Project Downfall Early Access 0.9.15.1 is now live!
Greetings fellow Citizens,
0.9.15.1 Just went live and with it more good stuff!

The major feature of this update is a reworked stamina/ kick system and dependency. Now you will never get locked out of kicking even when very low on stamina but there's a catch. If you spam the kick it will result in a kick with longer windup, same goes for the superkick. If you wait for a brief moment however between kicks you will be able to do continiuos kicks at regular speed.
Also, some other tweaks to the avatar, including a pills swallow animation, highlight of currently selected pill and layout tweaks.
And last but not least loads of updates to levels and bug fixes, polish etc. For more detailed info please check the patch notes below. Major changes were added to the Trauma related levels.
We will most likely be dropping another patch next week(circa 22nd OCtober) focusing on further polish to the Trauma related levels (heavier emphasis will be put on the Top Dog level but Trauma, Setup and others will still be getting some love) as well as addition of a new important midgamelevel/route. And of course addressing as much community feedback/reported bugs etc as possible!
Seriously though, you guys rock! The reported feedback helped speed up fixing issues so much faster, so please keep it coming! Major kudos go out to: NickyBfudd, Still, Insomniac.
We will still be working on updating the awareness system to be visible on the sides but this will likely be ready in 2-3 weeks

[h2]Now moving on to the good stuff :[/h2]
0.9.15.1 Includes:
-incr game ver 0.9.15.1 to both full Early Access and Demo. Updated changelog with basic info.
-fixes and polish to trauma (new chat events, tv, other props, fixed hole floor to garage etc)
-setup start fixed missing colliders for chainlink fences
-fugitive start brain chat event added and closed exit to gutter and added exit to canals with chat sewerfolk (Brock)
-Terrace Top Dog first level tweaks (broken mesh obstructing passage/skywalk as well as surface step sounds to skywalk)
-new tv news Early Access info animation
-Fixed Alistair avatar in related chats (was regular Cop)
-bazaar post diner further fixes and tweaks (ie blocked hole in back of map, replaced important npc with regular street npcs etc)-canal fugitive fixed mass of physcial object for new player system (to avoid object blocking path with weight)
-multiple fixes to out of bounds (all from outofbound4 besides chinatown anz azur plaza levels which are still early WIP, Thanks: Insomniac)
-added baseball bat to ethnic start for normal and new enemies for hard ad nightmare repsectively
-updated texture interior container ethnic start
-homeboys new dynamic tune
-added door/shutter with open event to mall setup start
-tweaked penalty kick duration for private community beta
-added eat pill animation for avatar
-Add current pill highlight. pill outline for highlight HUD
-When we have akimbo and pickup weapon, it will always add ammo. Previously it was switching to normal weapon.
-Reduce melee weapon durability after enemy hit when thrown.
-nightstick and baseball bat sounds update for strike and destroy
-crossroads 1 stages fixed level id used for intro and restart logic
-run kyoncha fixed floor layer to avoid weapons falling through and added surface step sound
-Added low stamina kick animations for regular and superkick
-added new bloom preset: minimum (WIP, soon to be added, lighting settings to graphics settings which will make bloom intensity more useful)
-trauma final optimise lighting and breakable windows (replaced destroyed version to particle instead of 3d objects which would cause perfomance issue-might reenable these later with custom destroy/dissolve etc)
-lowballer player updated to stand out more. 3 bullets pre magazine in quick succession with explosive damage (if shot quickly will almost be like 3 simultaneous bullets)
-trauma start post effect update(added Chromatic abberation with custom texture and acid trip shader fo more tripy/delirous/post surgery effect)
-airport downtime updated with new elements from grounded (supermarket, bariers to main flow etc)
-terrrace/start topdog updated with destructible ads and updated AI lowballer and fixed platform sticking out on stairs lowballer sniper
-mall setup fixed collider for new player system to acitvate trigger lights mall off and AI move into position
-kyoncha SO added physics effects to controller for more dramatic and varied deaths-updated AI timing and placing for trauma 2nd stage, general AI update
-trauma start further optimisation
-Answers updated/fixed pickup dmr and light trigger events. Removed unused pills (to add adjucator pill description). Fixed door final so AI wont open it on hit-lowballer visuals and placing update, effects, sound etc (WIP)
-fixed teddy conditions trauma start (Will only show if snaity v low)
-trauma final optimised lighting
-setup condition updated/fixed (has to be unlocked from freeroam if olga chat condition met) and adapted for car
-answers added to leaderboard on completion-lowered enemy MG firerate 1.5->2.5
-altered trauma start post effect bloom overlay dirt to more stylised lowres
-airport KC Downtime added connection direct to canals
-topdog final fixed exit to answers direct instead of home and removed old exit to test endgame 5
-trauma 0 lightin update events and optimised
-Canal/Fugitive fixed level start for intro visible
-trauma final KC mid enforcer lowered stun time (WIP) for new kick system
-Show demo activity after finishing genessis.
-Implement intro override in Gameplay updater (what this means all scenes should use the new intro/outro system now. If you would notice any bugs here, or something that is working worse than before please let us know where)
-Implement run penalty after kick. (seperate for high and low stamina)
-Add pill swallow sound.
-updated avatar animation speed for alternate timescale for pill eat logic
-added pill eat sound and updated pilleat event and pill layout,scaling/spacing etc
-homeboys texture update
-trauma fixed bed collisions
-package free fixed conditions for crossroads exits to be active pre its personal and disabled for freeroamd (Thanks: Still)
-new concrete wall textures-updated post diner bazaar shootout. Fixed Chat npc greet disable on display, fixed AI aggro (Will now attack if go too far from car), fixed disable car interaction if enemy killed in level(will soon be made permanent per playthrough) and multiple other smaller tweaks for this level
-new Fugitive first stage (WIP) and connect accordingly with remaining stages/levels
-kick updated with superkick for low stamina
-boyz2 layout update and bath surface step fix
-small time mansion exterior new start music track
-added wind effect audio 3d to old friends, updated and polished balcony exterior and bocked fall to lower platform without actiavting event first
-start screen added condition for exit between grounded and empire
-updated kick run stamina penalties
-trauma first area updated exterior and slight cleanup
-fix trauma final interactable unused for old chat
-updated kick model to avoid spamming of fast kick (older version alled fast kick to be repeated too quickly, still WIP)
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So that's it for this weeks update. We will get back to you soon.
In the meantime, please take care and be ever vigilant in the streets of Crimson Tide!
Thanks,
The Downfall Team,
Mike, Dawid