We Shall Not Fall: first look

We Shall Not Fall is the studio's main project. It's a fort-defense game about walls that actually fall. The world is a grid of cubes, every block has a material and a support test, and a cannonball that lands low on a wall takes the wall with it. What's left is a pile of rubble, and rubble is a ramp.
The screenshots on the game page are from the current pre-alpha build. Here's what's in them.
The breach
Two of the shots show one siege on a test map called The Bastion, about a minute apart. Three enemy guns open the north wall while archers hold the parapet and a ladder team goes up beside the gap. In the later one the footing is gone, the masonry above it has let go, and the horde is climbing the pile into the courtyard. None of that is scripted. It happens every wave.
How the attackers path
One flow field routes the whole horde at once, so the moment a collapse settles into a climbable slope everyone 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 add 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.
What you have to work with
Dirt, wood, stone and iron, dug and chopped out of the same cubes the walls are made of. Twenty-two things to build, from plain blocks to gates, drawbridges, murder holes, spike lanes, charges, cannon and catapult emplacements, and the workshops that turn workers into soldiers, archers, cavalry and musketeers. Rivers flow and can be dammed or diverted. Wood burns. Oil spills where you tip it. A straight-down grid view makes a three-storey keep as easy to lay out as a fence.
What's not here yet
This is a pre-alpha. Units are capsules, the world is flat-shaded voxels, and the HUD is rough. Two authored levels exist today alongside randomly rolled maps across nine map types and four palettes; the rest of the level roster comes after mechanics freeze this autumn. There's no trailer and no store page. The current aim is an early 2027 release, and I'll post a date here once I'm sure of it.