All Walls Must Fall cover
All Walls Must Fall screenshot
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Genre: Real Time Strategy (RTS), Role-playing (RPG), Simulator, Strategy, Tactical, Indie, Arcade

All Walls Must Fall

New Languages: Spanish and Chinese!

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.

Version 1.1: LAST MINUTES

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!

TODOS OS MUROS DEVEM CAIR



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



We’ve added bathrooms to the game! How did we manage to go this long without them?

New clubber and NPC variations



We’ve added some character variation to the clubbers, as well as some of the dialogue NPCs!

New labroom layouts



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



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 1.0 is COMING OUT

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:

New Glienicker Brücke & credits music



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



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.


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




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



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



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. But there’s still more work to be done on that front - and that will be our biggest focus for next month’s update, as well as fulfilling the remaining digital Kickstarter rewards.

Thanks once more to everyone who’s supported us during the Kickstarter, Closed Alpha and Early Access! We’re really lucky to have such a great community and we’re so happy to have shipped our first indie game! Spread the word to your friends - the game’s on 30% for a week so there’s never been a better time to play!

inbetweengames

Update 7: BETA & RELEASE DATE!

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!

Narrative and story



The primary focus for the month has been finishing Kai’s story in East Berlin. All missions in the game are now part of narrative “arcs”, each consisting of 3 missions. These are self-contained vignettes which tell their own story, and connect in some way to the TV tower bombing that sets the scene at the beginning of the campaign. A campaign now consists of 4 of these arcs, and after each one the Narrator will take away Kai to the Glienicke Brücke for a little debriefing.

Celebrity Portraits, NPCs and Collectibles



Our wonderful Celebrity backers provided us with images to turn into portraits, and those are now in-game! Each club has a celebrity NPC who will introduce themselves and welcome you to the club and the party happening there. You’ll also find these portraits on other NPCs that you can talk to, as well as on Celebrity collectible IDs. We’re really happy with how these have turned out, and want to thank our backers for both their support and their inspirational images!

New Mission: Identify Target



One of the new arcs contains a new mission type: Identify Target. Without giving too much away, let’s just say you might think you’re seeing double.

Campaign Leaderboards



Completing a campaign will give you a score that’s posted on a global leaderboard! There’s a separate board for both violent and non-violent playthroughs - see if you can beat David’s score!

Neon club names



We’ve added a few new fonts to display the club names, in glowing neon!

New club sizes and layouts



We’ve setup the clubs to have a much bigger variety of sizes, with clubs getting larger and harder towards the end of the campaign. As well as that, we’ve improved the courtyard system to place courtyards in a bigger variety of sizes, shapes, and locations, to create much more interesting interior layouts. We’ve also made a few other small tweaks to ensure a better distribution of room sizes, as well as making sure the front and back entrances aren’t too close together.

New room type: Storage Hallways



This new type of hallway can be found in the private areas of a club. They can make for some pretty exciting firefights and chases!

Enemies and Weapon Scanners



Harder clubs will now contain patrolling enemies from the beginning of a mission, and you’ll also find Weapon Scanners throughout the club. These might not immediately alarm enemies when triggered, but they will create noise and any enemy that happens to come past will be alerted. We’ve also tweaked the composition of enemies a little to add a bit more variety - instead of randomly distributed enemies, you might find groups all carrying the same weapon, for example. Scope out your targets and plan your approach before opening fire for a better tactical outcome!

Drinks from Bartenders



When talking to Bartenders, they will offer you a drink! These drink names and ingredients were provided by our Backers. More work on the party backer rewards still to be done!

Identify Target escape vehicles



In the Identify Target mission, the targets can escape by getting to a particular spot outside the club. Those spots were previously invisible, which could be confusing. Now they’re marked with these menacing vehicles. We know it can still be a bit hard to keep track of which targets have escaped, and if you’ve failed the mission as a result - this is something we aim to tackle in the next update (for other missions too!)

Exfiltration during combat now has a Drop


If you manage to get Kai to the Turbo Trabbi and Exfiltrate during combat, previously the mission would just end immediately. This could be a bit frustrating as you’d miss out on the Time Resource that you would receive during the Drop, which would affect your mission score and thus credits you’d receive. Now, the combat will automatically be Dropped, giving you full satisfaction.

Nudity and Profanity filter



We’ve added a new option in the Advanced settings to allow you to select censorship for Nudity and Profanity. Unnecessary censorship of nudity might actually wind up spicing things up even more, so beware! 🍆█

A few small bug fixes and balancing changes


You can see the full release notes here for the list of minor changes. As the focus for this month has been getting feature-complete though, we haven’t spent too much time on this. Expect the list for version 1.0 to be much, much longer!

We’d like to thank everybody who’s supported us during the Kickstarter, Closed Alpha and Early Access. It’s our first time developing a game like this, and we’ve learnt a lot along the way. We really couldn’t have got this far without you all, and the feedback we’ve received along the way has been absolutely invaluable. Keep that coming this month! We have a big backlog of bugs internally that we will be tackling, but if you have any major offenders, let us know - on the forums, on twitter, or by using the feedback button in-game.

Thanks,
inbetweengames.

Alpha 6: NICE & NAUGHTY now available!


Ho ho ho! Have we been naughty? Have we been nice? How about a bit of both!

New Enemy Abilities


The three new enemies we recently introduced now have their own set of naughty abilities! We think this adds a lot more variety to the tactical combat, especially in the later missions where you may find strategies you used early in the campaign need a rethink as a result.

The Phantom


where do they go?

When a Phantom takes damage, they will vanish in a puff of smoke. Until they re-appear, they won’t be targettable or able to take damage.

The Spectre


gotta glitch fast!

Spectres sprint around chasing their prey, but when they get impatient of all that running have the ability to teleport closer to where they want to go. They will also teleport away when they take damage. Whenever they do this, Kai gets a strange tingling feeling - it’s like they’ve rewound him. Very unsettling.

The Nemesis


he absolutely will not stop, ever, until you are dead.

The Nemesis has a single focus: you. He will walk through walls to get to you. He cannot be stunned. He cannot take cover. And he cannot be manipulated - at least, not with any of your time manipulation abilities.

Enemy Patrols



Some human enemies will now patrol, both inside and outside of the club. They also display the tiles on which they will be alerted to the player.

Nice, New (and upgraded) Weapons and Augmentations


The Persuador


when you just don’t have time to chat

A new weapon that you can take on missions, the Persuador is a short-range spray of something very, very nice. So nice, in fact, that humans will be very enamoured by you if you spray it in their faces. They’ll fight alongside you for the duration of the mission, as well as help you out if they’re guarding a door, for example. But use carefully: it can’t be reloaded, so make every spray count. Upgrades provide additional uses.

Precharger Augmentation


pre-loading before a party can be wise

A new augmentation, the Precharger increases the amount of Time Resource you begin each mission with

Cyber Fist


the bigger the hole, the better

The upgraded Cyber Fist now causes cascading damage when used on walls. At Mk3, five tiles of wall will be destroyed with one smash!

Courtyards



Clubs now have a new room type, the Courtyard, which is an area that is actually outside. These change the footprint of the building to make for more interesting layouts, and can also be in front of the front or back entrance. Note this features is still a work in progress - we hope to add more variety to both the courtyards themselves and club layouts in a future update!

Hacking Time Resource



To make hacking more of a meaningful decision, the Time Resource cost of hacking objects in the game now reduces your maximum Time Resource for that mission.

Collectible IDs



Thanks to our Kickstarter backers, we’ve added collectible IDs into the game! These can be find in a variety of locations, and feature the good people who made it all possible. You can view your collection from the main menu: collect them all for an Achievement!

Kickstarter Backer Rewards


For our Kickstarter backers, we’ve started including your in-game rewards, and sending out your digital IDs! For more information, see the Kickstarter update

We’ve also made a number of tuning tweaks and balance changes - see the full change notes here for details.

The next update will be coming in January! In the meantime, have a great New Years - and if you go to any seedy nightclubs, play safe!

inbetweengames

Alpha 5: DAILY CHALLENGES now available!

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.

A CHALLENGE A DAY…





The biggest new feature this time is a brand new game mode: Daily Challenges! Every day, we generate a new mission, the same for everybody across the world. It’s taken from our pool of regular campaign missions, but with a randomly generated loadout and difficulty level. You can only attempt it once, but if you succeed your score and time will be added to the day’s leaderboards - with an achievement for being in the top 10% on any day!

The inbetweengames team will be competing alongside you all as often as we can! Follow the inbetweengames twitch account to be notified when we stream our attempts!

ANIMATIONS AND SOUND




As part of the ongoing animation push, we’ve added new player animations for shooting and dashing, as well as improved the walk cycle and added poses for being in cover. There are also new sound effects for enemy weapons, as well as tweaks to the player weapon sounds, and extra sounds for UI feedback.

CAMPAIGN TWEAKS





The campaign has had some small adjustments for this update also, as we’ve heard from some of you that with the RPG elements update, the player could get a bit overpowered and make the campaign too easy in some situations. While things are still far from final, we’ve tweaked the health pool of enemies a bit, as well as their spawning patterns. There’s also a new Nemesis enemy type, though that’s very much still a work in progress - we want to add specific abilities for some of the enemies, which will hopefully come in a future update.

We’ve also adjusted the way missions unlock during the campaign. To make the initial experience a bit more consistent, now the first three missions of the campaign will be linked together, and the campaign map will only be unlocked after those three are completed.

WAIT, WHAT? WHO GAVE YOU ACCESS?





Thanks for everyone who’s been giving us feedback about dialogues! We’ve added more variety to some of the backroom dialogues to make them a bit less predictable and hopefully more understandable.

#ActuallyFree: THE MAMMOTH: A CAVE PAINTING ON STEAM





Have you played The Mammoth, our first project as inbetweengames? We made it back in 2015 as part of the Ludum Dare game jam, and it went so well we decided to go indie and make All Walls Must Fall as a result! Well, today we’ve released the game, for free, on Steam, and now with controller support and additional languages!

LEAVE A REVIEW!


Thanks again to everybody who’s helped test the game and sent us feedback over the last few months, including all the new players that got the game during the Mauerfall sale recently, and all the streamers and Let’s Players. If you’ve been enjoying the game, please leave a review on Steam!

Thanks,
inbetweengames

Alpha 4: RPG ELEMENTS now available!



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.

My Pheromones are Augmented


The shop has been augmented with a new AUGMENTATIONS category, where you can unlock and improve passive abilities for Kai, your character.



New feature: Weapon and Ability Upgrades


All weapons can now be upgraded up to 3 times, with each tier improving stats like damage, firing speed, and clip size. Time abilities can also be upgraded, to reduce their resource cost. Fully upgraded time abilities can unlock new strategies that involve using them for long durations!


Enemies with different weapon types


Enemies now also get four types of weapons: Pistol, SMG, Rifle or Shotgun.


Improved AI behaviours


AI can now crouch behind cover, and will often seek cover out instead of just running towards the player. Also, two AIs can no longer be in the same tile, and can handle walking around each other.


New Drop Rewards and Combos


We’ve added more rewards to awesome moves during the Drop, as well as a combo counter that feeds a multiplier for the total Drop Reward. The counter resets whenever you take damage.


New club room variations


We’ve added a number of new variations to some of the club rooms, including huge holes in the ground!


NPC Names


We’ve added names to the Enemies, Bartenders, Bouncers, Clubbers and DJs - including names from Kickstarter Backers!


Steam Achievements


We’ve added 135 Steam Achievements! Happy achievement hunting!


Steam Trading cards


The game now drops Steam Trading cards!



Let us know what you think of the new features in the forums, or by using the GIVE FEEDBACK buttons in game (which now includes the option of sending a screenshot with your feedback!)

Thanks,
inbetweengames

Alpha 3: BASIC TRAINING now available!

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.

New camera


The game now features a free moving camera. You can use the WASD keys or moving the mouse to the edge of the screen to pan around, Q and E to rotate, and the mouse wheel to zoom.



Camera and controls were some of the oldest systems in the game and the camera system we put in back then was more suitable to an action style of gameplay.

So, we went back to the drawing board, and thought about what kind of camera a tactics game should have. Now you have complete control over the camera, and can also use it to check out the club layout and see where you haven’t yet explored, or work out the best exfiltration route back to your car. We’ve also added some UI markers that show you where the doors are at all times, to help with this.


Manual combat mode


You can now enter combat mode whenever you like, by drawing your weapon with the press of a button. You can also leave combat mode if there are no hostile enemies, and at the end of combat, you control when the replay drops. Once the combat is over, Kai will automatically reload all his weapons - so you don’t forget.



Sometimes there are some bad guys who really don’t like your face, but now if you run into them, you can get setup and begin the engagement on your terms, by entering combat mode and just start shooting.

All Walls Must Fall also features a combat-replay system, where after a combat is over, you “drop it”, and watch the combat play out in real-time. Before, this would happen automatically. Now, once the combat is over, the game drops it on your command, giving you the possibility of using your time abilities to make adjustments to the timeline first, if you like.



Juicy combat replay camera cuts


Now during the combat replay - or “The Drop”, as we call it - the camera will snap down into the action and show off your actions in real-time. A new HUD display will show you your combat rewards.



We’ve always wanted the drop to be as awesome as we can possibly make it. This is just a first step in that direction - and arguably still something of a prototype. We plan on improving both the camera, UI and score/combo system significantly in future updates.

Bindable controls


You can now bind keyboard controls as you like!



New tutorial systems


We’ve added a new system for “dynamic tutorials” which appear during missions. There are also special “training simulations” available when unlocking some items from the shop



We’ve added many (optional) tutorials that pop up during missions when you get into certain situations for the first time and let you know what’s going on.

Even if you’re an experienced player, you might still find the Training Simulations helpful - when you buy some items for the first time, you’ll have the option of learning how to use that item in a special virtual room without consequences for your campaign.

Conversations in Dialogues


The dialogue UI now includes a history of the current conversation, and includes icons that inform you of what emotional reaction each conversation line had (note: art not final!)



The dialogue minigame involves trying to convince the target by manipulating their emotions. Now, you can easily look through a conversation and work out where it all started to go downhill - and if your opening chat up line was the problem, you can undo all the way back to then and start over.

We’ve also heard from a few people that sometimes the conversation doesn’t really “make sense”. The game uses a somewhat procedural system for selecting lines at each stage of the dialogue, so you get a different set of options each time. There are certainly situations where certain lines don’t make sense as a response to what the NPC said, and we want to catch those. So, we’ve added a little button that sends us a report of your current conversation that you can press to let us know when it doesn’t really make sense. Thanks for your feedback!



Kickstarter Backer club names!


We’ve added club names from Kickstarter backers at the Club Owner tier and above!



Campaign and mission tweaks


We’ve made a few small changes to the campaign structure to improve variety and replayability:


  • The first mission is no longer always “Kill Dragan Müller”, but instead randomly chosen
  • Added some variety to the street furniture outside the club entrances
  • The position where Kai and the Trabbi spawn now varies
  • All missions now can have a variety of club sizes
  • Adjusted the maximum time resource
  • Adjusted the currency received after completing a mission
  • You can now restore lost health in the Shop


These are just some smaller tweaks that we put in to add a bit of variety to each playthrough. We’ll be focussing more on this in our next update, RPG ELEMENTS, which will be coming in October!

Next update will be “RPG ELEMENTS” in October!


We think that this update gets us into a solid position regarding the core mechanics of the game, so next we want to focus on replayability and variety. That will be our next update, RPG ELEMENTS that will be coming in October.

In the meantime, let us know your feedback on the forums or in-game! You can now enter your email address when giving feedback in-game, and you’ll be notified when we respond!



Thanks,
inbetweengames

First Early Access patch released to address your feedback!

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..



New Features and Changes




  • New walking animations for Kai
  • New font for dialogues and ambient script lines
  • Added objective markers for more mission objectives
  • Offscreen enemies in explored rooms now get a marker
  • Objective markers are animated
  • Cutscene includes a prompt for pressing Enter to skip once any key is pressed
  • Tooltips are now always displayed on action buttons and display Time Resource cost
  • Added Permadeath and Decision Timer toggles to new gameplay options menu
  • Interactions now require confirmation when in combat
  • If player doesn’t have enough Time Resource to hack something, the interaction is available and Kai will tell the player
  • During the combat replay, long sections where there are no combat actions will be sped up
  • Drone Terminals now cost Time Resource to hack instead of giving you Time Resource
  • Drone Terminals now always hack the closest drone
  • Friendly and hostile drones now move at double speed
  • Updated backer credits
  • Adjustments to tooltips, controls screen and some tutorial dialogues
  • Less confusing options menu checkboxes
  • Additional splash text informing about autosaving, permadeath and permahurt
  • Tool tip text adjustments
  • Added tutorial lines about damage avoidance in the intro mission
  • Renamed 'Dance' action to 'Wait'
  • Added Faceless script lines when additional enemy groups spawn
  • Added variations for public entrance outside area
  • Hacked drones now uncover hidden areas for you


Bug Fixes




  • Fixed issue where cursor would not display on some Windows machines
  • Music: fixed issue where sometimes “empty” loops would not get chosen
  • Music: fixed problem where sound would "pop" on some machines. Note: if you still get sound popping, try lowering the "maximum audio loops" slider in the Audio Options.
  • UI: fixed issue where weapon name text would be clipped
  • Added missing “cheering” dancing animation for dancers
  • Fix for Glienicker Brücke level not having shadows
  • No longer possible to get a Dialogue with no text
  • Combat replay won’t trigger if player is dead
  • Fix for double tooltips being displayed sometimes
  • No longer possible to hack scanners and doors if there are no guards that will be alerted
  • Number of guards displayed on Weapon Scanner now only includes alive guards
  • Fix for some lab rooms sometimes having inaccessible tiles
  • Fix for “Start New Campaign” sometimes failing to generate a campaign
  • Fix for sometimes the Coat Checker would not have a dialogue even though the weapon scanner was active
  • Changed default anti-aliasing method to fix graphical issues




What's next? BASIC TRAINING!



Our first monthly update after launching on Steam Early Access will be addressing even more feedback from you! Based on your STOMTS, reviews, posts, messages and Let's Plays we've decided on our next themed monthly update to be: BASIC TRAINING!

We'll be introducing skippable tutorials for the somewhat unusual mechanics of the game as well as more advanced time travel and damage avoidance techniques some players might have been missing.

On top of that we will also introduce a more elaborate dynamic hint system in case you seem to be in trouble further down the line during a campaign or just want to jump right in.

Last but not least we'll tech Kai (and his enemies) even more moves and add proper animations for a lot more of their actions. Besides all that we'll also continue doing all kinds of small changes and additions to improve the game. So keep the feedback coming - it really helps us tremendously in making the game better!

What's the road ahead?



There will be more news to share soon but for now we just want to let you know that we'll keep updating and expanding the game with monthly updates until January 2018 at least - thanks to the support of our Kickstarter backers and Early Access supporters. So there will be more updates coming your way to keep the game replayable, expand and improve it further!

As always the more support we get from players the further we'll be able to take this. So please let your friends know if you enjoy the game and if you haven't already consider writing a review on Steam! We'll let you know more about the road ahead once the BASIC TRAINING! update hits at the end of September.

Until then have fun with the patch, thank you for your support and keep sending us your feedback!

All Walls Must Fall!
inbetweengames

Like the game? Please leave a review!

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