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Project Downfall Early Access 5th Update is now live!

Greetings Everyone!


So today we just dropped the 5th Early Access update for Project Downfall. It's quite a big one;) It has a considerable amount of new content, as well multiple tweaks and fixes. As mentioned in the previous announcement. Due to the amount of new content and possibilities , it's hard for the 3 of us to perfectly test everything without sacrificing dev, so please do let us know of any kinks/issues you would find. We would really appreciate it!

And to celebrate the milestone, starting tomorrow (18.July.2019, 10:00AM Pacific time), the game is going to be available at a 30% discount for 14 days!


PLEASE NOTE: Due to the amount of new content and possibilities, to avoid conflicts with previous save-games, progress will be reset with the update. Unfortunately this is to be expected during dev and we will try to keep this down to a minimum from now on.

For the next update we are going to focus on tweaking and refining current content with more non-linear possibilities (sometimes now it might be hinted that something should be possible, but isn't ie the Slavic gangsters who interrupt your lunch in the diner-if you discover it that is- and urge you to get in the car waiting outside. Getting in the car will eventually be added, so for now it's only possible to wreak havoc in that particular stage;) So we kindly ask for your patience. These new stages/alternates/possibilities will be added in time.

As for a quick summary of most important upcoming fixes:

-for the next update our highest priority is finalising and adding the new FPS controller which ought to make movement much smoother and fix collision/obstruction with dead bodies etc

-updates, refinement and tweaks to current content, especially AI (AI is selectively adjusted for each enemy per stage to give the best experience. They react on various factors instead of basic triggers. So they react on sight, hearing players footstep radius, firearm hearing radius, death yell radius etc). Downside: as mentioned, this has to be done manually for each level and enemy, so this is quite a bit of work, but in the end we hope the wait will be worth it.

-Fixing AI issues (sometimes not catching aggro despite AI settings or getting stuck/shooting at corners).

-further tweaks to stages (due to the amount of new content and our limited manpower, some of the new stages will be more refined, some rougher around the edges. All of them will still receive a noticeable amount of work until they are good enough).

-more non linear dependencies and possibilities

-adding save slots so it will be possible to experiment on a different branch without losing your current progress/contents/unlocked route

-a high score/replay mode where you will be able to play all unlocked levels from all save slots


So that's it for the entrees, let's move on to the main menu;)





NEW FEATURES:

-A heavy update to non-linear logic. Now there are more branching paths with their own dependencies and events/consequences. Hard to summarise in a few senteces, so a few quick examples: if you kill Ali you are practically blocking off a few optional missions (he won't cal you when you are at work) but on the other hand... Crossing a total pill usage threshold might take you to different levels from time to time. Chossing a certain path, or liberating a certain station might give you the opportunity to visit work or possibly other levels as well if you listen in on the correct news...

-A lot of new stages and levels with dedicated tunes:

*GREAT TIMING if discovered, an ambush at Arnies Diner moving on to the Jun-Fan market

*CROSSROADS branching level before “It's Personal” leading either to

“CLEANER” if you took the journeyman route. Cloudbreak station is being cleaned out by Kyoncha Aspirants

“TERMINUS” if package route taken. Get to lexington bus terminal through the warwlodz transit station

*SPEEDBUMP variation of the TEMINUS level with the Minji Shikamis

*EXCHANGE discover what the KYONCHA is up to

*OFFICE DAZE with variations depending on your sanity. Visit work. Nuff said to avoid spoilers;)

*LIBERATOR if package route taken, if you listen to the news at a certain point you will get to the Oude station variation

*REMINDER and PROGRESS, depending on your sanity you might visit your good friend

*RUN escape the Kyoncha sweep of the lower Atsil Block after completing PROVIDENCE

*MAN OF FAITH word is somethin rotten is going down at the Church. Time to interrupt Sunday's Mass

*BENEFACTORS continuation of EXCHANGE level. Right now only 1 stage but will ofeer branching paths dpending on your previous choices within the coming updates

*I'LL BE BACK a rampage in a police station. This will pplay a important part in the game eventually and can be reached via various methods. Right now there is only 1 temporary way (will be addressed in coming updates): pick up the box in the second open restaurant when fighting the Minji Shikamis in the Cloudbreak Station backstreets.

-lots of new enemies:

the Minji Shikami's, the Eastern bosozoku gang that eventually take over the streets after the Svoloch mobs influence weakens (easter egg to Akira)

Svoloch OG variations

Svoloch basic grunt new variations

KC security variations

Kyoncha specops

C.T.P.D. Detectives

Svoloch Tac Gear

-updated aiming system. Last update we introduced a new, centered aiming system but the tracers were still from the old hybrid method which would reuslt in tracers not hitting where the bullet registered. Right now the tracers have also been rewritten for the new method so it should be all point and shoot from now on (of course, taking into consideration the weapons own spread/precisions stats)

-Awareness: now you will get visual feedback for enemies approaching from your blindside as well as hit direction indicator. This can be toggled in the game settings.

-Impact decal. Now when an enemy hits the wall, this will result in a blood spllatter



GENERAL UPDATES:

-updated game version to 0.8.4.0 to 0.8.5.0

-new hdr panoramic skyboxes

-added precision Rifle spriesheet animation (shoot and reload)

-Add hints to loading screen.

-adjusted story logic progression at home, according with new level variations

-updated story logic and connections/unlocks from apartment

-Add spawning effects when unit is killed by impact force and pushed onto wall layer or hits floor. Blood spratter variations

-updated level list activity for new level connection logic

-new enemy/npc idle animations

-multiple chat events/triggers/etc for new content (ie phone call, confirm meeting Ali, providence phone call, police station phonecall, teddy psycho events etc)

-Implement GlobalSettings and profile versioning.

-added new quality setting medium with reflections

-very large amount of triggers/events etc for new content with conditions


GENERAL FIXES AND TWEAKS:

-changed default headbob and bloom to medium

-enemy weapon shaders and placement updated

-fixed wrong sound attack for empty weapon sound

-updated uziside enemy bullet tracer and spread

-updated homeboy controller (fixed bone connections)

-updated build settings with new stages

-new car textures

-new flame fire particle

-updated sound for oncollision effect hit

-updated exit logic for 3-3 and prl final (Pavlovich to teddy levels if mad threshold met)

-updated package freeroam level-connected 2 stages

-updated connection to multiple stages based on non linear game logic

-updated streethub and added police back entrance

-added teddy chats based on witnessess in teddy levels

-updated shotgun controller (replaced tracer prefab with new shotgun side tracer)

-added move on hit to certain tracers (pistol, popshot, shotgunside, DMR, lowballer)

-updated popshot and shotgunside collider pickup (should be easier)

-added chat event intercom to exchange 0-0

-updated pickup colliders for multiple weapons (larger, should be easier to pickup/grab mid-air)

-updated quality settings (for less glaring bloom on lower settings by extending shadow distance)

-other small tweaks (removed pietro from cleaner etc)



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So that's more or less everything. Hope you enjoy and let us know what you think! Thanks for sticking around and your support,



Till the next one!

The Downfall Team,

Mike, Dawid, Sebastian