Patch 1.0.11 - Performance improvements, Cybertower fixes, and more

Hey, everyone! 11th patch in 6 days - we're keep fixing stuff and should thank many of you for reporting it.1.0.11 patch notes: The game now checks if the building still exists after finishing task - this fixes citizen errorsVisibility toggles which draw Sockets and Voxels now correctly handle removed buildings - this fixes a crashFixed: Handle invalid Workplace reference in Citizen Task - this caused hut to error beforeFixed signaling building event not showing one optionFixed cybertower completion check. Control center now uses 12 energy to start event, but event option costs have been reduced to compensate for the new price.Make freedom/order milestones unlock things, made milestone give what it actually says it givesRemoved unique tag from tanker unique fragment spawns and replaced them with preset unique blueprints. Previously weather station could be found which could persist past the island its found onHandle unconstructed Docks correctly when the water level changes - previously they would be considered as valid docks and cause errorsBuildings that are replaced/removed via events will now give refund for what they had in storage. Storage contents were destroyed previouslyAdded outsider portraitsGathering system calculation improvements - improves performance during the storm. Now calculations triggered by moving buildings are much more optimized. Checked on Randomtown with a significant performance boost in those calculations. The game will only update City Pipes when production buildings become dirty due to activityPlease continue to report bugs via the in-game tool or our Discord and bear with us as we’re rolling out the fixes.PLAY ALL WILL FALL https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY

Apr 9, 2026 - 03:01
 1
Patch 1.0.11 - Performance improvements, Cybertower fixes, and more

Hey, everyone! 11th patch in 6 days - we're keep fixing stuff and should thank many of you for reporting it.

1.0.11 patch notes:

  • The game now checks if the building still exists after finishing task - this fixes citizen errors

  • Visibility toggles which draw Sockets and Voxels now correctly handle removed buildings - this fixes a crash

  • Fixed: Handle invalid Workplace reference in Citizen Task - this caused hut to error before

  • Fixed signaling building event not showing one option

  • Fixed cybertower completion check. Control center now uses 12 energy to start event, but event option costs have been reduced to compensate for the new price.

  • Make freedom/order milestones unlock things, made milestone give what it actually says it gives

  • Removed unique tag from tanker unique fragment spawns and replaced them with preset unique blueprints. Previously weather station could be found which could persist past the island its found on

  • Handle unconstructed Docks correctly when the water level changes - previously they would be considered as valid docks and cause errors

  • Buildings that are replaced/removed via events will now give refund for what they had in storage. Storage contents were destroyed previously

  • Added outsider portraits

  • Gathering system calculation improvements - improves performance during the storm. Now calculations triggered by moving buildings are much more optimized. Checked on Randomtown with a significant performance boost in those calculations.

  • The game will only update City Pipes when production buildings become dirty due to activity

Please continue to report bugs via the in-game tool or our Discord and bear with us as we’re rolling out the fixes.


PLAY ALL WILL FALL

https://store.steampowered.com/app/2706020/ALL_WILL_FALL_PhysicsBased_Survival_City_Builder/


SOCIAL: DISCORD | TWITTER | INSTAGRAM | REDDIT | FACEBOOK | YOUTUBE | TIKTOK | BLUESKY

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