Project Downfall: Early Access Release Notes
Hello Everyone,
Popping in with some quick information on the Release build of Project Downfall and plans for future updates.
Release time and date is set for 15.III.2019 17:00 CET
As some of you might remember, during the closed beta we had given a preview of some work in progress levels. These are shaping up nicely and as promised will soon be good enough to be re-added to the public release.
Before I move on to the estimated updates and notes, sharing the new EA Release trailer:
https://www.youtube.com/watch?v=pSTtO1rwKWU
So, moving on to the topic at hand:
-----
22-24 March 2019: First update. 1 new pill(berserk pill), 1 new level (Level6. It's Personal) with dedicated dynamic tune and updated gore system. Lots of other smaller tweaks, fixes and adjustments (ie itemdrop pickup arrow making it easier to spot pickups in dark areas, adding quality setting presets to game settings … more detailed info will be in the update notes).
Also worth noting is that the update will be on a newer version of Unity.
-----
6-10 April 2019: Second update: 1 new level(Level7. Less than zero), 1 new pill(combo pill) and possibly also a part of the freeroam hub. Tweaks/fixes/adjustments
-----
After that, we plan to add at least one new level a month, along with dev and implementation of features set for the full version. However, most likely will be adding smaller updates in between. And just to be clear: the upcoming gore update is not going to be the final word in this regard. The first upcoming update will feature gore effects depending on where strikes/bullets connect/weapon etc. So a shotgun blast to the gut might result in shredded intestines spewing out, a lead pipe or precision rifle to the head might smash it into little bits with other fun variations and so on.
-----
Casual difficulty is the least tweaked difficulty setting. The major focus was for Normal-Hard-Nightmare difficulties, which ought to rack up completion time significantly.
And for the sake of clarity it's worth noting, that currently there is no end-game. One of the first possible endgame routes is planned around level 17, so this will still take a while.
And obviously, the current build does not represent the final quality and refinement we are aiming for-we want to make it better and will continue to do so throughout the dev. So revisiting levels will be recommended!
-----
Note on localisation: English is the main focus right now but the majority should be playable and understandable both in simplified Chinese and Polish. So as dev progresses, English will have the first priority followed by Polish and Chinese.
----
And last but not least...just a heads-up, we are a pretty small team: it's only my 2 friends from Solid9Studio who are doing the programming and me doing all the rest, so keeping the deadlines we set for ourselves for PDF is pretty time consuming. Due to this I won't be able to attend the forums like a regular community manager, but I'll do my best to keep you up to speed and be in constant touch on the Steam forums. After all, this is crucial, because without your feedback and interactions, we won't know if the game is headed in the right direction.
Thanks for tuning in!
Popping in with some quick information on the Release build of Project Downfall and plans for future updates.
Release time and date is set for 15.III.2019 17:00 CET
As some of you might remember, during the closed beta we had given a preview of some work in progress levels. These are shaping up nicely and as promised will soon be good enough to be re-added to the public release.
Before I move on to the estimated updates and notes, sharing the new EA Release trailer:
https://www.youtube.com/watch?v=pSTtO1rwKWU
So, moving on to the topic at hand:
-----
22-24 March 2019: First update. 1 new pill(berserk pill), 1 new level (Level6. It's Personal) with dedicated dynamic tune and updated gore system. Lots of other smaller tweaks, fixes and adjustments (ie itemdrop pickup arrow making it easier to spot pickups in dark areas, adding quality setting presets to game settings … more detailed info will be in the update notes).
Also worth noting is that the update will be on a newer version of Unity.
-----
6-10 April 2019: Second update: 1 new level(Level7. Less than zero), 1 new pill(combo pill) and possibly also a part of the freeroam hub. Tweaks/fixes/adjustments
-----
After that, we plan to add at least one new level a month, along with dev and implementation of features set for the full version. However, most likely will be adding smaller updates in between. And just to be clear: the upcoming gore update is not going to be the final word in this regard. The first upcoming update will feature gore effects depending on where strikes/bullets connect/weapon etc. So a shotgun blast to the gut might result in shredded intestines spewing out, a lead pipe or precision rifle to the head might smash it into little bits with other fun variations and so on.
-----
Casual difficulty is the least tweaked difficulty setting. The major focus was for Normal-Hard-Nightmare difficulties, which ought to rack up completion time significantly.
And for the sake of clarity it's worth noting, that currently there is no end-game. One of the first possible endgame routes is planned around level 17, so this will still take a while.
And obviously, the current build does not represent the final quality and refinement we are aiming for-we want to make it better and will continue to do so throughout the dev. So revisiting levels will be recommended!
-----
Note on localisation: English is the main focus right now but the majority should be playable and understandable both in simplified Chinese and Polish. So as dev progresses, English will have the first priority followed by Polish and Chinese.
----
And last but not least...just a heads-up, we are a pretty small team: it's only my 2 friends from Solid9Studio who are doing the programming and me doing all the rest, so keeping the deadlines we set for ourselves for PDF is pretty time consuming. Due to this I won't be able to attend the forums like a regular community manager, but I'll do my best to keep you up to speed and be in constant touch on the Steam forums. After all, this is crucial, because without your feedback and interactions, we won't know if the game is headed in the right direction.
Thanks for tuning in!