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.