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  3. Project Downfall 12th Early Access update is now live!

Project Downfall 12th Early Access update is now live!

[h2]Greetings fellow citizens,[/h2]

Happy to inform that the 12th Early Access update has arrived and is ready and waiting for download!

[previewyoutube][/previewyoutube]

This update introduces, besides the regular fixes and tweaks, a significant physics overhaul, new levels, animations, destructible elemenents, enemies...and more. Next major update is estimated to drop late June.

A heads-up: the dash slide has been reworked and is now more easily accesible by pressing crouch while moving. We will most likely move this to a separate button (Considering we will be able to free up a button on the gamepad. We are currently considering the run button L3 to be moved simply to the analogue tilt. This will clear up within the next major update. Of course, let us know if you would have some suggestions here).

Also, prefer to put this out there: As mentioned in last months update, due to the games content going beyong our planned scope, proportionally more work will be needed to finalise and polish. Due to this, as mentioned in the previous major update announcement I was supposed to not add any more levels/stages but rather focus on polishing exisiting content. However, after giving it a lot of hard thought, I decided not to compromise on content and will add all remaining planned areas for the map to be more coherent and believable/non immersion breaking. This of course will extend dev time, so as of now we would prefer to postpone our estimated full release. The game will remain in Early Access as long as it needs to be until it is good enough. This unfortunately will take a hit on releases on other platforms (Xbox, Switch).

But rest assured: progress will not be halted and slowly but surely, the game will visibly keep improving with every update, which I hope todays update will also prove as a reference.

So without any further ado, let's get on to what's new!

In case of any issues/unwanted behaviours etc, please let us know. This helps us pinpoint what's wrong and address/fix what needs to be done faster and more efficiently. Gameplays and screengrabs help the best, since then we can see more precisely what's up.

New Features:

-Overhauled physics system. This was needed to get the doors reacting realistically with the player and other objects to actually represent their actual mass instead of giving the impression of being weightless (and hiding this with various tricks). So no more paperclip weight cars and trash containers. Majority of objects will now react accordingly to their weight and what's better can be used adequatelly so:)

-New levels:

Yun Fan Bazaar: a part of one of the planned freeroam areas near Oude station. Accesible from the chinatown metro line and once you finish the chinatown level.

Last Resort: A Work In Progress sniper miniboss level. Eventually you will be able to reach the top of the tower to face off the sniper: should be ready in an update or two. Currently accessible once Azur plaza opens up fully (after the „less than zero” level) by the only bus avaialable in the stage.

-New Unarmed run animation. We needed to emphasise the sense of urgency and what better way than to have a dedicated over-emphasised animation for running as if your life depended on it.

-New unaramed animation variations: this will be a another visual hint for your mental state. You start with regular FPS clenched fists, after a certain threshold it will switch the the old default (strung out animation) and so on.

[previewyoutube][/previewyoutube]

General updates and fixes:


-incr gamer ver 0.9.12.0

-multiple new assets (including not limited to mutltiple new street ads, created with the help of the AE Juice plugin for after effects, which made it possible to create them much more efficiently and faster)*

-multiple updates to existing levels

-superkickable object logic reworked for physical objects. Meaning that ie a superkickable barrel will fly in the direction your are looking/crosshair.

-added collision sounds with environment and player for above mentioend objects (ie for metal objects heavy, small, boxes, plastic etc)

-Multiple updates to ingame text and chats( new chats, dialouges, descriptions, edits etc).

-Updated slide mechanics. Enjoy it while it is overpowered;) Now a slide (defualt by pressing crouch during moving) will give a slight bullet time and speed edge adding to the fun factor but keeping it challeging at the same time. Will be tweaked further and we are aiming to move it to its own dedicated buttong, considering we will be able to free up one on the gamepad(currently all buttons are being used).

-Prepared fullgame for Demo version export. Free Demo coming to Steam on the 30th May.

-multiple updated buildings(new assets) in train intro to work

-fixed destructible water distributor in sub work hub

-longer fist attack range from 1.7 to 2.0

-updated bullet spark for hit props to be more varied/random on spawn

-updated weight for destructibles in genesis (every stage), journeyman (tweaked weight of stool and garbage container and bariers)

-new street ads and related materials (variation of additive blend strong) in jman2

-intro train added new ad after tunnel exit (WIP)

-added destructible hydrant to jman2

-update crate and cardboard box mass destoyed

-updated can burst destroy with spin and rigidbody mover

-jman2 new anims and mass override for cops

-train tutorial update optional infoboxes to be more visible with new atract anim

-adjusted weight of objects for newspaper/shop item stands and other multiple objects and elements for new physics system and destructible logic

-updated grid scanlines with new filter and settings

-updated weight of destructible doors in fillherup

-added destructible and superkickable shelves with items to fillherup and replaced old versions in gas station

-jman0 added new ad in bg (starcorps)

-jman2 update wieght of bariers and barstools

-lev sel updated shelves in qucikcefix

-updated subway hub details side barier/rail to exit office and wood pannels with sound for cosy corner in topfloor passage and updated stair texture and material

-added new grid filter scanline

-casino entrance door locked event with aggro enemy on lock destroyed

-new conditions for gate to pleasuredome from levsel to avoid conflict with demo

-removed alpha intermission between rectum and home (will be re-added once new intermission is tweaked up and made)

-Stop tweens that might cause exceptions when we change scene.

-added SpecAr pickup and enemyspecAR

-Implement better audio source settings.

-Add change rain target intensity.

-hero AR bullet trail update

-Apply new leg joint limits for all characters. (this will fix enemy joints turning at a wrong angle after death)

-updated skullspray with sound effect crush variations on spawn/call

-updated mg bullet hit sound

-enemy pistol base new sound

-new gatling shot sound

-intro train fog update

-update witness details neons with anim and polished final room GO event door slide open

-triad thick helmet enemy added

-new punch variation animations.

-chick fat biker death scream added

-supersniper bullet explosive damage added

-casino topfloor polish and more destructibles

-kitchen update home

-hell end intro train post volume

-apartment kitchen and balcony tweak and polish

-new casings for pistol and rifles. Shotgun casing eject with sound full change

-apartment details update(sound col lamp)

-intro train update updste gore tween timing

-muzzleflash enemy updae with new light emit on shoot to brighten up enemy(emphasis of shot and enemy visiibilty)

-throw weapons destroyed on hit for remaining weapons

-added casings and smoke to enemy pistols

-rectum dungeoun fog start tween added to add more tense mood to start (will transition to default when near first npc)

-Fatwhitesuit enemy (replaced Pietro model with fatwhite suit in rectum)

-tweak rectum lobby-Fatwhite suit animations idle shoot walk

-Change melee weapons to single attack instead of auto attack.

-casing eject adjustments for player guns

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So that's it for now. Some smaller updates might drop until we drop the demo on 30th May,

Until then stay safe and healthy!

Thanks for sticking by,

The Downfall Team,

Mike, Dawid