Alright, let me walk you through this the way I wish someone explained it to me the first time I launched the game. At first glance, All Will Fall looks simple—you place stuff, assign workers, done. But within like 10 minutes, you realize the game is quietly punishing every small mistake. Bad placement? Wasted time. Slow routes? Resource starvation. Ignore a prompt? You’re stuck wondering why nothing works.
So instead of dumping random tips, I’m going to walk you through how to actually think while playing, especially in the early game.
All Will Fall Beginner Guide Wiki – Best Builds, Map Tips
You can’t pause properly at the start until you press that initial button on screen.
- Press the prompt
- Then hit spacebar to pause
If you don’t do this early, time keeps moving and suddenly:
- It’s night
- You’ve done nothing
- And your run is already messy
Also, those prompts at the top?
Don’t ignore them.
They are NOT just tutorials—they unlock:
- Controls
- UI
- Actions
- Progression
If something feels “locked,” it’s usually because you didn’t click one of those.
Camera & UI Fix
Go to:
- Options → Graphics → UI Scale
Set it to around 150%
By default:
- The numbers are way too small
- You’ll miss important info
Yes, it overlaps a bit—but it’s still better than playing blind.
Understanding the Map
Here’s something important that’s not obvious:
- The starting island is mostly static
- Other islands = slightly randomized
- Resources = always the same total amount
You’ll always have roughly:
- 236 Wood
- 80 Junk
- 60 Food
- +300 Water (if accessible)
So the game isn’t about luck—it’s about efficiency.
Worker System
You start with:
- 8 people
- Workers (gathering)
- Engineers (building/research)
Key rule:
- Only 2 workers per resource node
So don’t stack everyone on one pile—it doesn’t help.
Movement Speed
At normal speed, workers move painfully slow.
And this becomes a huge deal because:
- Distance = lost time
- Lost time = fewer resources
- Fewer resources = you fall behind
So your goal early is:
Make everything closer, even if it looks messy.
Building Basics
The game has actual structural physics.
Example:
- You can place ~4–5 tiles safely over water
- The 6th one? Everything collapses
If something turns red, it’s unstable.
Good news:
- You can undo and recover materials fully
Use that a lot. Seriously.
Early Game Priority
Here’s a clean early flow:
1. Assign Workers Immediately
- 2 → Wood
- 2 → Food
- 2 → Junk
- Keep Engineers free
2. Unlock Paths First
You can’t gather efficiently without access.
Use:
- Small stairs
- Platforms
Rotate with R
Water Tip
When gathering water:
Don’t do this:
- Place it far and make workers climb every time
Instead:
- Move structures closer to water
- Reduce travel distance
This alone saves a ton of time.
Resource Trick
You can:
- Delete structures
- Get full materials back
So what you should do:
- Build temporary paths
- Use them
- Remove them later
Think of it like reusable scaffolding.
Underwater Resources
When water goes down:
- You’ll find wood, junk, food underwater
To see properly:
- Zoom down using camera controls
These are huge boosts if you collect them early.
Ladders vs Stairs
- Ladders = -50% movement speed
- Stairs = faster movement
Use ladders only when:
- You have no other option
Otherwise, avoid them.
Research System
This is where most players mess up.
Let me break it simply.
Bad Early Picks
- Wood Catcher → too slow
- Water Processor → inefficient + pollution
- Fishing → unnecessary early
Decent Picks
- Gathering → useful for junk
- Energy → solid long-term
Best Strategy (Recommended)
Rush toward:
- Wood Crane
- Then → Junk Crane
Why?
- Wood Catcher = ~0.5/hour
- Wood Crane = ~8/hour
That’s not even close.
Influence Tip
You need:
- ~50 Influence by Day 15–20
Why?
There’s an event where:
- If you don’t have enough → you lose ~400 resources
Best way to get influence:
- Quests
- Not early buildings like Watchtower
House Placement Strategy
Here’s a trick most players don’t realize.
Instead of random houses, do this:
- Place houses in stacked layers
- Leave 1 block gap between them
Why?
Because decorations:
- Affect multiple houses at once
Example:
- A single decoration can boost 4–6 houses
This massively improves:
- Happiness
- Efficiency