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tinyBuild is a global game publisher and developer known for titles like Potion Craft and The King is Watching. Their latest project, ALL WILL FALL, developed by Lithuanian studio All Parts Connected, is a vertical city-builder with a fully 3D construction system bound by physics in a colony survival setting.

We spoke with Artyom Safarov, producer at tinyBuild, about how the team brought Feature Upvote into their workflow to give players a direct channel for feedback during development.

Key takeaways: A simple, low-friction feedback channel

“There were many requests that made it into the final game after the suggestions board: improvements to the resource gathering, procedural map generation, variety of challenges, and most importantly, QoL and UX features. A lot of stuff went through it.”

What Feature Upvote gave them:

Finding a better way to track player requests

“Before Feature Upvote, we were going through Discord threads and trying to keep track of what players were asking for. There was no easy way to see which requests came up the most, so it was a lot of manual work with no clear priorities.”

Like many game teams, tinyBuild was collecting feedback across community channels, but general-purpose chat tools aren’t built for organizing and prioritizing feature requests.

Without a way to merge duplicates, rank suggestions by demand, or separate signal from noise, the team was doing a lot of manual work to stay on top of what players wanted.

They needed a dedicated tool for structured feedback: something purpose-built for collecting, organizing, and prioritizing player suggestions.

“We just saw Feature Upvote and decided to give it a try”

“I came across Feature Upvote while looking at how other game teams handle player feedback. It looked straightforward and easy to set up, so we decided to try it.”

Artyom found Feature Upvote while researching how other game teams handle player feedback. The team didn’t evaluate alternatives or compare tools. The straightforward approach made it an easy decision.

“Setting it up was quick. We created the board, configured the categories we needed, and had it running within a day. There wasn’t much overhead to get started.”

They had a board up and running within a day and built it directly into the game: players can click a “Share your feedback” link inside ALL WILL FALL and land straight on the Feature Upvote board, making the feedback path one click away.

From feedback to features: How the board shaped ALL WILL FALL

“The dev team reviews it regularly for new entries, and I, on my end, filter them out and make sure they check the most interesting ones as well.”

The board became a regular part of the team’s workflow. The dev team checks it for new entries, and Artyom curates and highlights the most interesting suggestions to make sure they get attention.

That regular review fed directly into development decisions:

“There were many requests that made it into the final game after the suggestions board: improvements to the resource gathering, procedural map generation, variety of challenges, and most importantly, QoL and UX features. A lot of stuff went through it.”

The team also used multiple feedback channels, including various player groups and internal builds. But the board filled gaps the other channels didn’t cover.

“The board has proven to be a valuable tool for covering some blind spots we might’ve missed otherwise.”

“I don’t think we can measure it, but it was definitely very helpful.”