
All Walls Must Fall is a Tech-Noir Tactics game set in Berlin 2089, where the Cold War never ended.
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About
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Languages: English, Portuguese - Brazil, Spanish - Spain, Simplified Chinese, Russian, German, French, Polish
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
世界観がカッコいいけど英語でよくわからなかったので日本語化作ってみました。 https://github.com/dewfalse/AllWallsMustFall_JP/releases/tag/v0.1.0
4/10 All Walls Must Fall is a turn-based tactical/strategy game with a good art style and an eastern-Eurpoean dystopian futurepunk aesthetic. That's a premise that should really lead to a home run of game, but All Walls really doesn't rise to meet the occasion. The game has a lot of focus on trying to allow you to talk your way through encounters or conversations, but conversation is entirely nonsense - your responses (and how the opponent reacts to them) are completely incoherent and look like an AI's idea of what "might" be a flirty or threatening response to someone. This makes a pacifist playthrough of a mission entirely an exercise in "try random response" > if fail > use time ability to "rewind" and "try next random response". This might be less of a big deal if the pacifist run weren't so heavily incentivized, but the game adds more and more enemies to the map as you engage in time-consuming gunplay & kiting and many enemies are immune to your ability to manipulate time. I did appreciate the story of the game, which engages in a bit of fourth wall breaking and supports multiple endings. I actually finished one playthrough with an aggressive loadout, and started a second playthrough on New Game+ to try to quickly unlock the game's other endings with a quick pacifist run. I ended up losing on a map when I got swarmed by enemies who aggroed onto me after I broke through a wall to try to enter a building, and I couldn't "rewind" to get them off of me. After getting killed off, I was actually hit with a Game Over and lost my entire playthrough, rather than having an opportunity to re-play the map like I'd been given before when I'd previously failed a map. I wouldn't have bothered if pacifism wasn't a much quicker way to try to play through a campaign run, but at that point, I decided I didn't care enough to try seeing the game's better endings by using pacifism. I had previously bought All Walls Must Fall because I love a turn based strategy game, and I love a cyberpunk near-future story. In the end, I was disappointed by both, *and* the game is now free to play. Even at the new price, this game wasn't worthwhile. Move on and play something else.
peanut would love some pets and treats :) 🌸> フ | _ _ l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ__ヽ_)__) \二つ
let it run for the rainbow flag emoji
All Walls Must Fall – A Tech-Noir Tactics Game, developed and published by inbetweengames, is a bold and unconventional entry in the tactics genre that blends strategic planning with rhythmic, almost hypnotic execution. Set in a stylized version of Berlin in 2089—where the Cold War has stretched into a dystopian future—the game casts players as agents capable of manipulating time in order to prevent a looming nuclear disaster. It’s a premise that immediately signals something different, and the game fully commits to that difference through both its mechanics and its atmosphere. The most defining feature of the experience is its time-rewind system, which fundamentally reshapes how tactics gameplay is approached. Instead of committing to decisions and dealing with their consequences, players are given the ability to rewind actions, adjust positioning, and rework entire encounters before finalizing them. This turns each mission into a kind of strategic puzzle, where experimentation is not only allowed but expected. You can test risky moves, observe enemy reactions, and then refine your approach until everything aligns perfectly. The result is a gameplay loop that feels more like crafting a solution than reacting to a problem. Combat itself operates on a hybrid system that blends turn-based thinking with real-time flow. Every action consumes time as a resource, forcing players to carefully manage movement, attacks, and abilities within tight constraints. Once a sequence is locked in, the game plays it back in real time, transforming your calculated decisions into a fluid, cinematic sequence of events. This mechanic is one of the game’s most satisfying elements, as it rewards careful planning with visually dynamic outcomes. The entire experience is underscored by a pulsing electronic soundtrack, which subtly reinforces the rhythm of gameplay and gives each encounter a distinct sense of momentum. The setting plays an equally important role in defining the game’s identity. Nearly all missions take place in neon-lit nightclubs filled with dense crowds, shifting lights, and an underlying sense of tension. This techno-noir aesthetic is striking and rarely explored in strategy games, giving the experience a unique cultural flavor. Beyond combat, players can engage in dialogue, persuasion, and other non-violent interactions, offering alternative ways to approach objectives. These elements add a layer of role-playing depth, even if they don’t always feel as fully developed as the combat systems. However, the game’s ambition comes with some noticeable trade-offs. While the procedural generation of levels is meant to keep things fresh, the environments can start to feel repetitive over time. The nightclub setting, while visually distinctive, is reused frequently, and the variety of objectives and layouts is somewhat limited. As a result, the sense of novelty that defines the early hours gradually fades, replaced by a more predictable loop of similar encounters. Balance is another area where the game occasionally struggles. The time-rewind mechanic, while innovative, can lead to encounters that feel less about strategy and more about trial-and-error optimization. Enemy encounters sometimes rely on overwhelming numbers rather than nuanced design, which can make battles feel chaotic rather than thoughtfully constructed. Additionally, some systems—such as dialogue and hacking—don’t always integrate seamlessly with the core gameplay, leaving them feeling secondary rather than equally viable alternatives. Despite these shortcomings, the game’s presentation remains consistently strong. The combination of stylized visuals, atmospheric lighting, and a standout electronic soundtrack creates a cohesive and memorable aesthetic. There’s a clear artistic vision driving the experience, and even when the gameplay falters, the world itself remains engaging. It’s the kind of game where mood and style are just as important as mechanics, and in that regard, it largely succeeds. Ultimately, All Walls Must Fall is a game defined by its willingness to experiment. It takes risks that many strategy titles avoid, and while not all of those risks pay off, they result in an experience that feels genuinely fresh. The time manipulation system alone is enough to set it apart, offering a level of control and creativity that is rarely seen in the genre. In the end, it’s a game that may not appeal to everyone, particularly those looking for a more traditional or polished tactics experience. But for players who appreciate innovation and are willing to embrace its quirks, it offers something memorable and distinct. It’s not flawless, but it’s undeniably original, and that counts for a lot. Rating: 7/10
潜行类的战略游戏,里面还包含电子乐的元素,每次都是随机生成的地图,不过熟悉玩法还是很简单的
The game is lgbtq propaganda, can't recommend. Without it the game would have potential
За 2 часа игры я умудрился подкатить к 15 мужикам, что ровно на 15 больше, чем в реальной жизни, успех, я считаю)
Hat mir leider keinen Spaß gemacht.
Dialog seems kinda homoerotic. There's nothing wrong with that, it's just really not my thing. The multiple choice switching constantly is annoying. Camera was kinda meh and could use a zoom option.. Could use some work to make it better, but it has potential. Considering the age though I doubt it'll see much if any improvements.
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