

This, combined with the physics simulation that requires stable structures, makes ALL WILL FALL a challenging experience. This isn't a fire-and-forget game, where you get your basic production in place and forget about it, because almost certainly something will go wrong and you'll be scrambling to find a fix for the situation.
There are also random events in the game, which can throw up interesting scenarios that can help or harm you. The effects of these are usually on the minor side, but they are a welcome sight as they often include a goal or target for you to work toward. Plus, they often give you little rewards for doing well, which helps out a lot.
While there is a "campaign", it's more like 8 fairly distinct scenarios that have unlock conditions that can only be achieved in previous scenarios. They don't necessarily follow on from each other, and all of them are technically available from the start. Game progress comes in the form of researching new buildings and structures in the tech-tree, which resets with each scenario, so you may well find yourself sticking to a preferred scenario instead of trying to work through the "campaign."

Rather than a typical Sandbox mode, where players are given infinite resources and an easy ride, ALL WILL FALL's Sandbox mode allows you to select a map, as well as a scenario type (such as constantly rising water you must adapt to), and then specify the amount of colonists and resources you start with. There's Steam Workshop support for custom maps, which will definitely help increase the game's replayability. It will be interesting to see what unique and challenging maps the community comes up with.
I don't really have many issues. Yes, sometimes building can be difficult on certain maps due to their verticality, which can add a bit of confusion depending on your viewing angle. And given the fairly limited number of colonists, I would have perhaps liked to have seen more personal traits on each colonist so we could get to know them a little better, a la Rimworld, as opposed to them just being a number. But by and large, this ticks the boxes it sets out to, being a challenging city-builder that presents problems most others fail to.
After playing a playtest of ALL WILL FALL back in January 2025, I was concerned about how the game would perform on the Steam Deck, particularly as that build gave us unplayable performance. I'm pleased to say that plenty of optimization has occurred in the meantime.
Another new addition is support for controllers/gamepads. It was disabled by default for me, but you can go into the game options on the main menu and under the Controls tab, tick "Enable Gamepad". It isn't perfect, at least not in the review build I had, so I would recommend remapping your right touchpad to function as a mouse and clicking the right touchpad as a left click, which makes building much easier. For camera controls, the gamepad support does work well. You can also rebind some controls using the in-game settings menu.
Thanks to the aforementioned optimizations, ALL WILL FALL can hold 40 FPS (with occasional stutters) on the Steam Deck with the right settings. The CPU usage is fairly low, so the performance difference between small and large bases is quite minimal.

We drop the Shadow Resolution down to 512, which still allows decent-looking shadows on the small Steam Deck screen. The low Shadow Distance doesn't actually affect much, as the game is fairly generous with its shadow distances. Faraway objects lack shadows, but anything close still looks good.


Power draw stays fairly average thanks to generally low-end CPU usage, and was around the 12W-14W range, so you can expect a playtime of about 3.5-4 hours on a Steam Deck OLED, and around 2.5-3 hours on a Steam Deck LCD. The game doesn't push the Steam Deck too hard, so temperatures were around 60 °C.
I would also recommend setting the UI Scale in the Graphics Options to 90%, which gives us the largest possible text size without causing overlap between UI elements. This makes the text and UI elements fairly easy to read.
ALL WILL FALL doesn't have many accessibility options. You can disable screen shake, adjust UI scaling, and rebind controls. All dialogue is also in written form.
ALL WILL FALL puts an interesting twist on the city-builder genre. Whether it's the natural disasters, changing sea levels, or the complaints of your citizens, the game keeps you on your toes, and everything can literally "fall" in moments. A little more personal detail on your colonists wouldn't have gone amiss, however.
Performance on Steam Deck is much improved since the earlier playtests, and I'm happy to say that the game is fully playable on the Deck at 40 FPS with some slight stutters, as long as you modify the controls slightly to your liking.
このレビューはPC版に基づいています。
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ALL WILL FALL offers a unique and welcome take on the City Builder genre, requiring players to balance resources and citizen happiness while protecting against the powerful environment.
The game runs well on the Steam Deck, allowing for a playable experience even with larger bases, provided you set the controls up properly.
強制的な互換性はない
Resolution: 1280, 800
Vertical Sync: Off
Frames Per Second Limit: 40
Render Scale: 100%
Texture Resolution: Full
Shadow Resolution: 512
Shadow Distance: 50
Approximate Shadow Distance: 0
Water Compute Resolution: 128
Dynamic Batching: Yes
Opaque Textures: Yes
GPU Occlusion Culling: Yes