We've got a bunch of changes, additions, and fixes that have been added to Tabletop Tavern, but before we get to that we've got something to celebrate. We've surpassed 20,000 wishlists! 🥳
As promised it's time to vote for the next faction added to Tabletop Tavern! Head over to our Discord to vote before the poll closes on October 29th.

Slightly decreased the speed at which morale decreases
Increased the size of the map by about 50%
Buffed cavalry unit's health to 150%
Cleaned up the UI in the hero select page
Reworked damage on charges to apply on hit instead of after units get up from the ground, feels a lot better
Reset default guard mode to on for all users
TEMPORARILY disabled Jomsvikings and Eldar Drakes

Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)
New Attributes:
Blood Frenzy (Deal 2x damage when above half health) and,
Rage (Deal 2x damage when below half health) to Fanatics and Bezerkers respectively
Ammo displayed for units
Outriders: Can be deployed outside of the normal deployment zone
New Emblazing trait for Sunspire Bladelords and Black Wardens
Sunders armor (removing all armor from the unit while in combat ) need to communicate this better
Added text tips in game for frequently asked questions (suggest more tips pls)
Monsters now throw units in combat (needs to be cleaned up but it looks stupid and I like it)
Issues with clicking on flag to select units
Monsters (Skinwalkers, Giants, Trolls) not playing animation or attacking in combat
Broken save files causing infinite loading screens.
Withdrawn units causing crashes on battle end
Units in collections and on cards having multiple bows
Units not being able to withdraw fully due to large battlefields
Deleting units in custom battle causing issues
Encountering large units in garrisons with bear spray
Dev tools being enabled (whoops)
Certain seeds causing infinite loading
Bunch of memory leaks in ECS code
Env volume not being controlled by master - might have broke stuff
Skip button not appearing after buying first card pack
Interest not collecting after fighting battles late in campaign
For an exploit that allowed you to conscript unlimited amounts of survivors
Rewrote the end battle logic to hopefully greatly reduce the amount of crashes occurring right when the battle ends
Properly pause simulation so units do not float up to the moon if you paused during a charge impact
Thrall levies have shields on the model but not having the shielded trait
Memory leak in the Terror Application System
Cheers, Jordan & TJ
(ง •̀_•́)ง
We have some news regarding our release date window. Our game is fully on track, and we'll be announcing the specific date very soon.
Thanks to our playtesters and community, we've gathered over 400 different pieces of suggestions and feedback. 100s of bug reports and 1000s of messages from you across all our socials and Discord server! The team has reviewed all of our timelines, so we're confident that the rough release window we have set for ourselves is Q1, 2026.
We'll also have a demo update coming for you all to experience soon, just in time to get you all prepared for release!
For now, here are some of our favorite screenshots of your creations 👇
Built by Versus on Discord
Built by Korosis on Discord
Built by eknalive on Discord
Outro
https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/
Thanks for reading Survivor! Follow ALL WILL FALL: Physics-Based Survival City Builder to stay updated.
Have any feedback for us? Visit our discussion page here or join our Discord server to let us know.
Keep building, just don't crumble!

SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY
Hello everyone!
Update V8.2.3 is now available! It brings a complete redesign of the user interface (UI) for a more intuitive and clearer navigation.
We’ve also fixed many bugs, including issues with interfaces not opening and saves not loading properly.
Transparency about AI usage:
For this update, AI tools were used for:
The temporary intro.
Thanks for your feedback and have fun!
Lucas
Added new horror elements, interactive details, a aiming reticle for precision, and reduced match flicker to enhance the atmosphere.






Hello!
This is Seyed, the developer of Unhinged. This is my second game (kind of… I killed the first one. It wasn't great) which I have been working on for close to three years. I just announced the game and I'm going to share more details.
What is Unhinged?
In a nutshell, it’s a first-person open world survival craft game where you are trapped in an open world corporate game. Think of it as a solo Hunger Games experience. Your objective is to survive and complete the trials. Both are equally challenging.
What is survival like in Unhinged?
Survival is sanity-first, meaning every action affects your brain chemicals which you need to keep in a good balance. Failing to do so will make you go UNHINGED. It’s the fancy word for going coo-coo. Failing to recover from it quickly is... ugly!
What are trials like?
They are a series of mini-games and challenges spread across the island. Think of the shrines in Zelda: Breath of the Wild and Tears of the Kingdom. Completing each trial awards you with perks to upgrade your gear and access better tech.
What are the most similar games to Unhinged?
If you enjoy any of these games, you will certainly enjoy Unhinged too:
Subnautica
Green Hell
The Forest
The Long Dark
Icarus
Stranded Deep
Raft
Grounded
When will Unhinged be released?
Definitely not in 2026. Perhaps in 2027. Hopefully no later than 2028.
Will there be multiplayer?
The early access version will be single-player only. If the game is well received and the community demands it, I will add multiplayer for 1.0 release.
Can I play the game NOW?
The playtest build is almost ready after which I will be running a private playtest. Sign up NOW to save your spot!
How can I learn more about Unhinged?
I will be posting regularly about my progress. Please give us a Wishlist AND Follow so you can stay updated with the game's progress.
https://store.steampowered.com/app/3664200/Unhinged
How can I speak to the dev?
Find me in Unhinged's Discord server.
I’ll see you at the playtest soon!
Seyed
Unhinged's developer
It Takes a War will launch on November 6th, which - at time of writing - is a mere two weeks away. We announced the release date in today's Galaxies Showcase event, with a brand new trailer...
Just ignore the stuff that happens at the end there. A technical thing we couldn't remove from the edit in time. It's fine. Don't worry.
So if you missed your chance to play during Steam Next Fest, fret not. You can still play now! Wonderful!
Two weeks to go, then! Do a wishlist and all will be right with the world.



