All Will Fall Broken Tanker: The Fuel-and-Ruins Checkpoint Route

A developed Broken Tanker settlement with boats in All Will Fall

Broken Tanker is not won by emptying every ruin. It is won by leaving each stop with enough fuel to reach the next one, enough production to survive the travel window, and a ship whose permanent load is still carried by the tanker rather than by a disposable bridge. If the radar is turning red while citizens are hauling the last distant pile, the stop has already lasted too long.

This is a checkpoint strategy for the released PC version, not a promise that random events will arrive in a fixed order. It was checked against the July 20, 2026 source set and the official Patch 1.2.4 notes. That patch specifically fixed Tanker logic that collapsed non-anchored fallers, while the preceding 1.2.x updates also changed stress calculations and event behavior.

A developed tanker city with boats in All Will Fall
The tanker is the permanent foundation; ruins are temporary work sites. Image: All Parts Connected/tinyBuild via Steam.

The route is a fuel ledger, not a loot checklist

The readable Broken Tanker walkthrough reports a 60-fuel cost for the common Set Course option that searches for land. Check the number in the live event panel before every departure, because scenario conditions and later patches can alter an option. The important rule is to reserve the next travel cost before using fuel for explosives or power.

A current achievement reference maps two later progression checks to ruin visits: Crumbling City after the fifth city ruin and Tropical Island after the tenth. The official global achievement page confirms the corresponding The Crumbling and Tropical Island unlocks, but it does not publish those visit counts. Treat five and ten as community-documented checkpoints, then verify the World Map and mission log on your client.

At a 60-fuel travel cost, ten departures can represent roughly 600 fuel before explosives and production are counted. That is why a run based only on found fuel eventually stalls. The route has to change from salvage-funded to production-funded before the middle stops.

Build an operating ship before a bigger ship

The opening objectives are Basic Camp and Old Ship. The supplied route dismantles the old ship for materials, then immediately establishes normal, food, and water storage. Build the Small Lab while idle citizens clear safe piles, but do not let research delay renewable food and water.

The first operating deck needs these functions, not a particular screenshot layout:

  • reachable storage with empty capacity for every resource being gathered;
  • renewable wood, food, and water through the available early buildings;
  • a Small Lab with Engineers and a funded next project;
  • houses for the current population plus space for the next arrival event;
  • a Dock whose sea access is clear, and at least one working boat;
  • an early electricity source such as the Hamster Wheel when the next chain requires power;
  • a protected fuel reserve that is not allocated to optional demolition.

Place essential production against supported tanker layers. The vessel moves; a visually connected piece of ruin is not a dependable foundation for the next destination. Select the lowest ship connection in the stress overlay after each new room, turbine, or storage block.

Spend explosives on access, not housekeeping

Weak explosives are valuable because they open fuel, metal, event objects, and deck space without repeated hauling. They are expensive because they consume the same fuel reserve that moves the colony. Before placing one, preview the blast and look for resource bubbles on every affected block.

A good early charge does at least one of three jobs: exposes the right-side Dock route, opens a cluster that contains the next required material, or removes a bottleneck that shortens many citizen trips. A charge used only to make the tanker look clean can wait.

Keep buildings and citizens outside the blast. Build the path to the placement point before committing the explosive, pause, and check the support overlay around the target. Destroying a wall can also remove a socket that was carrying an upper layer.

Do not make the first departure on a red economy

The first Set Course decision is a hard audit. Pause and verify all of the following:

  • Fuel: the displayed departure cost is reserved, with an additional working amount for access charges at the next stop.
  • Food and water: production is running, storage has a buffer, and the next daily consumption will not empty it.
  • Population: every arrival has a house or a house already under construction, and the new group has a useful workplace.
  • Structure: permanent storage and production are supported by tanker layers; temporary ruin paths carry no essential building.
  • Boats: Docks are unblocked, crews are assigned, and current boat trips can finish before the weather deadline.
  • Save: a named manual save exists before the travel event.

If the storm indicator is already red, stop starting long jobs. Finish the shortest useful harvest, recall the citizens who are farthest from the ship, and leave. One more metal pile is not worth losing the production deck that would process it.

At each city ruin, run three passes

A repeatable stop needs a fixed decision process even when the map is random.

Pass 1: scan from the tanker

Pause and rotate the camera before building. Locate fuel, metal, yellow event crates, existing stairs, strong attachment faces, and the shortest route back to storage. Read the forecast and the red travel indicator. Decide the departure reserve now, not after the first explosive.

Pass 2: harvest the route that changes the run

Prioritize fuel that protects the next departure, metal that unlocks stronger ship construction, and event objectives that advance the scenario. The first detailed ruin route reports a 50-metal objective. Reach that threshold before clearing low-value corners.

At later ruins, yellow crates are valuable because they compress progress into a short route. Build toward the closest crate cluster, open it, and reassess. Do not assume every visible pile belongs in the same stop.

Pass 3: detach mentally before you depart

Stop assigning distant piles. Let the current carries reach storage, remove any temporary structure whose failure could pull on the ship, and check that no citizen is trapped below the tide line. Confirm the fuel reserve and create the departure save.

Bridge for the load you need, not the horizon

The first ruin can require a long connection to elevated metal and a peculiar event object. The supplied walkthrough uses wooden support arcs at the ends, support blocks through the span, stairs at the ruin, and explosives to clear the upper route. That is a useful pattern, but the stress overlay must approve the actual geometry.

Anchor the ship-side end to a supported tanker layer. At the ruin side, attach to a face with visible sockets rather than a decorative edge. Divide the span into short layers and inspect stability after each segment. If the far end begins to fail, do not add a heavy staircase and hope; shorten the unsupported reach or change the angle.

The path only needs to carry citizens and the access pieces long enough to complete the priority harvest. Storage, houses, Labs, and renewable production stay on the tanker. A disposable bridge is safer when nothing essential depends on it after the tide or destination changes.

Change from found fuel to made fuel before the middle stops

The second half of the readable route becomes unstable if every departure depends on fuel discovered in the current ruin. Open the current research tree and find the fuel-production chain supported by materials the tanker can renew. The supplied walkthrough describes a fuel-from-wood route; the live tree and recipe are the final authority for its current name and cost.

Build the chain backward from the departure reserve:

  1. measure how much fuel remains after one Set Course payment;
  2. reserve the explosives needed for the next essential access route;
  3. calculate how many production cycles must finish before the following storm window;
  4. place input and fuel storage beside the producer so hauling does not consume the window;
  5. crew it, watch a full cycle, and confirm the fuel reaches storage before counting it.

Electric Junk Catchers and stronger boats help once the power and staffing cost is sustainable. The detailed route notes that metal boats use the normal Dock and can gather a wider range of floating materials than the simple boat. Replace a simple boat only after the metal version is built, crewed, and completing trips; otherwise the upgrade creates a temporary resource blackout.

Keep one basic production path available while the powered economy comes online. A sophisticated chain that stops when power or junk is short is not yet a replacement for the Wood Catcher, boiler, or Fishing Hut that kept the ship alive.

Event choices are capacity tests, not a dialogue script

Arrival, trader, group, missing-person, and loyalty events can depend on current population, happiness, Influence, policies, and random timing. The supplied walkthrough records one player’s choices, but copying them without the same stores and group state can turn a reward into a food crisis.

Before accepting citizens, calculate the next food and water draw, available beds, and the job they can fill. Before spending materials for loyalty, verify that the payment does not consume the next bridge or fuel-production build. Before spending Influence, compare the immediate event outcome with the policy or leader action that resource was protecting.

Use the event log to preserve the actual choice and outcome on your save. If a later objective refers to a previous character or group, the log is stronger evidence than a walkthrough whose random events arrived in another order.

A sea encounter decision during an All Will Fall tanker run
Read the costs against the current ship, not against another player’s recommended answer. Image: All Parts Connected/tinyBuild via Steam.

Use the fifth and tenth ruins as verification points

After the fifth city-ruin visit, return to the World Map and look for the Crumbling City unlock. The official achievement list names The Crumbling for that scenario; the supplied achievement reference provides the fifth-ruin trigger. If it does not appear, check the active mission and event log before paying for another departure. A visit may require the arrival event to resolve rather than merely entering and leaving.

At the tenth ruin, perform the same check for Tropical Island. Do not spend the remaining reserve on cosmetic demolition while waiting for the unlock. Let active events finish, save, open the map, and verify both the scenario tile and the achievement state.

These checkpoints keep the article honest about procedural variation. They are not a room-by-room promise that the same ruin, trader, or group event will appear for every player.

Patch 1.2.4 recovery protocol

Update before diagnosing a route that behaves unlike a current guide. Patch 1.2.4 fixed missing technologies including Docks for affected saves, made floating junk gatherable by idle citizens, fixed boat waiting UI, and corrected Tanker logic involving non-anchored fallers. Patch 1.2.1 also addressed cases where a non-load-bearing building connection was mistaken for structural support.

If the Dock is missing, first confirm the client version and reload the save; do not redesign the ship around a known fixed state. If the tanker sheds a structure during travel, select its lowest connection and verify that it reaches an actual supporting tanker layer. A visual link through a building that supplies no support is not enough.

If boats wait indefinitely, inspect Dock access, crew, storage space, and the boat bubble before building another Dock. If citizens ignore floating junk, clear unreachable marks and reapply the live priority after updating. If production still does not advance while unpaused, Patch 1.2.4 includes a fix for that symptom, so reproduce it on a clean, current client before moving the whole chain.

When a stop is going wrong

The radar is red and fuel is short: cancel optional explosives, stop distant gathering, finish the fastest fuel source, and compare the live storm choices. Reload the pre-stop save if no safe option remains.

Metal exists but never reaches storage: inspect the full path, destination capacity, gather priority, and citizen status. A crane, Demo Hut, or boat may be more efficient than extending a walking route, but only if its storage and crew are close.

The ship grows but output falls: sort citizens by workplace and watch a production cycle. Long homes-to-work routes, full general storage, unstaffed Labs, and too many simultaneous construction jobs can all look like a resource shortage.

A bridge turns red after one addition: remove the new load while paused, inspect the stressed layer’s sockets and lever, and rebuild the far end with another support point. Do not reinforce the top while the bottom connection remains the limiting layer.

The expected unlock is absent: finish the current ruin event, check mission and event logs, make a manual save, and open the World Map. The fifth- and tenth-ruin counts are community-documented checkpoints, so the live objective state decides whether another visit is required.

Sources and credits

The official Steam page confirms AppID 2706020, All Parts Connected, tinyBuild, the April 3, 2026 release, and the eight-scenario structure. The official game site confirms the project and media-kit route. Patch boundaries come from the official Steam announcement feed through 1.2.4, and scenario names were checked against the official global achievement page. The fuel, ruin, bridge, and event checkpoints were reconciled across the supplied walkthrough references and Steam Community guides. Trainer claims, unverified exploits, the thin wiki landing page, and the source that mislabels Broken Tanker as Tanker Truck were not used.