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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
Today's update fixes the issue some players had during the second and third Bridge scenes where they couldn't move. It also fixes the camera in one of the endings not being correct.
That's right - the game is now completely free for everyone!
It's been 6 years since we released All Walls Must Fall, and we've decided that we'd love if everyone who always wanted to play but never quite got around to buying it has the opportunity. So it's now totally free on Steam and itch.io!
We hope you enjoy playing our tech-noir tactics game that we made. We put a lot of our hearts into it, and while we've all moved on to other projects now, that time we made our own little indie game will always be special to us.
Love from Berlin,
Isaac, David and Rafal
inbetweengames
Today's update fixes an issue on the newest version of Windows 11, where the game wouldn't start at all! Unfortunately going back in time to previous versions of Windows is not really an option, so instead All Walls Must Fall has been updated to the newest version of Unreal 4 so that it can be enjoyed on newer devices once again. If you have any problems with this version, please post here! You can revert back to the old build by selecting the "oldVersion" steam beta branch in the game's library properties.
Due 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.
It'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!
Save Berlin 2089 in two new languages - Polish and French are now available!
A new version is now live with a German and Russian translation, as well as a few bug fixes from some outstanding issues!
For the full release notes, see this forum post.
It’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!
Here’s how it works:
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:
You can now play All Walls Must Fall in two new languages: Spanish and Simplified Chinese!
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.
Its 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 lets get into the exciting stuff!
It’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!
Today weve launched version 1.0 of All Walls Must Fall!
You can check out the COMING OUT trailer here:
https://youtu.be/2Zc77HwYflI
If you havent played the game yet, nows the time! Weve spent the last month polishing the look and feel of the game, including adding the final in-game backer rewards, Party Posters and Drinks. Wed like to thank all our Backers for your support - without you, wed have never made it this far!
Were also very honoured that Eurogamer has given the game a Recommended rating! Check out the review here, or keep reading to see whats new in this update:
Today we’ve launched version 1.0 of All Walls Must Fall!
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:
Today weve hit a new milestone for the game: our BETA build! That means the game is feature-complete, and we can also announce the date when we plan on launching Version 1.0 of All Walls Must Fall: Friday Febuary 23rd. We want to get as much feedback as we can from as many players as possible during the Beta, so the game is now 50% off on both steam and itch.io, for two weeks! Weve added quite a lot for this update, focussing on getting a state where we can really work on polishing the game before its finished. For the next month, well be fixing as many bugs as we can and improving performance, as well as making balancing changes, putting in final art, and finishing off the in-game backer rewards. But weve made a lot of changes since Update 6, so lets dive into those!
Today we’ve hit a new milestone for the game: our BETA build! That means the game is feature-complete, and we can also announce the date when we plan on launching Version 1.0 of All Walls Must Fall: Friday Febuary 23rd. We want to get as much feedback as we can from as many players as possible during the Beta, so the game is now 50% off on both steam and itch.io, for two weeks! We’ve added quite a lot for this update, focussing on getting a state where we can really work on polishing the game before it’s finished. For the next month, we’ll be fixing as many bugs as we can and improving performance, as well as making balancing changes, putting in final art, and finishing off the in-game backer rewards. But we’ve made a lot of changes since Update 6, so let’s dive into those!
Ho ho ho! Have we been naughty? Have we been nice? How about a bit of both!
Today we’re launching ALPHA 5 of All Walls Must Fall: DAILY CHALLENGES! As well as the headline feature, this update has mostly been focussed on polishing and balancing a few things about the game. For the full patch notes, click here.
Today we’re launching the fourth update for All Walls Must Fall: RPG ELEMENTS! The focus for this name has been on adding progression and variety to your playthroughs by achievements and having more choices in the shop, with items that support different playstyles.
Will you focus more on improving your emotional manipulation to talk your way through, go in guns blazing and take as many enemies down as you can, or upgrade your time abilities and manipulate the timeline enough to make everybody’s head spin? Note that for the first time, a zero-casualty playthrough is now possible! Although it might take some time travelling to get there..
We’ve also improved the combat experience by adding more variety to the enemy types, as well as improving their AI behaviours and pathfinding. And for the completionists out there, we’ve added support for Steam Achievements and Trading Cards! For the full patch notes, click here.
Today we’re launching the 3rd major update for All Walls Must Fall since we launched the Closed Alpha, and the first update since launching on Early Access: BASIC TRAINING! We’ve read a lot of feedback since launching on Early Access, and we’ve been watching the videos and streams that some people have been putting out. It’s great to see people enjoying the game but we realised that a game was very experimental and unorthodox in some respects. So, this update we’ve focussed on making the game a bit more intuitive to play, as well as adding a new tutorial system and training missions that teach some of the core concepts and mind-bending time abilities. Check out the full change notes here.
Everyone is at Gamescom - we're working on updates!
We just released the first patch to All Walls Must Fall addressing some of your most pressing feedback!
Top of the heap of changes are gameplay options for permadeath and the decision timer as well as some first player character animations for our main character Kai. So without further ado here is a list of the new features, changes and bug fixes in the patch..
If you like the game please leave a review for us here on Steam!
Having at least 10 user reviews from Steam customers will mean the game gets an average score which will greatly increase the game's visibility on Steam. Which in turn will help with developing the game even further! Sooo...
Also our first patch will be coming up next week to fix the most pressing feedback we have received from you so far. Stay tuned!
Thank you so much for your support!
Almut, David, Isaac and Rafal
inbetweengames
After nearly two years in development, today we launch on Steam Early Access! Welcome to all our new players - we hope you enjoy exploring the dancefloors of Berlin 2089!
Remember - we’re still in development, and the game’s still in an Alpha stage, meaning it’s far from being feature-complete, and there are still bugs in the build. Please report any issues you find on the bug reports forum.
Once the dust settles on our Steam launch we’ll be back at work on the next Alpha update, which will drop some time in September. We’re not sure exactly what will be in that one - so do send us your feedback, either on the Discussions board, or using the Give Feedback buttons in-game (which will wind up on this stomt page).
You can find the patch notes for the current build on this post. We'll be keeping that updated as we release new versions.
We hope everyone who gets access today has a blast! We’re really excited to hear how you all get on - let us know what you like best about the game, as well as what you think still needs work!
Thanks,
Isaac, David, Rafal and Almut,
Inbetweengames
Today we're excited to announce that we're bringing All Walls Must Fall to Steam Early Access very soon, and we want to give a taste of what we've been working on recently - the DRONE WARFARE update, which is our second update for the game since we launched the Closed Alpha for Kickstarter backers a few months ago.
We'll be doing content updates every 3-6 weeks while in Early Access, and each one will expand the game by adding new features, as well as polishing existing systems. Here's what we've just added as part of Update 2, which will all be in the first Steam version:
New music track: Synaesthetic by Ben Prunty (FTL, Darkside Detective, Into the Breach)! Ben’s awesome, glitchy track is now in game! You can listen to it here.
New enemy type: Drones! Drones can be found patrolling the public areas of the club and street. They’re a melee-only enemy who can electrocute an enemy at short range. They’re also equipped with a weapon scanner, and will open fire on anyone they detect has a concealed weapon. If you find the control terminal for a drone, you can hack it to make the drone friendly to you. It will then join in combat against your enemies!
New mission type: Group Elimination! This mission has you seek out several targets within the club, and eliminate them using either force or persuasion. Careful though - if any get suspicious, they will all bolt for the exits.
New room type: Guard Quarters! This is where the guards hang out, both when on duty and not. As well as many new props, these also include a cluster of drone control terminals.
New mission chain: Underground Railroad! We’ve brought on an external writer, Alexander Swords, to help us out with some of the writing and narrative design for the game, and his first set of content is a set of 3, connected missions.
Updated backrooms! We’ve added a whole new set of props to some of the backrooms!
All this will be coming to the first Steam Early Access build, and should give you an idea of the kind of content we'll be adding with each update during Early Access. We're looking forward to hearing everybody's feedback on our updates and incorporating your ideas into the game!
Thanks,
Isaac, Rafal, David and Almut,
inbetweengames
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