Tides & Exploration
Master the tide cycle, low-tide harvesting, high-tide trade, and Sailor exploration in ALL WILL FALL.
The ocean rhythm drives resources, trade ships, and Sailor routes — plan around it, not against it.
Tide Cycle Basics
Tides rise and fall on a fixed schedule that varies by scenario. At low tide, deposits and walkable areas can appear at the water's edge; at high tide, some zones flood again.
Pause when low tide begins and assign Workers to exposed scrap, wood debris, and rare piles before the water returns. This habit is one of the highest ROI micro-actions in the game.
High tide often aligns with trade vessels visiting your Trade Pier — missing that window can delay mid-game materials you cannot craft locally.
Sailors & Ocean Exploration
Sailors operate boats to reach deep-water kelp, offshore salvage, and distant platforms. Without a ship, Sailor happiness decays — build a basic boat early even if exploration is not your immediate goal.
Exploration RNG can gate critical scenario items; in time-critical maps, send Sailors out on day one while your Workers stabilize food and water.
Trade routes established by Sailors passively import limestone, electronics, and steel alloys that break production bottlenecks.
Storm Surges & Safe Heights
In flood-heavy scenarios, surge tides can overtop ground-level floors. Keep essential production and storage at least two vertical steps above normal high tide when the map allows.
Combine this guide with the Physics & Building guide for pillar placement when building over open water near tide lines.