
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.
Modeled estimate, not a reported figure. How we estimate →
Prices
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 206 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
---Personal Rating Scale--- ☐ 1 - Not worth trying for free ☐ 2 - Only try it for free ☐ 3 - I shouldn't have paid for this ☐ 4 - Can't get to 10 hours ☐ 5 - Can't get to 50 hours ☑ 6 - Won't make 100 hours ☐ 7 - 100+ hours well played ☐ 8 - 300+ hours of fun ☐ 9 - 500+ hours and in my dreams ☐ 10 - 1000+ hour addiction Needs some balancing. I'll come back to it eventually. Give it a go. It's generally good.
Fun tiny city builder :D
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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 207 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Un juego increíble de gestión de recursos y construcción de ciudades.
After a couple of hours, I told a friend I was having fun but wasn't sure I'd recommend it. I have now completed all the achievements and am ready for a real review. Do you like scenario-based city builders like Frostpunk or Against The Storm? What about games with base building like Valheim or Conan? All Will Fall takes elements from both genres to make a pretty cool game. [h1]The good stuff[h1] 1. The research tree is done well and all of the buildings are viable. You can waste time researching the "wrong" thing but you can't really ruin a game by pigeonholing yourself. Fuel or electricity, greenhouses or mushrooms, their usefulness depends on the situation but nothing is useless. I liked that flexibiltiy a lot even if I never used the Metal Smelter or Wood Presser. 2. Each scenario focuses on a different mechanic with a unique path to victory. You might be trying to build a permanent settlement or you might be contending with constantly rising water. A lack of jetsam might make gathering boats useless on one map and you'll beat another without bothering to unlock the Advanced Hut. They were all fun. 3. And speaking of mechanics - none of them are too punishing to be fun. I was never upset to be "forced" to use certain buildings and afterward, I could apply what I learned to the next scenario. [h1]The mid[h1] 1. There's quite a few small bugs but the worst thing that happens is you lose a building (and the resources used to build it). There seems to be some inconsistent logic around decontructing buildings 2. The physics played a bigger part in the marketing than the actual game. You're rarely forced to build vertically so your incentive to unlock metal/concrete floors is more about bridges to reach new structures 3. I didn't find it very difficult and a lack of "hard mode" means I probably won't play this again unless there's an update with new scenarios [h1]Criticisms/suggestions[h1] 1. Redo the UI for the trader. Put buy/sell on the SAME PAGE and don't hide the items behind generic flavor text. Too much clicking! 2. Add something to the research row with Strong Explosive and Magnet. I can't imagine needing either before the hut in the next row so I'm just unlocking it to get there. 3. Halve the fuel required in the Rocket Site scenario. Protecting the rockets is the priority but once that is done, you are pretty much just AFKing. I had almost 100 cranes and was still snoozing by the end [h1]Leisure needs a major overhaul[h1] I am thankful that leisure is not a required part of any scenario because it does not feel playtested. It's the worst part of the game by wide margin which is why it gets its own section. In their 5 hours of free time, citizens will visit up to 5 leisure buildings. Each leisure building gives 1-6 leisure points. Leisure points improve happiness. But there's several problems with how this works. 1. Most buildings have maximum "servings" per night (usually 20) and then they're useless. This makes scaling into the late game really annoying - a single raft of new citizens might require a dozen new buildings. 2. Time limitations incentivizes building homogenous "leisure areas" where citizens can reach all 5 buildings before going to bed. 3. Low value leisure is detrimental to happiness as it will take up a "slot" that could have given 6 leisure, further homogenizing it 4. In addition to resources, they require employees. Citizens are better utilized assigned to literally anything else So my suggestions are any/all of the following: 1. Drastically increase the max servings (maybe by attaching storage?) 2. Remove the "max visits" cap 3. Make relevant buildings (food truck, bench, fire, etc) give leisure during the day 4. Drastically increase the leisure each building provides BUT reduce it based on proximity to other leisure buildings like Wood Catchers Anyway, I wrote this review over the course of two days and am not going to proof read it sorry PS: It does not take 150 hours to beat this game. I had it running like 16 hours a day whether I was at my PC or not TL;DR: I recommend it
yes
game good
Le jeu il est bien
derp
The game is amazing and it's only getting better with each update. But the devs are even better. I had trouble with my save files at one point and one of the devs helped me out over at their discord server and restored my progression. It has my warmest recomendation
สนุ๊กนี้ครับ แต่อยากให้โหมดเนื้อเรื่องมีระดับความยากมากกว่านี้หน่อย
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Where this game's players are, estimated from review languages.
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