All Will Fall — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Patch 1.5.3 - Fixes and Improvements | 2026-10-09 | Hello Survivors,Another patch is here with bug fixes, UI changes, optimization, and small gameplay tweaks:Correctly despawn construction effects when clearing them all - fixes construction effects remaining visible after save loadDeconstructors unassign themselves from deconstruction when they pick up resources - this allows multiple people to deconstruct single building more quicklyOptimize Citizen task logic by allowing tasks to stay on cooldown before checking their paths results. Increase task cooldown from 2 to 4 ticksHide floating number indicators if they're behind the cameraOpen leisure building list when clicking on Served text in le |
| Patch 1.5.2 - More Overview Fixes | 2026-10-06 | Hey Survivors,We're got another patch following the overview update, take a look at the changelogs:Silenced the whistleblowerMade Tools Production hammering sound quieterFixed all scenario water heights being broken in scenario and advanced modeFixed automation upgrade automatically gathering environmentAsking leaders for help or to change someone to another group will not close the event windowFixed new hanging decorations not buffing housesFixed string formatting in Workplace job assignment tooltipBuildings that come from events are spawned as built and no longer consume construction resourcesCorrectly pause and unpause already working buil |
| Patch 1.5.1 - Overview hotfixes | 2026-10-02 | Greetings Survivors,Hope you have all been enjoying the comfy overview update so far! We have a small patch today with some fixes:Fixed unused deco being shown in researchNew hanging decorations can be built on smaller grid and take up less spaceChanged main menu starting hours for nicer viewFixed thumbnail preview rotation and some decoration collidersMade some Decorations properly paintablePlayer built elevator is now properly paintableRoof variants now follow same paint rulesBuildings are no longer deconstructed by unlimited number of citizens. Loading game spawns construction effects correctlyNew images for some policies |
| Patch 1.5.0 - The Comfy Overview Update & 25% Off Sale | 2026-10-01 | Greetings Survivors,All Will Fall is now 25% off on Steam with a new Overview Update! Citizen VoicesCitizens now have different distinct voices while Leisuring, Walking and Sitting Around.Overview PanelMoved Citizen and Storage windows into a new common "Overview" panel. Added new lists of valuable importation:Workplaces - you can assign employees directly from the list, toggle Night ShiftHouses - Sort houses by their quality, apply filters directlyLeisure buildings - Leisure buildings can be sorted by their current servings. The list also shows how many people are currently leisuring at a building and how many have leasured in last two days |
| Patch 1.4.2 - Improvements Aplenty! | 2026-09-25 | Hello Survivors,We recently had two patches come in with a variety of improvements and fixes. Take a look at the changelog below: Water receivers now invoke on TickZero instead of initialize - some systems were not yet initialized and were causing issues when loading gamesAdded buildings no longer have duplicate IDs - Help avoid corruption of saves that already have bad dataGroup Fight event no longer applies to missing groupsCrates collapse beautifully instead of despawning instantlyFixed citizens ragdolling after loading the gameEvent notification effects no longer spawn if it's auto-shown - improves Trader and other event experiencesEvent |
| 1.4.0 Foundations Update & 25% Off Sale! | 2026-09-16 | Hello Survivors,All Will Fall is currently 25% off and we've got an update to share with you!Foundation ReworkWe are introducing a new Ground system which determines the costs of building Foundations. The deeper you build, the more sand it will cost you. We hope that this will create unique designs and choices on how to shape up your city in the late game. And don’t worry, we're also introducing new buildings to help you with these challenges!Yellow color marks shallows. It seems like something has stood there before...New Support BuildingsFor a long time Foundations were exclusively late game - they cost expensive Sand resources and could be |
| Patch 1.3.4 - QoL & Fixes | 2026-08-20 | Hello Survivors,This week's small update brings you plenty more quality of life and bug fixes!Citizens that leave for expeditions actually come back instead of their impostersMagnet ignores mark priority and affects hazardsFixed Cannibal Hut policy applying unintended buff to all workplacesImproved Expedition experience by requiring to assign citizensFixed Chart Screen breaking on non-100% Windows screen scalingMoving buildings have their impact effectsFixed not being able to detonate floating explosivesNo longer update Citizen work tasks on each tick - track last updated Tick instead. Improves performance on cities with many citizensTooltip |
| Patch 1.3.3 | 2026-08-11 | Hey Survivors,Bringing you another small update with fixes and QoL additions.Changelog:Fixed boats getting stuck with high priority GatherablesAdd ignore mark priority for pushers so they can push things that are not marked - fixes Pushers not pushing floating rocketsAdd reverse path node connections where entrances are - fixes entrances becoming one-way in rare casesAllow Building any blueprint in sandboxAdd Boats to the resource buildings list UIBoats are considered circles (as opposed to squares) when generating sailable area - makes boat passages between diagonal walls consistentDon't show explode resource bubbles on explosives that playe |
| Patch 1.3.1 & 1.3.2 - Fixes, UI and Balance Update | 2026-08-08 | Hello Survivors! You might've noticed a couple of updates following our major update earlier this week. Version 1.3.1 patch notes:Check pipe filters for bubble storage path warning - regular storage built next to Pipes (Vents) show proper missing path bubblesFix citypaths not untracking buildable due to missing deconstruct notification when buildable was damagedReordered Gatherer Role to respect Citizen worktimeCorrect progress bar scaling with scaled UIFixed diagonal concrete socketsSteel wall proper stress profileChanged default control option valuesDon't allow detonating RocketsFixed Rocket not being gatherableChanged building average hist |
| Rocket Site Update & Daily Deal! | 2026-08-05 | ⚓️ Hello Survivors,A new update is here with a brand new scenario, including expedition ships, new buildings, a durability system with floating hazards, and a production chart. All Will Fall is also today's Steam Daily Deal discounted at 35% OFF! That's the lowest discount yet!🚀 NEW SCENARIO: Rocket SiteOur new scenario has cranked up floating hazards to an 11! The Rocket Site scenario features extremely dangerous objects that can damage your city and even completely wipe it out if you don’t deal with them.🔧 NEW MECHANIC: Expedition shipsPreviously, once you've explored all of the environment events, there was no way to get new upgrade and |
| Patch 1.2.4 - Bundle of Fixes | 2026-07-06 | Hello Survivors,Hope you're having a wonderful start of July! Here we are with another big bundle of fixes.Patch log:Show loading indicator after cinematic naturally endsFixed unpaused buildings not updating their production progressFixed Social Group Leader interactionsImproved how Window decorations look and feelFixed Concrete Triangle building not having worker capacity to be gatheredOptimized pipe drawing and reduced clutterSoftlock prevention if no houses are availableSome events were not auto restartingFixed some players missing technologies - Docks, etcFixed Tanker scenario logic collapsing non-anchored fallersFloating junk is now gath |
| Patch Version 1.2.1 - Hotfix | 2026-06-27 | Hey Survivors,Small update here to follow up on some fixes from this week's content update, here are the notes:Handle Social Groups without leader perks correctlyFixed Citizens getting non-unique persistent IDsSanitized illegal leader IDs on loadCanceled remaining support calculations early - this may fix some physics crashesTrader now has a proper timerNo longer select reposition tools through UIFixed Event outcome research progress if research wasn't startedCorrectly handle collapsing buildings that are connected to the city only through non-supporting buildingsFixed resource duping while building buildingsUpdated Cybertower scenario previe |
| Update 1.2.0 and 25% Summer Sale Discount! | 2026-06-25 | Greetings Survivors,Happy Steam Summer Sale! We have a content update to share with you in addition to All Will Fall's 25% discount until July 9th!Patch Notes:New CybertowerOur goal is to enhance All Will Fall's replayability and make it a unique experience for every player. We recently added random generation to most scenarios, including Cyber Tower, but it was quite simple and needed some more love. So with this update, we have iterated its procedural generation and made it more interesting, hiding repeating patterns and made it appear as “natural” as a gray imposing monolith building could ever be. Now the building has a story to tell-- Wa |
| Patch 1.1.4 - Small Update and Fixes | 2026-06-15 | Hello Survivors,Another update here with more fixes!Fixed build time crane reachability tooltipAdded height meter rounding to 0.5Fix potential temp job memory leak in shadow proxy systemFix path request memory leaks. This happened when Citizens with certain tasks would calculate new paths when they already had paths savedFixed Building Event empty tooltipModern Apartment Debris is now gatherableHeight Meter can be controlled with ctrl + scroll. Added control button information to the tooltip. Please, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBO |
| Patch 1.1.3 - More Fixes | 2026-05-27 | Hello, survivors! Here's the patch 1.1.13 notes: Fix several progress-checking events not being updated correctly, thus not rewarding scenario completionsFixed Oilrig map sometimes not spawning crashed boatFix Advanced Boat crane animationMake Scaffolding paintableAdd Pusher animationsRemoved Fireplaces that were audible in main menuFix Resource labels displaying incorrect average valuesFix Tree buffing ranges being off-centerPlease, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY |
| Patch 1.1.2 - Hotfix | 2026-05-24 | A little Sunday hotfix has arrived:1.1.2 patch notes: Increase allowed Camera distance outside of mapFix progress check for Crumbling City scenario - it will no longer be blocked after constructing required FoundationsFix Group Fight event not firing due to delay never allowing it to passPlease, keep reporting bugs via the in-game tool or by posting on our Discord!PLAY ALL WILL FALL SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY |
| Patch 1.1.1 - Tweaks, Fixes and Improvements | 2026-05-20 | Hey, everyone! A little of everything for you today.1.1.1 patch notes: Insignificant plants no longer block repositioning buildings on themTweaked some sound volumesAdded new weather ambient soundsThe game now streams music files instead of preloading themCitizens no longer get stuck in a Sleeper role after sleepingRank shown Workshop items by trend, not by rating in the game menuThe game will format positive floating resource gains correctly nowThe game now sets up initial settings for each Scenario Map in Custom Scenario menu correctlyBetter check for tree blasting event in Tropical Island (you don't need to check anything, dear, don't worr |
| Patch 1.1.0 - Major Procedural Generation Update | 2026-05-19 | Okay, we really wanted to make this update by the Ocean Fest and we almost made it. Together with it, comes a major improvement into how procedural generation works across some maps.1.1.0 patch notes: Procedural generation overhaul for the Oil Rig, Crumbling City and Tropical Island maps. They will now be more randomized. Stability updates and bug fixes took some time as wellAdded more buffing buildingsAdded various effects and animations to buildingsResource piles now visually deplete over timeImproved Custom Scenario window which now works as intendedThis is not here yet, but Cybertower map rebalance is expected this week too.Please, keep r |
| Patch 1.0.19 - Stability is what we need | 2026-05-12 | While we are working on a larger update for the upcoming Ocean Fest (May 19), a much-needed stability iteration is ready.1.0.19 patch notes: Game won't show the Storage Priority button on the output-only storages (Docks)Fixed Building list Bubbles not showing tooltips correctlyBoat List also has Bubbles nowFixed Flame shader sometimes producing visual artifacts due to negative color valuesOptimized Event Graph initialization - might reduce stutter when starting new Event Graphs. Greatly improves Editor iteration speeds. Sanitize Gatherables with different than original contents - fixes some older-saved objects being ungatherableFix resources |
| Patch 1.0.18 - Massive Polishing and UI improvements | 2026-04-29 | Here's a major patch with tons of bug fixes and polishing. We have implemented UI to set default auto Gather Priority on buildings (you can see a cogwheel icon next to the priority icons). Improved UI for diagnosing issues - Citizen and Building lists now have bubbles inside for easier investigating. The nearest one will introduce lag fixes for many citizens and build physics updates which we didn't include in this build - still testing it.1.0.18 patch notes: Fix construction progress resetting when aborting/changing constructionFix reposition deconstruct cheeze for prebuilt world buildablesReassign citizen to back to their workplace after re |
| Patch 1.0.17 - It ain't much, but it's honest work | 2026-04-21 | Yes, this one is indeed not the biggest update ever, but you wouldn't be happy if we had just kept it hanging until the end of the week, would you?1.0.17 patch notes: Fix bugs related to adding/removing CitizensTweaked advanced hut visualsCleaned up Pusher visualsBetter sea access building descriptionBar updateElectric Greenhouse, Metal Smelter, Wind Turbine, Tools Production and other smaller building sound updatesCleaned up Crane visualsCitizens have a limit for searching for wandering positions and fail correctly. Because failing is a part of life, after all.Increased Junknado Eventbox durationUpdated translations. Yes, still doing this.Pl |
| Patch 1.0.16 - Remote Drinking, Pausing Production and more | 2026-04-20 | Here comes a bunch of anticipated fixes today that hopefully won't break anything else.1.0.16 patch notes: Boat workers will eat/drink remotely during consumption hoursClicking on Social Group warnings will focus camera on relevant CitizenNew visuals for Social Group officesNew visuals for Advanced Resource HutFix some events with a single visible outcome not having the Confirm button as that outcomeDon't sit around in explosive range again (even if you really-really want to, just don't)Removed auto show from some eventsImproved tutorial for game controlsLost Child event will give other option if player has already built a watchtowerUnlocking |
| Patch 1.0.15 - Putting People in Line | 2026-04-17 | This patch is only a part of our planned Citizen optimization effort, so there will be more. 1.0.15 patch notes: Optimized Citizen movement calculations by parallelizing them. A city with 700 citizens on AMD 5900X at max game speed goes from 17FPS (59ms per frame) to 25FPS (40ms). Per frame, folks.Occasionally check if stand-on nodes haven't changed so Citizens stop sitting in waterThe game will keep searching further if Citizen fails to find stand-on nodes nearbyUnassign workers from buildings in Danger Zone™ if Danger Mode© is activatedTweaked turbine colliders - improves their selectionDon't allow leisure and education in flooded buildings |
| Patch 1.0.14 - Performance, Perform! | 2026-04-14 | Hey, it's us again. 1.0.14 patch notes: Fixed gatherables with stale data in their inventory in older cities being ungatherable, for example Concrete FloorsChanged Boat gather logic to remove lower priorities early - this improves pathfinding performance and reduces stutters in large mapsGravity Battery now uses solid voxels - they are no longer stackable on top of each otherFixed Dock missing access bubble and Dock blocked state visuals inconsistencyEnd Goal Ship properly floats on water (yay!)Number of Outsiders joining will have max limit, to prevent crazy numbers in sandbox and when you guys decide to cheatFixed error when removing pipe d |
| Patch 1.0.13 - Outsiders, finally | 2026-04-10 | Hey, it's us again. 1.0.13 patch notes: Event-starting buildings UI has been improvedPipe network connectivity checks were optimized. Now the game won't create networks of non-built pipe resource types and checks the connectivity per-neighbor instead of per-pipe. Neighbor count is usually lower than pipe count. This long and boring piece means that the buildings impact on performance will be improved when you move them.Prevented Event interaction in the Build ModeSet up remaining concrete environment gatherables. Made others be selectable after certain research.Optimized adding and moving Buildings in BuildingGrid manager. Again, slightly imp |
| Patch 1.0.12 - Fixes Keep Coming on! | 2026-04-09 | Hey, everyone! Our 12th patch is here.1.0.12 patch notes: Fixed buffers behavior when removing buffs they haven't applied before. This fixes Buff Providers that require input of something to work.Made several ranged Buff Provider areas centeredFixed Citizens not getting automatically unassigned from flooded Event buildings - they won't get stuck there nowDirty Citizen state corrected - fixes Drowning bubble not appearingScaled up Chinese, Korean, Japanese, Thai fonts by 15% to increase readabilityFixed Rain Drain node search using exponentially more memory and crashing in complex setupsCleaned up end-goal ship visualsFixed typo in the Tanker |
| Patch 1.0.11 - Performance improvements, Cybertower fixes, and more | 2026-04-08 | Hey, everyone! 11th patch in 6 days - we're keep fixing stuff and should thank many of you for reporting it.1.0.11 patch notes: The game now checks if the building still exists after finishing task - this fixes citizen errorsVisibility toggles which draw Sockets and Voxels now correctly handle removed buildings - this fixes a crashFixed: Handle invalid Workplace reference in Citizen Task - this caused hut to error beforeFixed signaling building event not showing one optionFixed cybertower completion check. Control center now uses 12 energy to start event, but event option costs have been reduced to compensate for the new price.Make freedom/or |
| Patch 1.0.10 - Fixed Keybinds and 99% of missing translations | 2026-04-07 | Hey, everyone! We’ve released 10 hotfixes since our launch on Friday, and we’re continuing to work at full speed to address as many issues as possible. Here are the combined patch notes for versions 1.0.9 and 1.0.10 – a lot of technical improvements here as well as missing translation fixes for multiple languages and much-anticipated keybinds.We will push the final missing translations (5 strings literally) tomorrow morning (EU time)1.0.9 patch notes: Custom key rebinding is fixed (please comment if it works now!)Increased camera tilt for looking up, it should help working on the lower levels with really high structures (but we're keep workin |
| How and where to report bugs | 2026-04-06 | Hello, survivors! Thank you for reporting bugs and helping us fix them, we appreciate that a lot! We wanted to post this short guideline on how to submit a bug if you're new to this. Please follow along: Try reporting a bug through the in-game tool first - this way it attaches your save file and screenshot and then sends it directly to us. Always add the basic description (at least a title explaining what's wrong) If the game crashed, relaunch it and you'll see the auto report to send. If the auto report does not work, send the normal bug report from the Main Menu (red bug-shaped icon) - it will attach your latest save file. Submitting bugs o |
| Patch: Version-1.0.7 + 1.0.8 | 2026-04-06 | Hey survivors, Thank you to everyone that has reported bugs and translation issues, we’ve rolled out a bunch of hotfixes over the past 24 hours with more coming ASAP. The team are currently prioritizing crashes, performance issues, game-breaking bugs and missing translations. Expect more patches very soon! To ensure we fix errors and bugs you might encounter, please use our in-game bug reporting tool as this is the best way for the team to review your save files and fix it up as soon as possible. Thank you! Patch notes below: Fixed the error message spam after undoing collapse. Fixed the issue where the destroyed gatherables remained in game |