All Walls Must Fall Releases on Steam Early Access and itch.io on August 8th, 2017

Berlin, Germany 08.08.2017
For immediate release

Trailer:
https://www.youtube.com/watch?v=SsPv1_V9EXo

Presskit:
http://inbetweengames.com/press/sheet.php?p=All_Walls_Must_Fall

Self Interview:
https://docs.google.com/document/d/1oextfXLab86LgFIJL73vptRFBuh5gD_9t8KTGETF128/edit?usp=sharing

Steam Page:
http://store.steampowered.com/app/628290/All_Walls_Must_Fall/ 

Itch.io Page:
https://inbetweengames.itch.io/awmf

inbetweengames is proud to announce that after almost 2 years of development, a successful Kickstarter campaign and 3 months of Closed Alpha with Kickstarter backers, their first commercial indie game All Walls Must Fall is releasing to Steam Early Access today on August 8th, 2017. The game launches for Windows, Mac and Linux for a price of $15.99 / €14.99 / £11.99 and with a 10% launch discount for the first week after release.

All Walls Must Fall is a tech-noir spy thriller set in Berlin 2089 where the Cold War never ended. A game in the isometric action tactics genre, you command secret agents using time travel, social stealth and combat. The game combines classic turn based gameplay with a heavy emphasis on music, inspired by the likes of X-Com, Syndicate and Rez.

With a heavy focus on music and Berlin club culture the soundtrack of the game also features a variety of known video game music composers like Jukio Kallio (Nuclear Throne, LUFTRAUSERS), Ben Prunty (FTL, Into the Breach), Kuedo (Knives, Planet Mu), The Orion Correlation and Lost & Found (Voidance records), Mona Mur (Kane & Lynch 2: Dog Days, Velvet Assassin) and the audio lead of the game, Almut Schwacke (inbetweengames).

Drop the Beat: All Walls Must Fall’s Procedural Music Mixer

After nearly 2 years of development, this week we’re launching All Walls Must Fall on Steam Early Access! But not only the game – a fully mastered version of our Original Soundtrack will also be available on Steam, with 100% of Soundtrack income going directly to the artists.

To celebrate, in this post I’ll cover the custom procedural music mixer that our talented Audio Designer, Almut Schwacke, and myself have put together to play music in the game.

Berlin, 2089

All Walls Must Fall takes place in Berlin, in an alternate future where the Cold War never ended – and entirely in a sequence of Berlin nightclubs. We’ve put together a soundtrack to match, with a few tracks from Almut alongside a number from guest composers, who we’ve drawn from both the Berlin Techno scene of today and the world of Video Game composers. You can check out the full OST playlist here, but today I’ll be focusing on the latest track that we’ve put in the game, Synaesthetic by Ben Prunty (FTL, Darkside Detective, Into the Breach). This was part of the Drone Warfare stretch goal that we hit during our Kickstarter campaign. The soundtrack version of the track is awesome, but in-game the track will sound different every time you enter a club where it’s playing, as the music adapts and reacts to the gameplay and the progress of each mission. You can check out the track here, but read on to discover how it works in-game.

How tactical combat works in All Walls Must Fall

All Walls Must Fall is a Tech-Noir Tactics game. We have a thing for classic tactics games, and we’ve drawn a lot of inspiration from classics like X-Com, Fallout and Syndicate. We’ve created a tactical gameplay system that also mixes in time travel. This is one of the key fundamentals of the game and we’re happy with how it works, so in this post, I’m going to give an introduction to this aspect of the core gameplay – but if you need a general introduction to the game, check out our Kickstarter campaign first.

Pausable Real-Time Tactical Actions

Time is at the core of All Walls Must Fall, and everything happens on the beat. However, as the game is played in pausable real-time, you the player don’t actually do things on the beat – this isn’t a rhythm game. As a tactics game, you need to choose the best course of action, and so the game is paused while you’re planning what to do. Once you select an action, the game unpauses, the action is carried out, and the game pauses again. To external observers, your agents appear to have incredible reflexes and decision making, but as time-travellers, they’re actually aware of this pausing of the clock.

Kickstarter Campaign and Closed Alpha of All Walls Must Fall

Today we’re launching a Kickstarter campaign for All Walls Must Fall!

We’ve been in full-time development on the game since April 2016, and have been running a pre-alpha for friends and family for a few months. We now think it’s time to open that up to a wider audience. A game like this needs feedback from the community to really become something special. That’s why we’ve decided to start a closed alpha, exclusively for Kickstarter backers, that will begin in May this year if we reach our funding goal.

We’ve spoken to a few publishers to help get the game to the finish line, but none of these talks went anywhere. Most publishers think of the game as too niche, too hardcore, too complex, too old school, or too political to make the kind of profit they expect. The is why we have come to Kickstarter, we are not in this for profit. We are in this to make the kind of game we believe in, the kind of game that you don’t see that often. However, it’s also the kind of game that could potentially resonate with a group of people looking for something a little different, in a genre that has a lot of potential for unique gameplay ideas.

The Disco Generator: Procedural Level Creation in All Walls Must Fall

Hello, I’m Isaac, the programmer at inbetweengames, and in this post I’m going to outline the algorithm we’ve developed for creating levels in our game All Walls Must Fall.

All Walls Must Fall takes place primarily in the nightclubs of Berlin. One campaign takes place over a single night in the city, and will see you visit multiple clubs to carry out your missions. Each venue is procedurally generated to be unique for each playthrough. We call the system that creates these levels the DiscoGenerator (Disco here being short for Discotheque, the venue, rather than Disco, the musical genre…).

Clubs created by the DiscoGenerator, shown in Unreal

Above you can see how a few layouts currently look in-engine. Of course, it’s still early days for our project, and this is a somewhat rough version of the algorithm. It’s very much subject to change as we continue development, but I’ve had some requests for detail regarding how it works, so here we go!

Design Goals

Guiding the design of the generator is, of course, the design of the game in general. We have to take into account both the spaces we want to create themselves, but also how we want our toolchain to work for authoring content. As a small team, we want to be able to reuse assets as much as possible while still creating spaces that feel different each time you play. As such, we have a number of high-level requirements:

2nd Press Roundup Announcing: All Walls Must Fall

THANK YOU!

First off we want to thank YOU for taking the time to look at this and paying attention to All Walls Must Fall. We’ve been blown away by the positive reception of our announcement both on the internet and at the A MAZE festival. We would especially like to thank Michael Liebe from Booster Space and Carlos Liévano from Amazon for enabling us to show the game at the conference as well as the entire team behind the organization of the festival and the wider Games Week Berlin. Last but not least we would like to thank Ina Göring from the Medienboard Berlin Brandenburg for supporting us in developing our game concept for the application with the Medienboard which in turn also benefited the clarity of our messaging greatly for the announcement, as well as Helge Jürgens for taking the time to check out our little booth at A MAZE and listening to our pitch.

In the following we want to give an overview over the press reception All Walls Must Fall was able to gather.

English Motherfather! Do you speak it?

Announcing: All Walls Must Fall – A Tech-Noir Tactics Game

When we started inbetweengames after leaving YAGER and going indie, we decided that we wanted to make a game that we could stand behind as both a game and a piece of art. After about six months of pre-production, concepting and prototyping, we’re super excited to share with you what we’ve been working on.

awmf

All Walls Must Fall is a tech-noir spy thriller set in a Berlin of 2089 where the Cold War never ended. A game in the isometric action tactics genre, you command secret agents using time travel, social stealth and combat. Prevent nuclear annihilation. Bring down the Wall. Love, kill, and remix reality to explore the meaning of freedom in a parable reflecting upon current global issues in the mirror of a fantastic future past.

After the break there are some handy links and another of our self-interviews! Let us know what you think on Twitter and Facebook!

PRESSKIT: http://www.inbetweengames.com/press/sheet.php?p=All_Walls_Must_Fall
WEBSITE:  http://www.allwallsmustfall.com/
TWITTER: https://twitter.com/inbetweengames
FACEBOOK:  https://www.facebook.com/inbetweengames/ 

What is this?! You guys are doing another self interview?

David: People liked it last time so we’re doing it again! It’s also good practice for us to try to talk about the game and gather our thoughts a bit. Catharsis for us, hopefully entertainment for you, everybody wins!
Isaac:  Yeah we also wrote a press release but this is a much better format for getting across our thoughts in our own words.

Press Release Announcing: All Walls Must Fall

Berlin, November 11, 2089 – A blinding flash of light eradicates the divided city.
For a moment, there is peace. Then time rewinds.

Berlin, April 18, 2016 inbetweengames, a new indie studio from some of the people behind Spec Ops: The Line, Dead Island 2, and the team of The Mammoth: A Cave Painting, are terrified to announce their first commercial game.

All Walls Must Fall is a tech-noir spy thriller set in Berlin 2089 where the Cold War never ended. A game in the isometric action tactics genre, you command secret agents using time travel, social stealth and combat. Prevent nuclear annihilation. Bring down the Wall. Love, kill, and remix reality to explore the meaning of freedom in a parable reflecting upon current global issues in the mirror of a fantastic future past.

About All Walls Must Fall

All Walls Must Fall on Steam Early Access in Fall 2016.

Berlin, November 2089For 150 years of Cold War both sides have used temporal technology to counter each other’s every move. But this deadly love is finally coming to an end as a rogue nuclear strike has both sides sending agents back in time to find out who did it and how to prevent it before everything turns to ash forever.

All feet in the air – Where inbetweengames is and what is coming up..

We wanted to take a little bit of time to talk with you guys about where we are currently and how things are going. It’s also one of those announcement of an announcement kind of things.

The last couple of months we have been really busy getting the organizational side of our team in order, getting our company incorporated and applying for some grant funding for the development of the game so we can stay as indie as we aspire to be.

Pretty boring stuff overall – but it has to be done. It has also helped us to be forced to formulate our thoughts about the game in a coherent manner that would be subject to a fair amount of scrutiny. Because unless you can explain something simply you don’t really understand it yet. On top of that we also had to figure out our business plan. But now with a few exception of some last remaining details we’re all set up and ready to go.

Play OSHIYA! PUSH! now!

やった YATTA! We did it!
PLAY OSHIYA! PUSH! NOW

So after our entry last Jam, The Mammoth: A Cave Painting (17th overall, 6th mood), we decided this time around to go for the fun and humour categories. The Mammoth was a little bit on the sad side and we opted out of the humour category completely then. This time around we focused on the gameplay and tried to make it a light-hearted celebration of a certain aesthetic. Let us know what you think by rating OSHIYA! PUSH!

We re-used the crowd AI framework that was used to power the hunters in The Mammoth for the passengers in this game, and also pulled in a rhythm framework that we’ve created for another project. Everything else we did from scratch in the 3 days of the jam using Unreal Engine 4, with a team of 4 full-time developers plus our friend Almut Schwacke, who provided the audio. Check out this timelapse of development from Isaac Ashdown, showing c++ coding and Blueprint and UMG scripting:

We’re starting to get into open development – the NDAs of AAA are a hard habit to break, but we’re trying – The Mammoth already available as an open source project if anyone’s interested in the codebase. Feel free to pass on any development questions you have to @eyesiah or @inbetweengames!