 
	Thank you to our wonderful community for your patience while we’ve worked towards our gameplay reveal at Galaxies Showcase
What you all see is a small slice of the immersive cyberpunk action that we hope to showcase more of as we move forward with development and towards launch.
So, what do you see in the trailer?

We begin as The System’s Police Forces during our load-in sequence aboard the police transport ship via your PDA. This is how every mission for the police begins and will be a key tool for you while you’re in the middle of matches by providing health, inventory and other key pieces of information during matches. Since we are a HUD-less game, information in your PDA, Scanner, Weapon Screen or game world become very important for you. While you’re mid-transport you’ll choose an objective and receive further intel from System Control.

You’ll be able to gear up for the match with choices found inside your police transport or gang hideout such as weapons, ammo, and gadgets. And some of those weapons have some pretty devastating impact…which you may have seen on our socials. There will also be a wealth of weapons and gear that can be found within the game world as well.

The sequence continues with system forces entering the territory of Nodrog - one of the leaders of a gang faction who speaks and taunts System Police throughout the mission. He also monitors them using surveillance systems that players will be able to hack into themselves during their runs.

Players can deploy scanners that see through walls to provide valuable recon information on enemy locations and objectives. You’ll also notice the stealth wall tool which can visually obscure you and your teams presence and a drone you can deploy to gain even more intel on enemy movement.

Our squad continues into a room with the data they must retrieve. There’s an orchestrator(more to come on this character at a later date) - highly illegal tools at the disposal of gang factions - in the room which gives a taste of the kind of advancements in bio-technology that have become commonplace in the world of DEFECT.

As our squad advances to another piece of data, they are ambushed by Nodrog’s forces and you get a sense of destruction and the chaotic action that emerges as a result of conflicting objectives for you and your opposition - in this case, the gang that attacked you. Those could include arresting or kidnapping players, assassinating players, or some more passive goals like robbing banks or dealing drugs etc.
We’re happy to dive into more of the destruction features in a later post. However, to name a few, we have multiple layers of destruction on each wall or item, and have features like dynamic dust that fills the room the more you destroy it. This can be used strategically to reduce visibility in a space if you have equipment like the tactical goggles, or as a way to quickly escape a dangerous situation. Everything you see will be destructible to some extent. You might have also noticed the player flipping a table which is an example of the layers of interaction we’ve built into certain items to create cover and block paths as well to create a more interactable world for players.

When one of the gang members makes a run for it, a System Officer is able to subdue him with a stun round and then replace the gang member’s mind with a previously downed teammate’s mind. This makes this gang member a part of your squad for the remainder of the match. It's one of a few solutions we provide players who have been downed in action. Internally we’ve been calling this a Body Snatch.
As we continue, you’ll notice that health does not automatically regenerate. You must find health stations to heal yourself if you’re going to stay in the fight. These health stations generally have 3 charges and require you setting up defenses like cover from your team if in a dangerous situation to use them.


 In this mission's finale, System Police must override the data they found and reboot local systems in order to remove the custom OS gangs have installed into their building. This is not an instant process, however, and you’ll have to hold your ground and defend your position if you’re to succeed. Other teams will have to remove the access drive from this terminal to stop you.
In this mission's finale, System Police must override the data they found and reboot local systems in order to remove the custom OS gangs have installed into their building. This is not an instant process, however, and you’ll have to hold your ground and defend your position if you’re to succeed. Other teams will have to remove the access drive from this terminal to stop you. 
Your actions will result in the game world's lighting changing and notifying others. Each mission you play has a completely different type of finale for your team which range from defending a terminal to escaping a building with multiple enemies pursuing you to get back to your transport to stealing something to carrying bags of drugs or money to fighting Nodrog and more. These finales can change dynamically depending on what is happening in the world and provide more emergent ways to change the flow of each game so they always feel different.
So, we finish with an awesome face-off between System Forces and Nodrog’s Faction complete with destruction, explosions, bullets flying and ruthless action set to an original track by the legendary Mick Gordon.

Oh, and there’s a little surprise at the end when the player spawns as an orchestrator. More on that some other time.
—-------------------------------------
So there you have it. We couldn’t be more proud to show you what we have been working so hard on and it’s just the beginning. DEFECT has been a pure passion project for the team here, and we’ve been very lucky to work on it so far! We’ve always been intrigued by the challenge of making an immersive multiplayer mode that is tied to narrative and cinematic moments instead of being something ultra competitive. This is just a small slice of the game, we’re super excited to show more of the game like our Co-op and Singleplayer modes in the future.
- Emanuel Palalic, Director of DEFECT and emptyvessel Studios
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	After being in the cooker for three weeks, this patch for the ongoing Al Rilma Open Beta is a chunky one with improvements throughout the game! Let's get right to the full changelog.
Improved brake quality's effect on brake fade factors
Rebalanced Ladder and HD Ladder chassis weight, PU, and material costs
Unlocked scenario controls, added demographic validation for single- and multiplayer
Some additional single turbo configurations can now use twinscroll
Fixed issues with the over- / understeer warning system
Fixed props spawning at 0 when changing type
Fixed scenarios (SP & MP) sometimes being locked on body selection panel
Fixed and improved the test track UI
Fixed inconsistencies in exhaust header weights
Fixed clone in place hotkey not setting 3D state correctly
Fixed fixture changing altering state between 2D and 3D defaults
Fixed challenges menu throwing lua errors
Fixed various issues with the markets tab in the car designer
Fixed inconsistency in Model Body vs Chassis Tab locking state
Fixed prop UI not showing currently selected type
Reformatted car photo scene UI to allow access to animatics without scrolling
Fixed markets screen not initializing with pie graphs on the demographics
Fixed turbo bearing tooltip showing supercharger control tooltip
Fixed issue where you could get stuck in pop-up for clone AI tune and cancel
Fixed multi-stage turbo referencing wrong stage tooltip
Added new 1940s car body SoChaux40 with 6 families and 57 variants
Added new car body Bossa Nova with 32 total variants - replaces 90sMidcoupe
Added new fixtures - taillights, moldings, bumpers, and scoops
Added 2 new racetrack HDRI spheres
Split art for cast headers into Cast Low and Cast Mid
Improved several turbo race headers
Improved some cast mid headers that had "looping" bits
Improved cast V90 / V60 headers
Fixed rim_venom_classic7 not offsetting dish correctly
Fixed various issues with E90 Hatchback
Fixed transverse 4x4 and AWD with live axle spawning wrong meshes
Fixed some 94_jpn_permafrost variants missing D-pillar morph
Fixed JD1974_E3-E9_Coupe_270cm_BP body crunching on morphing
Implemented a mechanic for refunding of preorders of trims with significant delivery delays
Added factory addon specific logistics point costs
Expanded Offices -3, Maintenance +1, Staff Facilities +1"
Fixed Expanded Offices addon not reducing material costs by 10%
Improved how the Focused Market slider changes demographic desires
Improved forecaster projection accuracy
Improved forecaster to cope with more complex facelift situations
Fixed outsourced factories charging paused staff costs
Fixed issue where chassis material would be changed and removed upon facelift
Fixed there being no delivery delay penalty for trims in paused production
Fixed adjusting price in car designer not affecting preorders
Fixed negative value project creating massive loans
Fixed a crash moving between factories in Car Project
Fixed trim base price not being set on car projects without factories
Fixed some odd marketing behaviors where numbers would be inconsistent
Fixed car factories sometimes not running if the effective shifts is below 0.5
Changed campaign Hard difficulty preset to be HQ lvl 2
Added facelift number to markets tab in Car Designer
Added the "All" option to the Sales Breakdown Graph \[WIP]
Added scrolling to the trims list in the markets tab
Improved factory staffing UI and tooltip in main company hub UI
Improved factory utilization UI in main hub tooltips
Improved factory overstaffing warning thresholds
Disabled delete facelift / trim buttons during forecasting to avoid errors
Fixed placement issues of UI labels on finances tab
Fixed a UI scaling issue in Sales Breakdown tab for long company names
Fixed false positive warning of no engine production with factory assigned
Fixed scroll inputs not resulting in scrolling facelift UI
Fixed loan state confused messaging when turning off loan
Fixed issue with demographic selection filtering in Sales Breakdown tooltips
Fixed there being a "Sold Factory Company" in Sales Breakdown
Fixed error when moving between factories too quickly
Fixed issue where forecaster would not display cost ratio for in production trims
Fixed main hub factory shift UI not updating when switching between its instances
Fixed engine project disappearing from hub UI upon engineering completion
Fixed factory not unloading when using project map to go to car or engine designer
Fixed factory utilization to now be based on max shifts
Fixed total cost of factory being wrong on sign off screen
Fixed wheel wobble in Beam exports with MacPherson suspension
This mostly concludes what we have planned for the campaign for the Al Rilma update, barring any new or previously hidden issues that need fixing. From here we are going to mostly focus on giving the multiplayer aspect some much needed love before being ready to release the update out of beta into the public default branch.
Cheers!
 
	 
	
	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 Versus on Discord
 Built by Korosis on Discord
Built by Korosis on Discord
 Built by eknalive on Discord
Built by eknalive on Discord
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.
 
	
	





 
	