1. Neckbreak
  2. News
  3. Project Downfall: First Early Access update is live

Project Downfall: First Early Access update is live

Greetings everyone.

The first Early Access update for PDF is now live. And with it quite a bit of content, features and fixes.

https://www.youtube.com/watch?v=3vBKFXy7fnI

Please let us know what you think, either here or on the Steam forums! We'd love to hear from you, be it good or bad. Because without honest feedback we won't know if we are headed in the right direction.


The game will also be discounted by 20% until we add more content to make the full price more justifiable. PDF will most likely go back to regular full Early Access price in a update or two (circa 1-2 months) when we add more levels and the free-roam hub.

Edit:Unfortunately a discount is not possible due to Store rules. This is on me, as I should have checked if there would be no issues earlier. we hope to make this up by adding more fun content and improving aspects which would need it.

Oh, and I will be showing the game at PAX East this week, so if you would be in town do stop by if you'd like to try out the game!

So without further ado, let's move on to what's new:

MAJOR UPDATES:


-Updated gore system. Weapons now deal more diverse visual damage. Ie a shotgun blast to the head might result in spraying skull fragments and grey matter, or a berserk punch to the chest might punch a hole right through. A lead pipe might crash a skull (literally), various arterial sprays and a lot more. This is the first version of the updated gore system and is going to be tweaked for a while.

New pill: the HD (Heavy Duty pill). Commony known as the blue pill. Used for physical labour. Makes fist attacks lethal, cost less stamina, take less damage.

-New Level: It's personal. You tell Olga you are leaving on a business trip, but really you have matters to attend elsewhere.

-New Stage: transition stages between tutorial (genesis) and the level 1. witness. Travel through the station and find a place for the night.

-New Stage: Package stage 3. The final stage of the package. Once the player retrieves the package he will be ambushed at a familiar station

-New Stage: sabotage stage 3: enter the executive offices and confront the high ranking Svoloch mobster and steal the evidence. Spoiler: this will be a non linear breakpoint if he is spared and only evidence is taken. The alternative paths will be added within a few updates, till then killing mobster is mandatory.

-Added shooting range to level select hub

-Added unlockable weapons to level select hub with short description

-New npc's (barman Olgiert, Cop and Eastern thug in station, Joy in the skinhead brothel, Pietro and Janusz in the Package. Pavlovich senior and junior.

-New impact force logic. Kill or stun enemies with mutlpiple elements- oild drums, glass walls etc This will be tweaked further to clearly indicate/show which elements can be used as lethal projectiles.


-ingame quality settings.



GENERAL FIXES AND TWEAKS

-added mutliple spawnopoints in the players apartment with plot progression, to avoid confusion the game has restarted.

-Added arrow to items dropped by enemies, they should stand out and be easy to spot in the darker levels now

-Tutorial is mandatory now and the first level now called genesis. It fluently progresses to level1. Witness.

-Basic non linearity added: Spoiler, related with Olga and level5. Few paths prepared for alternate routes/paths. These will come in future updates, once said levels/paths are added.

-Multiple adjustments to npc's, placement, logic.

-tweaked weapon drop ammo count

-New street ads, prefabs and props.

-Updated back alley in first stage of rising high. Now the gatling shotgun will be hidden in a garbage container.

-updated package first stage certain layouts and added new subtle light sources to start

-updated rising high skywalk AI sight and closed off back of map, added door from which the player came.

-Updated rising high last stage exterior and added new AI with precision rifles. Tweaked difficulty for nightmare.

-added extra light for teddy in level1.witness.

-Added dynamic rain change, example in level1 witness. Rain will dynamically stop when entering building with Teddy.

-added stamina to jump. No more bunnyhopping.

-Majority of slide doors replaced with new, updated script

-Majority of hinge doors replaced with new, updated script

-Added barrel in witness-can be kick to kill enemy

-fixed olga chat/interaction colliders.

-Added time of day variants to apartment story progress

-Increase button axis sensitivity. WSAD should be more responsive now. If you preferred the previous version more, let us know and we'll try to add it as an option in the game settings.

-add emtpy mag sound/click

-Updated logic/chronology of unlocking witness. (Now after tutorial there will be an intermission leading directly to the bar from which the player exits at the start of lv1.Witness

-Updated Precision AR impact forceAdded

-light variations for 3-2 sabotage (dancefloor) to make it lighter in casual-normal difficulties. Will remain as it was for Nightmare difficulty

-Remember toggle state for running.

-added scanline variations 6: 4 scanlines variationg in brightness and contrast, resolution. 2 CRT effect ,regular and dark.

-Updated enemy pistol (alternate) for possibility for longer distance of attack (used in new 2-3 stage)Updated pistl tracer. Thinner and should be easier and more visible to track the bullet trajectory/spread

-enemies will burst through hinge doors when killed and pushed by force of weapon.

-added red handles to door that can be kicked open/superkicked.

-multiple smaller fixes and adjustments to levels (ie specularity and material of doors in street level select hub, remodelled doors, adjusted collisions etc)

-mutlpile other smaller tweaks, adjustments and fixes.