Eleven reviews. Under two thousand concurrent players. Number three on Steam’s best-seller list.
ALL WILL FALL, a post-apocalyptic city-builder from a Lithuanian studio nobody’s heard of, is currently outselling established franchises and heavily marketed titles on the world’s biggest PC games store. The math doesn’t work — unless you factor in Steam’s algorithm, which apparently decided this game should win before anyone had a chance to play it.
ALL WILL FALL released today, April 3, developed by All Parts Connected — a debut indie studio from Lithuania — and published by tinyBuild, the company behind Hello Neighbor, Graveyard Keeper, and Potion Craft. It’s a survival city-builder set on a flooded Earth where you construct vertical ocean settlements governed by real-world physics. Think Frostpunk meets Jenga: stack buildings upward, manage resources and political factions, and pray your engineering holds. Build wrong, and the whole thing comes tumbling down.
The numbers are wild. ALL WILL FALL sits at #3 on Steam’s Top Sellers chart as of publication. It’s also #2 in Steam’s Featured & Recommended — what the platform calls “Featured Win” — #7 in Specials, and #19 in New Releases. The price: $25.49 with a 15% launch discount off the $29.99 base. The player count: 1,966 concurrent.
And the reviews? Eleven total. All positive. One hundred percent. The most substantive reads: “3 hours in and many more to go, absolutely love the building and gameplay looking forward to seeing how it improves from here!” The rest are essentially first impressions — “Great game already,” “chill fun game” — from players with under two hours on the clock. A perfect score in the most literal and least meaningful sense.
The Wishlist Rocket
This didn’t come from nowhere. According to tinyBuild’s launch announcement, ALL WILL FALL amassed over 300,000 wishlists prior to release. Its demo drew more than 200,000 unique players with a 91% positive rating. Those are serious engagement numbers for a debut title from an unproven studio.
PC Gamer flagged the game back in June 2025 during an open beta tied to Steam Next Fest, with writer Lauren Morton calling it “nearly all of her videogame things stuffed into a single package” — building, survival, and physics rolled together. God is a Geek’s hands-on preview praised the construction system, noting that ALL WILL FALL “asks you to use your brain creatively just as much as it does intelligently” and that the physics-based building “acts as a different way to use your brain and I loved that.”
The preview coverage was positive. Solid, not earth-shattering. Enough to generate interest, not enough to explain a #3 debut on launch day.
The Algorithm Kingmaker
Three hundred thousand wishlists don’t automatically produce a chart-topping launch. What likely happened is a feedback loop: strong pre-launch metrics convinced Steam’s recommendation system to grant premium featuring — that #2 Featured Win slot — which drove immediate purchases, which pushed the game onto the Top Sellers chart, which generated more visibility, which drove more sales. The flywheel effect, powered by good data and a cooperative algorithm.
Steam’s storefront placements are partially automated. Games that demonstrate strong engagement — wishlists, demo playtime, conversion rates — get pushed to featured positions that can single-handedly make a launch. ALL WILL FALL appears to have hit every marker: a massive demo audience, a towering wishlist count, and a high early review percentage. The system looked at the numbers and placed its bet.
Whether that bet was smart depends on what happens next. Nobody has played enough to stress-test the deep systems — the factional politics, the supply chain optimization, the late-game crises that separate a great city-builder from a mediocre one. The most-played review sits at 3.2 hours. For a game promising over 100 hours across eight scenarios plus sandbox mode and Steam Workshop integration, that’s barely past the tutorial.
Genuine Breakout or Algorithmic Phantom?
The ingredients for a legitimate hit are present. tinyBuild has shipped dozens of titles across multiple studios — they know how to launch and support indie games. The physics-based vertical construction is a genuine mechanical hook in a genre that often defaults to flat grids. All Parts Connected co-founders Dominykas Kiauleikis and Danas Matusevičius said in a launch statement that players were already “building flying islands, recreating the Titanic, or modding the demo build because they couldn’t wait for more content.” Steam Workshop support and a community map editor shipped with day-one access.
But the survival city-builder genre is crowded and unforgiving. Frostpunk 2 set a punishingly high bar for politically charged management games. Against the Storm proved the roguelike city-builder formula works. ALL WILL FALL needs to show its physics system is more than a launch-week novelty — that the tension of keeping a tottering vertical settlement alive sustains across dozens of hours, not just a weekend.
Right now, it’s a game Steam decided should succeed. Come Monday, we find out if players agreed.
Sources
- ALL WILL FALL on Steam — Steam
- ALL WILL FALL, the physics-based survival city builder is out now on Steam — Saving Content
- All Will Fall tries something different and makes city-building fun again | Hands-on preview — God is a Geek
- Physics-based survival city-builder All Will Fall is having an open beta test in June — PC Gamer
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