Project Downfall: 3rd Early Access Update now live!
Greetings Everyone!
Happy to say the 3rd Early Access update for Project Downfall has arrived and is ready for download!

Biggest feature is the expansion of basic non-linearity. So now, similar to the Souls series: certain actions will have permanent consequences per playthrough. The flip side is that it might make the main plot more convoluted than it already is (at this point in development, of course) until all corresponding results are implemented. This feature will be heavily expanded and tweaked from now on. More according dialogues will be added down the line of dev to further reflect the choices in the world, as well as more events, alternate paths and more.
So as a quick example: took too many pills up to a certain points in the game? You might see things you wouldn't see otherwise wouldn't. Spoiler alert: kill Harold Jones Jr (the npc on the balcony in the brothel in the skinheads den) and the Homeboy gang will aggro you on sight, but a members of the skinhead Cranston clan might show up with help in certain places(question is, would you want to accept it). Spare Harold Jones Jr and he will pop up in certain levels offering help, or maybe even opening a path to a secret/alternate stage). Expect more vital choices, secrets, alternate paths etc in the coming updates!
So if you'd like to check this out, it would be recommended start a new game (to make this more accessible, we might add multiple save slots in the future).

As for the next major update: it ought to be ready around mid June. As usual, I will precede with an ETA announcement here on Steam.
The next update will focus on tweaking gameplay and fixes/adjustments where needed. As well as cleanup and polishing of existing content, branching paths and expansion of non linearity. Most likely Level.9(if following the default plot path) The Exchange and/or one of the possible earliest endgames.
In terms of Gameplay and one of the major upcoming fixes: atm the First Person controller is being made from scratch to avoid issues hindering movement and overall improvement to physics interaction with surroundings to name a few. This is a pretty hefty task which will also require a lot of testing, so it might take a while (probably in 2-3 updates) and working Leaderboards and a first set of achievements ought to be ready earlier, as well as the updated tutorial(mentioned in 3rd update announcement). Of course, the fixes and tweaks won't be limited to the above and more stuff will certainly be added for the update.

Now, moving on to the new stuff! :D
NEW FEATURES:
New stage: -added Casino Roof finale with boss miniboss fights (alternate versions depending on total pill usage up to this point. As well as alternate npc at start as well as different news from TV). This level also forces mixing pills (spoiler: the first aggressive female npc will alert a few mobs with her scream, so the berserk pill is recommended to take out the minions and leave the ranged weapon for the tougher foes). To check this one, you will need to replay the casino mission (if you already finished level.7 the new next level ought to be unlocked so the discussed stage could be easily accidentally omitted).
New Level.8: Providence. You start in a familiar bar which will change depending on your state of mind as well choice made during previous visit (spoiler: spare or kill Olgierd) and move your way to the Lower Atsil District. The level comes with alternate paths conditions and routes. Along with dedicated 2 dynamically mixed multitrack tunes. NOTE!: I just noticed the music mix might be a bit too loud in certain stages of this level. I will address this asap. However due to the fact that I am just about to leave for Beijing to present the game at Game Fusion 2019 expo and having experienced similar issues in the past: not sure how/if uploading updates to Steam works in mainland China, so this might be possible around the 15th when I return. Of course, if there will be no issues, expect this to be updated within the next few days.
-Basic non-linearity expansion and according logic. Now many choices will have permanent consequences per playthrough, depending on multiple factors (total pills used with multiple thresholds, Olga state and relation, Case picked up in station intro from restroom, Harold Jones Jr spared in rising high, Olgierd killed and more...)
-new weapons, enemies (more detailed info in the General Updates below)
-added doctors office with logic to streethub (you need to confirm the appointment on your pearpad in the apartment hub, otherwise he will be locked). Right now the doctor has a placeholder chat, but will open up with dev (at certain intervals you will be able to get pills to counter your total drug usage state)
GENERAL UPDATES:
--updated game version to 0.8.2.1 -> 0.8.3.0 → 0.8.3.1
--added new enemy weapon. Chainsaw boss adjusted for miniboss and boss (longer range and attack range)
-Implement first version of leaderboards UI. (computer can be interacted with in apartment hub)
-new glass material for casino roof-updated casino roof with madness variations (teddy, redsky, czort)
-Added tracksuit Black enemy
-Added Czort enemy
-added new WIP weapons, modded black Market KC Rifle, Pop-shot and Triple Threat Sawed Off Shotgun. The KC Rifle has an alternate version available but does not differ from the regular one atm. With further updates, the modded one will have ricochet fire.
-new prefabs
-new logic based on pill usage to bar and witness and providence
-new logic based on harld jones jr spared. Homeboys in slumblock (providence 8-1) with secret info
-homeboy logic no aggro in providence_0 if harold jones jr spared
-added gate with unlock sound on objectives complete to wintess ending
-new neon signs
-Add placeholder for leaderboards screen.
-updated chats in multiple places
-new enemies: butchers (3 variations), available in later levels of the slumblock in the Providence level.
-new stage alternate The Basement in providence (slum_bottom)
-Add movement range in AI, to trigger ai movement to avoid exploiting certain situations ie the minigun skinhead in the final stage of rising high (now he will be triggered to move to his shooting position so he wont be cheesed before getting aggro)
-updates to levels and Harold Jones JR appearance based on survivor logic (PRL and providence) and according chats
-new gore for metalhead2 and variation (still need tweaking. Can be easily recognised. These are the "zombie" type enemies who will keep coming despite having their heads shot off or gaping holes in their bodies. Their condition is explained by the npc in the secret alternate stage in The Basement).
-impleneted interactable event for non linear progression (might not sound like much but this is a big one!)
-heavy updates to new levels and logic for variables
-new enemies (hooker Jo, Tyrese)
-added endlevel gate with open logic/audio to sabotage first stage
-added insta death area to casino roof if jumped off during boss fight
-added barista npc-added multiple new chats (also dependant on logic)
-added Olga damage variations based for plot logic
-added variations to providence bar and intro bar dependant on variable logic (choices made)
-new textures, adverts, street props, prefabs etc-trash ground parrallax sprite prefab
-new cyberpunk materials/textures created in Blender
-added DMR and Popshot enemy idle logic/graphics/material
-added slum npc variation2
-added druglab with explosives in slumblock alternate
-added sawn off shoot animation
-added doctor with logic (pearpad confirmation required in apartment) in steethub
-added new unlockable weapons to lev select hub shop with logic
-added new texts to tv news in casino roof depending on sanity
-added variations based on sanity to apartment hub (ie Teddy hallucination when Olga leaves or karaage/liar in fridge when offered present)
-New Olgierd Model
-Updated logic on Olgierd death
-new MP5 snub nose weapon (replaces old snub uzi) with side view (inspired and referenced by Ilya Naishuller's work (in this case the music clip for the Holiday's “False Alarm”)
-new npc Burt skinhead with weapons in providence free level with weapons
GENERAL FIXES AND TWEAKS
-Further updates to gamepad analogue options: ought to be very helpful to find the sweet spot for precise/low sensitivity on slight analogue tilt, and very fast on full tilt (especially helpful in levels which require fast turning ie on the blue pill in the final stage of the casino)
-Enemies should open door when passing though them.
-Fix hearing object bug. Now selected AI will react correctly in certain situations to players footsteps
-updated weapon thrown damage to pipe and knife
-updated enemy footstep hearing range in casino topfloor (for hard and nightmare)
-updated highrise final stage enemy precision rifle height so bullet wont get stuck in barrier and weapon availability for normal/casual
-Increase scroll rect sensitivity in settings
-updated shader akimbo uzi (now should work well)
-Fix scene music transition.
-Fix instant scene music transition.
-sawn off uses spritesheet animation with normal map now
-updated enemy gunacitve shoot material to correct (cutout).should work better now but needs more testing,
-updated cop model rig and forearms. Should clip less now.
-removed weapon rotate in shop for new onlockable weapons
-Updated logic of Homeboy Aggro in Providence free
-remodeled certain elements in sabotage intro and god rays with "add" blend to avoid unwanted grey flares
-updated skinhead minigunner logic in final rising high stage (trigeer to move him into view to avoid exploiting/picking him off before he aggro's)
-updated doubleside shader for certain levels (with berserk, so hit behaviour with holes is more visible)
-updated material of chav and psycho to shader with back textures (chav complete with normal, psycho only diffuse).
-difficulty fog tween to harder difficulties in casino_roof (so if you took too many pills up until this point, you will have a hallucination of fighting a devil like creature and the sky will be blood red)
-Added homeboy enemies and variations (available in providence bar exterior stage and one added to the toilet transaction in the station just after the tutorial)
-Added dynamic clouds to sabotage intro and varied post effects (tweaked lighting and dynamic fog to be more moody)
-added new minigun sound for enemies
-lots of other smaller tweaks and adjustments.
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So that's more or less everything. Hope you enjoy and let us know what you think! Thanks for tuning in and your support,
Till the next one!
The Downfall Team,
Mike, Dawid, Sebastian