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Steam News29 April 20262mo ago

Patch 1.0.18 - Massive Polishing and UI improvements

Here's a major patch with tons of bug fixes and polishing. We have implemented UI to set default auto Gather Priority on buildings (you can see a cogwheel icon next to the priority icons).

In this update1

Full notes

Full ALL WILL FALL update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes4 additions7 changes2 removals
  • UI and audio
  • Gameplay
  • Fixes
  • Workshop
  • Events
  • Performance
addedHere's a major patch with tons of bug fixes and polishing. We have implemented UI to set default auto Gather Priority on buildings (you can see a cogwheel icon next to the priority icons). Improved UI for diagnosing issues - Citizen and Building lists now have bubbles inside for easier investigating. The nearest one will introduce lag fixes for many citizens and build physics updates which we didn't include in this build - still testing it.
fixedFix construction progress resetting when aborting/changing construction
fixedFix reposition deconstruct cheeze for prebuilt world buildables
changedChanged Wind Turbine voxel type to reduce deconstruction selection area
fixedFixed Deflector missing sockets
addedAdd Top Workshop Content panel to Main Menu

ALL WILL FALL changes

addedHere's a major patch with tons of bug fixes and polishing. We have implemented UI to set default auto Gather Priority on buildings (you can see a cogwheel icon next to the priority icons). Improved UI for diagnosing issues - Citizen and Building lists now have bubbles inside for easier investigating. The nearest one will introduce lag fixes for many citizens and build physics updates which we didn't include in this build - still testing it.
fixedFix construction progress resetting when aborting/changing construction
fixedFix reposition deconstruct cheeze for prebuilt world buildables
changedChanged Wind Turbine voxel type to reduce deconstruction selection area
fixedFixed Deflector missing sockets

Here's a major patch with tons of bug fixes and polishing. We have implemented UI to set default auto Gather Priority on buildings (you can see a cogwheel icon next to the priority icons). Improved UI for diagnosing issues - Citizen and Building lists now have bubbles inside for easier investigating. The nearest one will introduce lag fixes for many citizens and build physics updates which we didn't include in this build - still testing it.

1.0.18 patch notes:

  • Fix construction progress resetting when aborting/changing construction

  • Fix reposition deconstruct cheeze for prebuilt world buildables

  • Reassign citizen to back to their workplace after repositioning and constructing it

  • Changed Wind Turbine voxel type to reduce deconstruction selection area

  • Fixed Deflector missing sockets

  • Add Top Workshop Content panel to Main Menu

  • Auto unmark unreachable non-player overridden depletables

  • Unmark icon is now a shovel

  • Added the ability to change default auto mark priority per building type

  • Free build works with boats

  • Fixed mark tool incomplete draw & reachable remarking

  • Add "Focus on Cursor" rebind

  • Refresh Leader panel on Leader change

  • Update Active Event Menu container content while it's open and Event changes

  • Log exception instead log error in sensible places - improves debug auto-report diagnostics

  • Show correct Servings icon in Leisure Producer

  • Show more tooltips on Production Input/Output icons

  • Pipe Conditional Renderers now check if connecting building is actually connected. Fixes Pipes visibly connecting to unconnected Cloud Catchers

  • Ignore non-started Ghost Constructions when scheduling citizen tasks - fixes Ghost Constructions that are reachable freezing citizens in place

  • Fixed Tier 3 rogue trader boats not despawning

  • Remove the ability to send boats to workplaces with right click

  • Improve remaining support strength calculation scheduling

  • Allow collapsing Load Game menu entries and don't auto expand them when first shown

  • Workplace only gets callback if its own position changes, not of all buildings. Greatly improves moving building performance

  • Show negative Electricity value as unfulfilled demand instead of clamping it to zero

  • Show Bubbles in selection windows and lists

  • Lost Child Event requirements fix

  • Moved Warehouse priority button next to Night Shift button

  • Show Building Category bubbles in selection header

  • Disabled moss on large resource piles for better clarity

  • Update translations

Please, keep reporting bugs via the in-game tool or by posting on our Discord!

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ALL WILL FALL PhysicsBased Survival City Builder

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Source

Steam News / 29 April 2026

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