Project Downfall Early Access 4th Update is now live!
Greetings Everyone!
After a small snafu, related with a pretty intense storm in my area (was pretty much cut off from the web for a few days), the 4th Early Access update for Project Downfall is finally live. Hope the content will make up for the extra wait!

First off, I'd like to start with an update on the reviews. Because I don't want to interfere/disrupt/try to influence the Steam reviews, out of principle I leave them be. But since most feedback on Steam is over at the reviews and not at the community and this is my first Early Access/self-published game, I think a different aproach is required and I will be making a change and try to reply to all current and upcoming from now on. Hope this is Okay with you! Again, I don't want to try and sway the reviews in any direction, only to give helpful insight/hints to make the game more enjoyable and/or give replies to direct questions and queries. Of course, feel free to reach out here on the community forums!
Another important thing: it's worth pointing out that due to new features and branching paths your old save might not be compatible with the updated version and possibly cause bugs (this will be easily recognisable by broken controls and GUI at the title screen apartment hub). If that would be the case, starting a new game to start a new save will solve the issue. Sorry for the trouble, but there is no way around this. So with more non-linearity and branching paths and choices added in the future before official 1.0 release, resetting the save might be needed again. We will try to keep this to a minimum of course, and keep you posted.
Other than that, starting a new game is still highly recommended. The games intro/tutorial has been remade and a certain choice made early on will influence how level 2 will progress(more on that in the patch notes). LARGE SPOILER picking up the case in the cloudbreak station restroom on your way to the Les Autres bar will open alternative levels 2 and 3. If you pick it up, after the witness you will progress to the package and sabotage as up until now. If you ignore the case in the restroom, you will progress to 2 new levels: journeyman and Call of Duty. After that both alternative routes continue with the Rectum Level.
Expect the non linearity and branching paths to progress even further in future updates.

Next update is planned mid July. This will focus on tweaks to gameplay, initial level cleanup, new branching paths and new chronologically ordered level (the exchange or badboys) and possibly a significant update with the players first person controller (responsible for movement) and other cool stuff.
So, that's it for the general info, now let's move on to what's new in the update!
NEW FEATURES:
-As promised, completely remodeled intro/tutorial level with new dedicated stage(„Another day at the office”), features, npc's, dedicated tune etc. Inspired a tad by the subway station scene in John Wick2;)
-New Level 2 alternate: Journeyman with dedicated tune. Time to start off cleaning up the streets! This route will be available if you dont pick up the case from the restroom in the station on your way to the Les Autres Bar after te Genesis level. The alternate level features 2 stages set in Lower Lakk district with dedicated chat events.
-New Level 3 alternate: Call of Duty. A certain event in the city is blocking you from going to work...time to change that! 3 stage level with dedicated dynamic tunes and some nice lighting effects
-New intro stage to the package level
-Working Leaderboards! Available at your PC in the apartment hub or via the Steam Community.
-Remodelled aiming system. Now the reticle will always be centered and provide more precise aiming, without compromising the original gunplay feel and look. The previous method, although more realistic(the red dot would scan the 3d area and hence switch position on screen where the player would also have to keep the bullet trajectory in mind) but this was unfortunately often be seen as either confusing, a bug/glitch or annoying.
-New game options: Bloom intensity (bloom brightness will be added further down the line and possible a similar option for volumetric lights which can also be confused with bloom) and Head-Bob
-New death force logic for main chav enemy deaths. Now ,more often then not, they will die in exagerated Jonh-Woo style, doing flips somersaults, flying back with extreme force, granting more various and visually pleasing kills.
GENERAL UPDATES:
--updated game version to 0.8.3.1 -> 0.8.4.0
-New superkick animation with dedicated sounds/logic to make it stand out more
-temporarily disabled casual difficulty. Will likely be re-added once first endgames are available, for those who would like to quickly test out a new path/options etc
-Implement bonus score for time.
-Implement outro score fade in.
--updated chats in few levels (station, casino) to new method
-Implement tutorial hint displaying and logic
-multiple updates to new tutorial hub and updated first train car in genesis level
-fixed stun sound
-Implement super kick tutorial.
-Update pills tutorial.
-Add optional auto hide to input hint.
-updated train tutorial and subway hub
-adjusted size of reticles (Make red dot and white dot smaller.)
-updated level list activity, and train tweaks and new chav with back shader (only used in train)
-Fix disabling chat when weapon is picked up.
-added emission to arrows and arrows to door exit in bar
-adjusted enemy in casino top at start to no aggro until first chav killed (needed after AI player hearing fix)
-added new logic to lev select based on intro/first trip to office and other
-added colored text to subway hub tutorial sections and popups
-added impact barrel to rising high/replaced old one-added rain toggle on exterior enter to rising high
-added fog tween to witness(end alley enemy will be visible earlier
-added aditional light to corner at start in witness. Added initial chav rotate to player view
-Implement chat typing sound (temporarily disabled, needs more work)
-updated post fx bar
-new tune bar
-tweak to daily quota neon fade tween
-added handle to home door
-updated tutorial trains
-new texture toilet brothel
-updated chat activity and hint shadow drop (so will be clearer when using different colors)
-updated bar. New AirCon prefab with 3d sound. modded lighting
-updated station (Exit sign and lighting) and blocked exit dumpster back to prevent exploiting map
-lev select hub update for new intro(will be a rainy night and shops will be closed). This will hopefully make it more clear that you need to access your car to progress/drive to the next mission.
-updated witness with reflection probe
-updated sabotage start
-added new animations (dancing chicks neon, AirCon 2 version )
-new shader for kick/superkick (no shadow/lighting-constant good visibility)
-added elevator working to level sel hub and start apartment hub
-Refresh leaderboard activity if there is no entry for current player.
-new neon background animations
-new logic implemented to home hub with picking up restroom evidence/tip (to package mission)
-new logic chat events based on story progression (ie brain chat after returning home from witness mission, or certain events which will only be avialable if right choices are made. Ie mentioned above case in station picked up=player will have interactable open birefacase after returning home)
-updated station level with new lights, prefabs (street lamps above train), gogo chick animation, neon stand leading to bar, lighting making door to bar more visible
-added new npc controllers and variations (chick street hood, chick street black leather trench red strap)
-Add Tutorial Hint Panel to main menu UI.
-updated start screen hub (logic for leaderboards char and new ktichen prefabs (sink WIP and washing machine)...and toilet! (about time;)
-updated tutorial train (added armory gates)
-added old fan npc with chat and logic to sabotage 3-1
-added gated entry to station in 2-1 package and adjusted dynamic pietro lighting placement
-updated final package stage with various assets and tweaks/cleanup
-added bloodied shirt with logic (after completeing witness) on washing machine)
-added crowd walking animations
-added back texture to cop2 with shader
-Implement new unlock conditions to level infos.
-level slect hub and witness: updated red handle emmision new material
-updated new npc timeline logic in lev select hub
-added new bg advert animations
-updated story logic for apartment hub for branching level 2 and 3
-updated level list with alternative level 2 and 3 (journeyman and COD) in gameplay
-updated chats and logic-added aggro activation logic for cops in COD 0-0
-updated package intro area and chat with intercom/valet service
-updated prefabs
-Updated gunshop info in lev select
-updated weapon description in train tutorial armory
-updated black tracksuit speed based on difficulty
-added glass wall for chick in bar
-updated olga chats to new script and updated chat bubble placement
GENERAL FIXES AND TWEAKS
-Fix level unlock bug in apartment (fixed unlock conditions to avoid conflict after witness between level 2 alternates)
-enemy AI hearing for player fix (melee weapons/kick could be heard, now only footsteps and /or firearms will be heard by AI)
-corrected shotgun side damage from enemies (correct bullet model asset created and attached)
-updated fist range by 25%
-updated kick range by 40%
-updated AR with correct bulletmodel (AR)
-updated pistol bullet: lowered spread, higher damage
-updated AR bullet: lowered spread
-created new animator for cop2 and cop3 to avoid using float animator properties (previous custom idle animations were brokoen/bugged: in some cases incorrect animation would play ie certain cops would be walking in place instead idle animation)
-replaced door to new door logic in brothel (first door to WC was based on old logic and would close on entering)
-new muzzleflash effect and animation for AR (smaller, obstructs view less)
-updated news home animation with correct date for new update (5th)
-removed test video quality presets (since we have real bloom settings in game now)
-lowered intensity of first orange vol light in second train tutorial
-fixed chat with brain description karaage
-fixed bug with getting stuck in doorway in rising high (replaced with new floor/wall at endstage pre stair), and closed unwated opening in doorway mesh
-removed unwanted test and preview levels not included in EA 4thupdate
-fixed doc name on pearpod at home-changed intermission:replay name to flashback
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So that's it for now. Time to get back to working on the game for the next update. Hope you enjoy this one and in case of anything just let us know!
Till the next one!
The Downfall Team,
Mike, Dawid, Sebastian