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A rolled highlands map: cliffs, forest and the first wall
In Development

We Shall Not Fall

Build the fort. Watch it break.

Strategy / Fort Defense / Siege SandboxTBA

About

We Shall Not Fall is an isometric fort-defense game about walls that actually fall. The world is a grid of cubes: terrain, walls, gates and towers all have a material and a support test, and a cannonball that lands low on a curtain wall does what a cannonball does. The wall loses its footing, the masonry above it lets go, and the pile it leaves is a ramp the enemy can walk up.

The siege understands that. One flow field routes the whole horde, and the moment rubble settles into a climbable slope the horde re-routes through it. Gunners aim at the block whose loss shortens their path. From the second wave on, the commander audits the fort you actually built and comes at the weakest side, splitting into prongs when two roads are close. Coastal and island maps bring a fleet: canoes, troop barges, gun sloops and a two-deck man-o-war that anchors offshore and bombards while the barges run for the harbour.

You have the same physics on your side. Dig a moat and the bridge teams have to span it. Dam the river and flood the approach. Burn the palisade they are climbing. Tip a cauldron of oil into the breach. Raise houses, put workers through the swordsmith and the bowyer, and man the guns yourself. Then hold.

It takes the most fun five percent of Dwarf Fortress and throws out the rest: no needs, no moods, no menus inside menus. Build a fort, design its defenses, watch a horde break itself against them, and repair what is left before the next one. Creativity in layout matters more than clicks per minute.

Features

  • Walls that actually fall: per-block materials and a support rule, so shooting out the footing brings the masonry above it down into climbable rubble
  • A horde that reads the rubble: one shared flow field re-routes every attacker the moment a breach opens, and gunners target the block that shortens their path
  • An adaptive commander that audits the fort you built each wave and attacks the weakest side, with several hundred attackers on the field at once by the last waves
  • A full siege train: infantry, archers, shield ranks, cavalry and musketeers; cannons, catapults, rams, ladder teams, bridge teams and siege towers; canoes, barges, sloops and a man-o-war
  • Real water, fire and oil: dam and divert rivers, flood a basin, drown a column, burn a palisade, tip a cauldron into the gap
  • Dig as well as build: quarry stone, tunnel, cut trenches and moats, and fell forests, all in the same cubes the walls are made of
  • Twenty-two things to build, from blocks to gates, drawbridges, murder holes, spikes, charges and gun emplacements, plus the workshops that turn workers into an army
  • Authored levels and rolled maps across nine archetypes and four palettes, with an endless mode planned for launch

Screenshots