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Project Downfall 10th Early Access update is now live!

Greetings Everyone!


The 10th Early Access update for Project Downfall is now live and available for download!



This one introduces, besides the regular fixes and tweaks, all remaining endgames and majority of planned content. More detailed info can be found below. However, due to the amount of new content and tweaks, not all changes will be listed, so I'll try and keep it as concise as possible.

Now the main focus will be to polish up existing content up until good enough to leave Early Access. The next 3 updates ought to see a siginifcant bump in polish of existing levels. Next major update ought to be ready early Arpil.

Known issues (these will be addressed with a flash update within a week):

-if gamepad is connected and playing with keyboard: gamepad input hints will show up instead of keyboard

-in case left mouse button would not be working, please go to controls/rebind keys/ and return controls to default. This has happened due to certain changes with the input mechanic.

-If blowhard level finished the news in the tv will incorrectly state that Oude Station has been liberated-this will be fixed to only apply if Call of Duty level is finished.

Other issues:

-some of the later levels, although not game-breaking, might be rough around the edges (ie missing walls/ceiling etc, event trigger not activating correctly AI walking through walls and other similar snafus). This will be addressed chronologically and updated regularly until fixed and satisfactory.




Now, on to what's new!

NEW FEATURES:

-Added 9 new endgames. SPOILERS!
the smalltime endgame branch and variations, the topdog endgame branch variations, the mob or KC hitman branch, madness branch, betatester endgame, Olga endgame

-A hefty amount of new levels and stages with dedicated dynamic music tracks:

Tengu: svoloch mob controlled restaurant in the Pleasure Dome district just below Azur plaza

Answers: you will need level2 access to get all the answers, but your wits and pills will suffice for the alternative outcome

Escape: a delirious work interview ends up with you in hospital.

Revelations: something is wrong with this place this level will change depending on previous choices and also offer the possibility to access the Olga ending branch. You'll have to have killed one of the Olga visions outside the apartment as well as have relatively high sanity/low oxi usage.

Exodus: Your prevoius choices will decide how this level plays outif you took the mad hospital route you will exit the hospital in the backstreets near home. Your previous decisions will decide how this level plays out. Ie if you killed Ali in the beginning at the station and have no witnesses you will proceed the the betatester ending. If you have witnessess you'll proceed to the prisoner ending. If you have no witnesses and didn't kill Ali you'll go down the incident ending)

grounded: alternative airport level for smalltime exit

Deadcalm: inspired by the final shootout in Equalizer2, taking place at a stormy waterfront. If accessed, will be able to access the KC hitman ending

Mutliple other smaller levels and stages


-Add three new pill effects(WIP):

slingshot: lowers damage intake tolerance but each kill speed up player significantly

Adjucator: slows you down significantly but also time as well, with high time kill bonuses and higher damage intake tolerance. Great for crowd control and weapons with high velocity bullets.

Reaper: currently highly overpowered so enjoy it if you can find it;) will be nerfed with next patch


-Add weapon name panel: Every weapon will have its name displayed for a brief moment when selected

-New enemies, and npc's including, but not limited to: subwau hub citizen npc variations with dedicated animations, mad soldier gore with dedicated animations, Neuron enemies with dedicated animation, Mad goats with dedicated animations and more...

-New weapons including:

SAR: special Automatic Rifle. Precise and medium damage with high ROF. The catch: only shoots in 4shot series

Slugger: series shooting shotgun. Medium damage but high ROF

GENERAL UPDATES:

-0.9.9.2->0.9.10.0

-new prop particle destructibles (dust puffs, hanging lamps etc)

-Mutliple updates to levels, including but not limited to:

reworked intro to intro train including mutliple events

multiple updates to street level selects hub (inlcuding death logic for shopkeepers. Kill them, and the shop will be closed next time you visit)

Anotherday at the office/the way back: heavy updates to office interior and passage events as well as poveral polish, new npcs, visual tweaks, new Ali animation etc

titan glass stand intro update

added new bg ads animations

titan intro hall update, tweak, cleanup with chat WIP

titan tweaks to start and finish, polish

lev select hub added logic for killed shopkeep (bool and makes shop closed for now)

added new npc/enemy thugthick with idle anim and anim contr override

camera glitch effect update to intro subway hub

new glitch sounds

thickthug variations added

and much much much more

-new bulletspark effects particles and destructibles

-new chat for escape mad with teddy

-garage AI update

-added dissolve material(update add tween script)

-traidthick footsteps added and material with back

-Implement audiofade for multiple events in game (including, not limited to fade when train in intro arrives at station, airport hvt music background kicking in when walking up scalator etc)

-Implement text sound toggle.

-Implement new type of selectable tabs in settings.

-goatboss added with flame fireball attack and associated filed/assets-exodus tunes update and goat event/fight

-added endgame graphics WIP

-Implement stamina run cost.

-added dash slide effects

-mutplie update to logic adapted for witnesses and endgames / music in hub, etc

-added death bool conditions (used for witness in hub ie laterr for accessing providence call) for multiple npcs (potential wintessess in levels)-asyloom endgame logic loop added

-Hitman endgame logic path added from diner bazaar

-event added to AI to follow and start chat in bazaar to enter car (access to molo-hitman ending)

-added new assets for endgamel connection logic

-Implement headbob run multiplier.

-city view info map prefab created and placed in lev sel hub-timeline canvas added to lev sel and sub hub


GENERAL FIXES AND TWEAKS


-engame connection logic added (from main game to endgame X to credits to title screen)

-Add pointer to start scene.

-new minigun player sound

-train throw tutorial update and crouch reference key added

-Fix player spawn point position.(height)

-Fix AI fire rate problem.

-Implement new way to applay damage with impact and play sound on collision.

-timescale fix (build preview) for station start and intro train

-new KC grunt idle anim

-updated glass shatter range

-updated panel destr high, optimised (removed nulls and cleanup)

-fixed shin KC grunt

-updated loading tips

-make sure player will spawn only once, even if conditions are broken.(should override possibility of movement bug in apartment in case of conflictiong open-ended game logic)

-enemy AR and uziside spread to be smore similar to players

-updated to starthub (Added cosy corner withnew npc -will be used for throw tutorial with pencil WIP) and cop for aggro (will be moved here-or maybe wont be needed)

-Show current save slot on top.

-Implement save slot renaming.

-Fix ARSideEnemy ammo bug by replacing RangedWeaponController with RangedEnemyWeaponController. Add editor validation for such cases.

-Fix AI start ammo.

-updated lev sel hub with logic to exhcange paths (added co-relating conditions for "gutterrat" with "run")

-update to subwayhub with new npc

-update to minigun ROF for player and enemies as well as spread

-update to subway hub brain trigger audio glitch

-intro train added destination panel with tween anim indicating duration till end(WIP)

-update dissolve hell in ic_0-0

-Change crouch to left trigger.

-fix ammo in priv

-Fix intro activity fade in.

-fix hole behind train in lev select hub station

-Change [T] throw button to RMB.

-Fix input initialization.

-Fix selected items in settings after tab change.

-fixed ingore timescale in madkiller ending

-Fix editor freeze after pressing F key.

-Implement new way of checking if player is whithin line of sight - fix for aim, shoot, aim, shoot loop bug.

-update to fist attack and stamina

-updated mechdrop event

-updated mechdrop attack sound (used for stun)-

-cyborghell weight and drag adjusted (testing)

-mech cannon bullets lowered to 2-added logic to new end stages (smalltime and td/answers)

-fixed slum bottom levelid and achievement

-updated fridge (new fridge model WIP and using new hinge test door WIP with physics rigidbody)

-Save game state when we start game level, main menu or want to quit game.

-Fix Leaderboards level dropdown scrolling.

-melee weapon damage to transparent destrcutibles added

-minigun detail and sound update

-updated alfred anim speed-added dickintel variable to ic_2-0 complete (temp fix for requirement for topdog address)


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So that's it for now. In case of any issues, or if you enjoy a certain aspect particularly please let us know! Thanks for sticking by, it's been an awesome ride so far. And soon we will be celebrating one year of the game being in Early Access:)



Till the next one!

The Downfall Team,

Mike, Dawid