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Project Downfall: 2nd Early Access Update now live!


Greetings Everyone!


Took a little bit longer than expected, but happy to say the second Early Access update to Project Downfall is now live on Steam! You can download it now. Quite a bit of new stuff, as well as tweaks and fixes. You can check this out in more detail below.



Small disclaimer: I'll be adding another update really soon to fix a small issue with the display of the new TV news animation(only seems to work on inital start right now).





Foreword:


Judging by the gameplays out there, as well as feedback from PAX East, the tutorial need a serious overhaul. I'm not a fan of forced tutorials and prefer giving players freedom to proceed at their own pace, but it seems it will be the best solution here, as too many people just frag examplary npc's in the tutorial before they reach the feature highlight. And with the examplary npc being dead, there is no way to test said feature and many people would miss out on the core features like the superkick (which not only is really handy, especially in tight-spots, but also is really fun:) or akimbo and discover them by accident much later in the game.

So TLDR: the tutorial in the train will be remodelled soon and core features will be required to perform successfully at least once, before being able to progress to the next tutorial segment. This way, no one will miss out on the features and be able to dispatch the bad guys in a more varied and fun fashion.



As for the next major update: expected to land at the end of April. It will feature a new level Level8. Providence set in the slumblocks of Crimson Tide city(Level will have branching paths), new dedicated Dynamic tune, further update/upgrade to freeroam hub, tweaks/adjustmens to previous missions. Smaller updates will probably land in between (ie final stage of level7-rooftop finale) and the usual tweaks, fixes and adjustments.


So without further jibber jabber, let's move on to the important stuff! :D

NEW FEATURES:

-ingame resolution settings

-new level „Less than Zero” set in the Lucky Jay Casino. Currently 2 stages available out of 3-ground and top floor. Roofop finale will be added soon

-new level: segment of freeroam hub. Accessible after Lv.3 Sabotage, from level select hub, door on left on start of scene can now be opened.

-Bonus/optional mission accessible from freeroam hub subway entrance: Tall Trees, set in the Forests of Magdalenka, near the Mazovian trench memorial (distater that occured in the area in 2048). Please note: access to this mission will change with development (it will be accessible from the Old Ursynow bus stop at a certain interval with plot progression)

-New didacted dynamic tunes for Freeroam hub, Level7. „Less than Zero” and Freeroam level „Tall trees”)

-Explosive damage (still debugged and might not work correctly. Example last slot machine on left in first room in level7. Will take a couple of shots, then explosion and splash damage will send enemies flying)

-updated gamepad accelaration settings (should be easier to tweak sensitivity accelaration. Still WIP)

-added unlockable pills to quickefix shop in lev select hub


-Throw melee weapon when durability is 0. Added hitflash and sound and damage (this is the intial release of this feature and will be tweaked and updated further soon, so ie a thrown knife will do massive damage, lead pipe high chance of stun etc)


GENERAL UPDATES:


--updated game version to 0.8.2


-Added cars with physics and impact force (if lined up correctly a superkicked car will kill a group of enemies). Available in Freeroam hub

-Add gamepad deadzone outside, and axis invert.

-Added working leaderboards (still debugged, will be added to be accessible ingame soon)

-Invert mouse and gamepad X and Y.

-added epilepsy warning disclaimer.


GENERAL FIXES AND TWEAKS

-updated AI sight in 2-1 for normal-nightmare. slight nightmare AI movement tweaks

-Rising high 1 texture optimisation

-Restore missing input translations.

-Add different collor for unlocked but not finished level.

-Adjust input gravity for digital axis.

-Update Lv.1 Witness rain controller.

-Add sprite shader with back texture (currently only for burger king in Witness)

-Implement special character chat script. (example in lv.1 Witness)

-Implement press space to restart and esc to exit (for faster relaod of levels on death)

--added new materials/textures

-updated home (new interactable fridge)

-updated colliders home (fixed initial tv interaction collider)

-updated Casino layout/ai/difficulty

-new chainlink combo pill material

-updated cars material and texture

-changed name/logotype of gun shop to correct one from placeholder (now : lock & load)

-fixed 0 melee uses in 2-2

-Prevent jumping if there is not enough Stamina.

-updated station pre witness level (adjusted gate collider to avoid getting stuck and requirement to jump to get through which could get confusing.

-Added strobe sign pointing to Azur plaza making it easier to find correct destination)

-updated navmesh in station to avoid chavs running though closed gate

-adjusted copchat in station to avoid lack of destruction of chat after his death

-added tutorial superkick reminder to 2-3 (final package stage) to remind players easiest way to take out cop with rifle

-added cop npc point deduction for killing npc in 2-3

-updated stair collider in 2-3 so player wont get stuck at bottom of stairs which would require jump to proceed

-updated bar level (new advert and added out of service and neon to restroom on right)

-updated home (added table, new Tv news animation)

-adjustments of tv collision and speech bubble for interaction (this is actually a bit messed up since the new tv animations wont show after initial start. Will fix asap.

-adjusted doors in lev select with logic to open up to freeroam after level3

-added descriptions to unlocked pills in shop

-updated weapon placement to avoid collison issues in train tutorial (as mentioned above, expect a major overhaul to the tutorial soon)

-re-enabled default scanlines as default (based on PAX feedback)

-Adjusted porject settings for Early Access and new levels

-Added connection logic between casino stages

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Thanks for tuning in!