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All Walls Must Fall

 
All Walls Must Fall Original Soundtrack sales end November 1Oct 27, 2023 - Community AnnouncementsDue to contractual reasons, inbetweengames will stop selling the All Walls Must Fall Original Soundtrack on Steam, on November 1st. If you haven't purchased it yet, now's the time! Once sales end, existing owners will of course still keep it in their Steam library permanantly.All Walls Must Fall is now available on Nintendo Switch!Jan 20, 2021 - Community AnnouncementsIt's been a while - but today we at inbetweengames are happy to announce that All Walls Must Fall is now available to download on Nintendo Switch! Buy in Europe: https://www.nintendo.co.uk/Games/Nintendo-Switch-download-software/All-Walls-Must-Fall-A-Tech-Noir-Tactics-Game-1904685.html Buy in North America: https://www.nintendo.com/games/detail/all-walls-must-fall-switch/ Check out this Switch trailer from our porting partners at ConsoleWay: https://www.youtube.com/watch?v=OHRJMHkl81k They've done a great job with the port, and we're sure you will have a great time flirting, fighting and manipulating time in the palm of your hand!The Summer of Pride is here!Jun 13, 2020 - Community AnnouncementsHAPPY SUMMER, AGENTS The first ever Summer of Pride Steam Sale is here - and we're a part of it! {STEAM_CLAN_IMAGE}/28755388/6ad9eead29dfd145eae686f677439805f990ed7a.png Click below if you'd like to check out great deals and discounts on a bunch of amazing Queer games! Summer of Pride 2020 {STEAM_CLAN_IMAGE}/28755388/2db11409173371b059d919acf0b9c6d328740010.gifEast meets West: Polish and French now available!Sep 5, 2019 - Community Announcementshttps://i.imgur.com/wZcVvUf.gif Save Berlin 2089 in two new languages - Polish and French are now available! https://i.imgur.com/KE1dv05.gifEndlich! German and Russian available now!Dec 18, 2018 - Community AnnouncementsA new version is now live with a German and Russian translation, as well as a few bug fixes from some outstanding issues! https://i.imgur.com/6bi0Unl.gif For the full release notes, see this forum post.NEW GAME + mode now available!Oct 3, 2018 - Community AnnouncementsIt’s been 8 months since we shipped All Walls Must Fall, and in that time one of the most requested features has been for a way to keep playing the game after you finish the Campaign, and to continue with all your unlocked gear. It could be a bit of a disappointment to unlock your favourite new weapon or ability, only for there to be just one mission where you could use it on. That’s the case no longer - you can continue fighting and flirting your way through the clubs of Berlin 2089 again and again - forever if you want to! https://i.imgur.com/Pcw1Jlp.gif Here’s how it works: After you complete the campaign, there will be a NEW GAME + button in the main menu. When you click that, a new campaign will be generated, but you’ll have all the weapons, abilities, unlocks and credits you had at the end of the previous campaign. Missions are much harder: All the missions will be at VERY HARD difficulty. Permadeath and the decision timer are always enabled. If you abort a mission, it will now cost 1000 credits to reset it and try again. Finally, all enemies will have +1 health. Once you finish the NEW GAME + campaign, you will have your score and time recorded in a new leaderboard. And then you can do it all over again! The NEW GAME + button will now read NEW GAME +2. That +2 means enemies will now have +2 health! And then again! You can play forever - with enemies getting one extra health point for each NEW GAME + level. There’s a new set of leaderboards each time around. Finally, if you’ve already completed the campaign and want to skip straight to hard mode, you can convert an existing campaign to NEW GAME +. Just start a new campaign if you don’t have one already in progress, then return to the main menu and you should see the option. You’ll get some free extra starting currency to get Kai ready for the new challenge. Note: one time only! As well as this new feature, there are a few small fixes and improvements, like the ability to reset your controls to the defaults - you can read the full list of changes here. https://i.imgur.com/7Ikxczq.pngNEW GAME + now in Early AccessAug 11, 2018 - Community Announcementshttps://i.imgur.com/WbEFE5a.gif One of the most commonly requested features since we launched All Walls Must Fall earlier this year is a way to keep playing after you finish a campaign, to keep the challenge going and continue to use your gear - and keep upgrading it. Today we're launching an Early Access test for a NEW GAME + mode that allows exactly that. In NEW GAME + there are some changes: All Missions are rated VERY HARD difficulty Enemies get extra health Permadeath is always on The Decision Timer is always on Dynamic Tutorials are disabled Each time you complete a NEW GAME + campaign, you can start a new one at a higher level (NEW GAME +2, NEW GAME +3, etc). Each level will give enemies one additional health point, and has its own leaderboards. Normally, to start a NEW GAME + campaign, you'd need to finish a normal campaign first. Then, the Continue Game button will become a NEW GAME + button. However, for this test, we've added a "Convert to to NEW GAME+" button that will be available if you have a campaign in progress. You should see this in the main menu - if not, start a new campaign, then return to the main menu. You'll get some extra cash to spend to get Kai up and ready for the new challenge. To try out this build (Windows only for now), follow these steps: In your Steam library, right-click the game and select properties Click the Betas tab Select the new_game_plus beta in the drop-down list Press Close and Steam should update the build We expect to keep NEW GAME + in Early Access for 1-2 months. During this time we'll be updating the build with balance tweaks based on your feedback, as well as fixing some of the issues that we didn't manage to squash yet. Let us know what you think on the forums! https://i.imgur.com/UP42qYM.gifNew Languages: Spanish and Chinese!May 11, 2018 - Community AnnouncementsYou can now play All Walls Must Fall in two new languages: Spanish and Simplified Chinese! https://i.imgur.com/UP42qYM.gif Thanks to our fantastic translators for helping out with these translations: Alex Fortes for Spanish and Project Gutenberg | 游戏古登堡计划 for Simplified Chinese. And don't forget, we also have Brazilian Portuguese already, courtesy of Rômulo Wehling Magalhães.Version 1.1: LAST MINUTESMar 29, 2018 - Community AnnouncementsIt’s been a month since All Walls Must Fall hit Version 1.0 and CAME OUT of early access, and today we have another update for the game! The main focus has been on bugs and performance, but we also have a few new features to announce! The full release notes are here for all the details, but let’s get into the exciting stuff! TODOS OS MUROS DEVEM CAIR https://i.imgur.com/JQb9CrE.gif First up, the game is now available in Brazilian Portuguese! New ingame music: LAST MINUTES muuutsch’s latest track Last Minutes is now playing in the clubs, in-game! Have a listen on soundcloud. The soundtrack is also now available on Spotify, itunes and all good streaming sites! New room type: Bathrooms https://i.imgur.com/kSgbT2i.png We’ve added bathrooms to the game! How did we manage to go this long without them? New clubber and NPC variations https://i.imgur.com/YB9DCkY.gif We’ve added some character variation to the clubbers, as well as some of the dialogue NPCs! New labroom layouts https://i.imgur.com/bsOeQCT.gif We’ve added some new, better fitting furniture to the labrooms that appear in some clubs, and tweaked their layouts a little! Enemy-specific weapon effects https://i.imgur.com/Fc7Kc7q.gif Different enemies now shoot projectiles that match their visual style, to help you work out which projectile came from where. We’ve updated Kai’s weapon effect a bit too - now including muzzle flash! Many small improvements We’ve spent some time making some small balance tweaks, fixing bugs, polishing visuals, and improving performance, in particular in the later missions in larger clubs. The biggest thing here is that the Drop camera should no longer point at walls! Check out the full release notes for all the details. Version 1.1: LAST MINUTESMar 29, 2018 - Community AnnouncementsIt’s been a month since All Walls Must Fall hit Version 1.0 and CAME OUT of early access, and today we have another update for the game! The main focus has been on bugs and performance, but we also have a few new features to announce! The full release notes are here for all the details, but let’s get into the exciting stuff! TODOS OS MUROS DEVEM CAIR https://i.imgur.com/JQb9CrE.gif First up, the game is now available in Brazilian Portuguese! New ingame music: LAST MINUTES muuutsch’s latest track Last Minutes is now playing in the clubs, in-game! Have a listen on soundcloud. The soundtrack is also now available on Spotify, itunes and all good streaming sites! New room type: Bathrooms https://i.imgur.com/kSgbT2i.png We’ve added bathrooms to the game! How did we manage to go this long without them? New clubber and NPC variations https://i.imgur.com/YB9DCkY.gif We’ve added some character variation to the clubbers, as well as some of the dialogue NPCs! New labroom layouts https://i.imgur.com/bsOeQCT.gif We’ve added some new, better fitting furniture to the labrooms that appear in some clubs, and tweaked their layouts a little! Enemy-specific weapon effects https://i.imgur.com/Fc7Kc7q.gif Different enemies now shoot projectiles that match their visual style, to help you work out which projectile came from where. We’ve updated Kai’s weapon effect a bit too - now including muzzle flash! Many small improvements We’ve spent some time making some small balance tweaks, fixing bugs, polishing visuals, and improving performance, in particular in the later missions in larger clubs. The biggest thing here is that the Drop camera should no longer point at walls! Check out the full release notes for all the details. Wot I Think: All Walls Must FallMar 6, 2018 - Rock, Paper, ShotgunBullets tear across a sweating dancefloor, heaving with bodies. Flashes of metal and flesh, lights pulsing and skittering across glistening bodies. All Walls Must Fall’s nightclub shoot-outs are a devilish dream, capturing at once the brilliance of Terminator’s Tech Noir horror and the actual punk in cyberpunk. I just wish there was more to the game than a thousand murders on the dancefloor. (more…) Podcast: Is bad weather spectacular or just annoying?Mar 1, 2018 - Rock, Paper, ShotgunThe blizzards of Siberia have gone on holiday to the United Kingdom this week. But the RPS podcast, the Electronic Wireless Show, doesn t do snow days. The pod squad have trekked hard through the whiteout (from their bedrooms to their computers) to gather on their respective microphones. To what end? Well, to talk about the weather. Blizzards, thunderclouds, sandstorms and, er, night-time? In videogames, it all counts. (more…) Why are turn-based games so good at creating stories?Feb 28, 2018 - EurogamerIt was Superhot that first made me think about the old writer's adage, that you do the slow stuff fast and the fast stuff slow. This is the thinking that powers Jack Reacher novels, for example - Lee Child talks about this trick often and with great clarity. If Reacher's doing a bunch of research, you whip through it in a couple of lines. Literary montage! If Reacher's outside a bar, though, and a horseshoe of bad'uns is forming around him, time slows until it forms a thick mineral goop that traps everyone within it. The next few seconds are going to involve the shattering of kneecaps and the bruising of aortas (if aortas are a thing that can be bruised - having typed it, I am unconvinced). The next few seconds are going to be violent and memorable. Crucially, the next few seconds are going to take eight or nine pages to play out, because every move will be examined in great forensic detail. We will count the separate sparks in the air, and be deafened by the clatter of a spent cartridge case rattling on the tarmac. We will be fully present and fully conscious in these terrible, glorious moments. Is Superhot turn-based? Not really, but it's a unique kind of meter, certainly - the work of a ludic Dave Brubeck. It is strange, given the unprecedented control over the variables that make up the universe they afford, that many games are so uninterested in time. Sure, they shatter it into loops with the death and save systems. They may also slow it, Reacher-like, when the guns come out. But genuine inventions, such as Superhot's world in which time only moves when you do? These genuine inventions are quite rare. I've been thinking of all this these past few weeks as I've been playing, by sheer coincidence, through a range of rather brilliant turn-based tactic games, some of which have come out and some of which are yet to be released. Turn-based tactic games are hardly inventive by this point, but they definitely force you to think about time, about how it is broken up, and about what happens when you can pause it and step outside of it and really ponder your actions. Specifically, the games I've been playing have made me think about the way that time affects storytelling, and I think I'm ready to present my findings. Turn-based games, I suspect, are uniquely suited to generating incredible stories. They are more cinematic in the narrative sense than the games that we lazily refer to as being cinematic. And I think this is because of time. Read more… Quirky time-travelling nightclub-crawling tactical RPG All Walls Must Fall busts out of early access todayFeb 23, 2018 - Rock, Paper, ShotgunWe’ve covered All Walls Must Fall quite a bit over the past few months, and it’s easy to understand why. Starting out veiled in mystery, this bizarre cyberpunk music-synced fusion of tactical gunfights and conversational infiltration does a lot to stand out. It has evolved to a surprising degree during its time in Early Access, with developers Inbetweengames bolting on major new features with practiced confidence. Befitting the name, All Walls Must Fall has burst forth from its confines and into the dazzling moonlight, fresh from the dance-floor and ready to launch. Within, we’ve got the cheekily named ‘coming out’ launch trailer. While earlier marketing may have coyly weaved around the central environment type of the game (gay nightclubs heaving with scantily clad men), this one goes all-in, leaving very little to the imagination. (more…) VERSION 1.0 is COMING OUTFeb 23, 2018 - Community AnnouncementsToday we’ve launched version 1.0 of All Walls Must Fall! https://i.imgur.com/011oE1X.gif You can check out the COMING OUT trailer here: https://youtu.be/2Zc77HwYflI If you haven’t played the game yet, now’s the time! We’ve spent the last month polishing the look and feel of the game, including adding the final in-game backer rewards, Party Posters and Drinks. We’d like to thank all our Backers for your support - without you, we’d have never made it this far! We’re also very honoured that Eurogamer has given the game a Recommended rating! Check out the review here, or keep reading to see what’s new in this update: New Glienicker Brücke & credits music https://i.imgur.com/XmiVBEU.png We’ve improved the pacing and look of the sections of the game that take place on the Bridge of Spies between missions, and added some more content to the two endings. Our very own muuutsch has also put together some new music for these sections which really enhance the mood. There’s even a different track for each ending, so try and get both for the full experience! We’ve also added muuutsch’s track The Last Stop to the credits that play after you finish the game. All this new music is already added to the soundtrack download, and you can also listen to The Last Stop on bandcamp Club Themes https://i.imgur.com/5R6jRnA.gif A big focus this month has been polishing up the look and feel of the clubs. The way we’ve done this is by adding different “themes” to the game, which match the party that’s happening there. These change the colours of the lighting, as well as the fog (now there’s fog!), and neon highlights on some objects. We think this gives each club a distinct feel, and improves the look of them in general. https://i.imgur.com/dah1CB0.png We’ve also added more decorative objects to the club, such as trash on the ground and objects on the walls, as well as variations of things like the bar furniture and wall lamps. HUD improvements https://i.imgur.com/aRufEf0.gif The HUD has had an overhaul to make it a bit cleaner and crisper, as well as adding missing icons in a few places. The biggest changes are a much better looking combat mode HUD as well as improved health bar-circles for NPCs. Collectible Party Posters https://i.imgur.com/36qKrYm.png The party posters chosen by our Kickstarter backers are now in game and featured as posters throughout the clubs. You may also find them on leaflets while rummaging around in ashtrays! Collectible Drinks https://i.imgur.com/y6ZvOyZ.gif The cocktails chosen by our Kickstarter backers are also in game, featured as holograms in the Bars! You can order one by interacting with the hologram and add them to your collection! What’s next? Last but certainly not least, we’ve spent a lot of time this month on improving the performance of the game, especially in the later, larger clubs, as well as fixing a few bugs and improving some gameplay issues (you can now see when you’ve failed an objective!). You can see the full patch notes here...VERSION 1.0 is COMING OUTFeb 23, 2018 - Community AnnouncementsToday we’ve launched version 1.0 of All Walls Must Fall! https://i.imgur.com/011oE1X.gif You can check out the COMING OUT trailer here: https://youtu.be/2Zc77HwYflI If you haven’t played the game yet, now’s the time! We’ve spent the last month polishing the look and feel of the game, including adding the final in-game backer rewards, Party Posters and Drinks. We’d like to thank all our Backers for your support - without you, we’d have never made it this far! We’re also very honoured that Eurogamer has given the game a Recommended rating! Check out the review here, or keep reading to see what’s new in this update: New Glienicker Brücke & credits music https://i.imgur.com/XmiVBEU.png We’ve improved the pacing and look of the sections of the game that take place on the Bridge of Spies between missions, and added some more content to the two endings. Our very own muuutsch has also put together some new music for these sections which really enhance the mood. There’s even a different track for each ending, so try and get both for the full experience! We’ve also added muuutsch’s track The Last Stop to the credits that play after you finish the game. All this new music is already added to the soundtrack download, and you can also listen to The Last Stop on bandcamp Club Themes https://i.imgur.com/5R6jRnA.gif A big focus this month has been polishing up the look and feel of the clubs. The way we’ve done this is by adding different “themes” to the game, which match the party that’s happening there. These change the colours of the lighting, as well as the fog (now there’s fog!), and neon highlights on some objects. We think this gives each club a distinct feel, and improves the look of them in general. https://i.imgur.com/dah1CB0.png We’ve also added more decorative objects to the club, such as trash on the ground and objects on the walls, as well as variations of things like the bar furniture and wall lamps. HUD improvements https://i.imgur.com/aRufEf0.gif The HUD has had an overhaul to make it a bit cleaner and crisper, as well as adding missing icons in a few places. The biggest changes are a much better looking combat mode HUD as well as improved health bar-circles for NPCs. Collectible Party Posters https://i.imgur.com/36qKrYm.png The party posters chosen by our Kickstarter backers are now in game and featured as posters throughout the clubs. You may also find them on leaflets while rummaging around in ashtrays! Collectible Drinks https://i.imgur.com/y6ZvOyZ.gif The cocktails chosen by our Kickstarter backers are also in game, featured as holograms in the Bars! You can order one by interacting with the hologram and add them to your collection! What’s next? Last but certainly not least, we’ve spent a lot of time this month on improving the performance of the game, especially in the later, larger clubs, as well as fixing a few bugs and improving some gameplay issues (you can now see when you’ve failed an objective!). You can see the full patch notes here...All Walls Must Fall review - the tactics genre gets a quirky new treatFeb 23, 2018 - EurogamerI have heard All Walls Must Fall described as a blend of real-time and turn-based tactical action, set in a retro-futuristic Berlin in which the Cold War never ended and where all matters of consequence unfold in the procedurally-generated nightclubs favoured by gay time-travelling superspies. Deep breath. Influences cover everything from Twelve Monkeys and X-Com to Invisible Inc, Superhot and - when it comes to the wonderfully grungy animation that chops together 2D character models and low-poly 3D backgrounds - the old Paddington Bear children's series that was so memorably narrated by Michael Hordern. It all sounds a bit complicated really. But it isn't. When you get into a fight here, All Walls Must Fall is gloriously, deliriously, skull-shakingly straightforward. Gunfights are when All Walls Must Fall switches from behaving like a real-time nightclub exploration game (one of my favourite genres) and becomes a turn-based, grid-based tactical battler (which happens, rather neatly, to be my other favourite genre). You play as a hulking metal-armed killer who has been sent looping back through time within a single night so as to stop a bomb going off in the present. This means that time is as much his plaything in shootouts as space is. In fact, when you're exploring in the real-time mode, time is space. Each room you scout out rewards you with a few units of time resource that allow you to do all sorts of rewind-based shenanigans when the guns emerge. Time is space! Einstein would be proud. I bet he'd be well up for some futuristic clubbing, too. Oh dear. I've made it sound very complicated again. It really isn't. Once the guns emerge a grid is imposed on the landscape and enemy targets are picked out with bright highlights. You can shoot them - weapons frequently have a couple of distinct attack modes - and you can dash around from one square to the next dodging incoming fire. The system's sufficiently kind so as to warn you when you're planning on moving into a square that means you'll be taking damage. The perks of a time-traveller, I guess. Read more… Tech-noir tactics game All Walls Must Fall leaves Early Access this monthFeb 14, 2018 - PC GamerIt's been a good week for videogame descriptions. Berlin-based developer Inbetweengames describes turn-based tech-noir tactics game All Walls Must Fall as "very gay, very Berlin" and "taking place almost entirely in techno clubs." The studio also dropped a big new descriptor today: after a successful Kickstarter and a six-month stay in Steam Early Access, All Walls Must Fall will officially launch on Steam on Friday, February 23.  All Walls Must Fall is set in Berlin in 2089 in a world where the Cold War never ended. Evidently, after another 90-odd years of cold warring, the European powers and the U.S. decided a hot war was the way to go: you are a time-traveling secret agent "that only has one night of clubbing to prevent a nuclear terror attack." Inbetweengames promises "things only get stranger from there."  Tom played a bit of All Walls Must Fall back when it had just entered Early Access, and while he saw the need for substantial updates—which have since been released—even then he saw a glimmer of potential in the game's fast-paced XCOM-esque combat. "It's a nice, fast take on turn-based combat, though, and ought to benefit hugely from the addition of new weapons and powers," he wrote.  Ahead of its official launch, Inbetweengames have lowered All Walls Must Fall's price from $15 to $10. A 30 percent discount is planned for launch week.  All Walls Must Fall busts out of early access next weekFeb 14, 2018 - Rock, Paper, ShotgunAfter infiltrating early access last August, the slightly conceptually overwhelming All Walls Must Fall is finally ready to break out and release for real. That’s the tactical tech-noir cyberpunk time travel game set in an alternate-history Berlin nightclub, in case you’d somehow forgotten. Dominic reported on it favourably in the past but here’s reminder: you have one night to prevent a nuclear attack. If you can tear yourself away from the dancefloor, that is. During its early access gestation period, the isometric tactics game has bolted on daily challenges, RPG elements, and various other doodads, so much so that developers inbetweengames now reckon it’s ready to be unleashed to the wider world. (more…) Tech-noir tactics game All Walls Must Fall leaves Early Access next weekFeb 14, 2018 - EurogamerSuper cool tech-noir tactics game All Walls Must Fall leaves Early Access and launches proper on Steam on 23rd February. Developer inbetweengames has lowered the price to 7.19, but there will also be a 30 per cent discount for launch. All Walls Must Fall is set in Berlin 2089 where the Cold War never ended. You control a time-travelling secret agent who only has one night of clubbing to prevent a nuclear terror attack. Read more…