Project Downfall 22nd Early Access Update Realms Deep 2021 Special is now live!
[h2]Greeting Citizens,[/h2]
The 22nd Early Access Update is now live and ready for download. Came a bit earlier than the planned end of the month to mark the occassion of Realms Deep. Be sure to check out the show!

And have we got some goodies for you! An all new cinematic camera for achieving finishers: Reaper Time, loads of smaller tweaks and special Realms Deep exclusive timed content. This content will only be unlockable and playable in the demo till August 16th . As for the full Early Access, once unloacked will remain unlocked and also the special content will be making a comeback sometime later in the dev.
As usual a full breakdown of what's new can be found further below.

As usual, ultra kudos to the awesome Crimson Community over at Discord for the continiuos feedback, reports and support. You ROCK! Join the Discord to learn more about the deep lore and multiple secrets and alternate events the game has to offer.
Next months update will continue focus on refining existing content and some minor smaller additions.
So please keep the feedback, gameplayclips, reports coming so we can address and prioritise all issues asap!
Now on to the main course:
[h3]0.9.22.0 [/h3]
Main Features:
New Level: Realms Of the Keep (Timed Exclusive Realms Deep content): descend the neon lit street guarded by the Minji Shikamis to annihilate the abominations in the sewers down below...
Reaper Time: a special cinematic camera and effect for achieving the Reaper combo bonus/finisher. Time slows to a crawl with impactful sound so you can admire your handywork in all its gory glory
New level: Wild World. Alternate intro sequence level path on NG+ and beyond.
-Death splatter. Now depending on where you got hit when killed you get a nice chunky and juicy blood splatter on that part of the screen as your head rolls in different directions.

General updates and fixes:
-Add sound slow mo effect to bleedout slowdown.
-Intro train sequence can also be skipped in another alternative method by reading newspapers in station on start in NG plus before getting to work
-Fix three hand issue for ranged weapons.
-updated bleedout weapons dmg threshold values (vulcan3->4, doubleduke5->4)
-updated repaer slowdown values
-added reaper spawn prefab with dedicated post volume effects and anim with sounds
-bleedout head reactivated scream otherwise it would be hard to notice bleedout state. Disabled bone destroy head otherwise enemy with no head and scream would give bad impression
-updated bleedoutgorehits conditions (ie MP5 disabled particle hit wound to make holes stand out more)
-add random prefab to spawn for enemy and player during reaper slowdown.
-minigun new anim hand trigger
-updated bleedout reaper dmg threshold akimbo pistol
-changed reaper/bleedout cooldown from 20 to 6
-updated new minigun vulcan shoot anim
-updated and added various enemy reaper hit and player post variations
-updated shotgun side gorehole variations (Added one larger for more dramatic and impactful effect)
-fillerup new gate start
-bleedoutgore updated superkick prefabs on reaper (guts,lungs, bones, etc)
-multiple new materials created and added
-Don't spawn regular hit gore if we start bleedout. It has it's own gore.
-Add headshot gore hole.
-bleedout attach for kick and SAR prefabs
-Add character limit to changelog.Should fix /help change log not displaying correctly sometimes
-updated bleedout puddles
-updated guts spill scaling and amount
-Add toggle to settings with reaper frequency.
-gatling holwer new element, hand R trigger and anim shoot
-fix clipping with new element should for SAR and Precision AR
-added screen loading tips for bleedout, juicy, reaper and reaper time
-added new details lev sel cloudbreak point (apples, cans etc)
-gatling howler shoot anim updated
-new SAR anim and arm parts
-added popshot reload smack cock anim
-changed clipping plane "near" global in spawn point for new weapon views (ie SAR) from 0,3 to 0,2
-updated pop shot reload anim and fixed missing weapon sway
-fixed weapon sway chaingun harry
-added prop sprites with depth maps for RD2021 (ie toilets, bathroom details)
-updated new SAR view (arm l)
-new ceramic tile material varations
-added ogawa sounds (prevs and subsititued updated superkick, fists, kick, superkick, katana etc
-added skybox from shutterstock by Mattia Bonelli
-added graphics used for certain ads from shutter stock by StonePictures and Second Syndicate
-updated vista AI and post profile
-knife new attack sound
-superkick new hit sounds
-Add translations for restart level confiramtion dialog.
-pighead hurt decals added
-vista intr post update
-skinpunk bleedout addad
-kick punch sounds updated
-SAR gfx pseduo3d sprite update
-Slow down pill effect timer during reaper slowdown - use player time scale to avoid scor/combo issues
-enemy mini model range updated (possibly request from D weapon range override to spawn point or other ext component object in scene)
-updated toliet 3 with ai and destructibles
-created new destructible prefabs for toilet3
-updated reaper post volume 1 (was too dark red)
-chav main hit event for katana added
-skullsmash sounds updated with ogawa mixed
-chav olimp added bleedout
-ninja turtle mutant enemy added
-Disable crosshair/pointer after death.
-toilet intro new level (80s gotham alley and cypunk avenue)
-toilet 3 tweaks and cleanup (ie difficulty, closed up holes etc)
-updated stone puff hit to 4way to look more effective
-updated puddle depth materials to be cutout to fix layering order bug
-added new intro ng+ level wildworld stage connection and to project
-added toilet rd lv (ROTK) connection stages and tweaks and details to the level
-updated collision for pickup (so thrown weapons dont get stuck,smaller chance of annoying throws not colliding as inteded)
-updated demo scene list for RD2021
-added toad lick with conditions to levsel NG+ wildworld
-added skip morning community mags in lev sel intro station
-updated toilet intro ROTK with details, map closeup and other smaller tweaks
-added VG 4 ROTKRD2021 pickup
-updated conditons for BK witness( includes now arcade unfinished otherwise finishing arcade would make BK a witness even though we haven't met him and enable the witness check)
-updated lev sel with conditons for wild world new intro (needs testing)
-Add hit groups to melee weapons. will make certain weapons more visualy impactful
-Improve melee hit detection.
-changelog removed old text to not bug out
-updated fists controller with new audio/visual sets (hitgroup), prop hit sound+vfx, enemy hit sound +vfx etc
-fillerup detail garage update
-kick controller view update so kick dosnt clip with start idle fists
-fillerup fixed hole next to tunnel
-lev sel hub updated light for mag read skip train intro
-lev sel updated (positions of certain trash props, bitten apples etc)
-updated adrenaline yells
-added kick hit vfx (WIP) with sfx
-updated spritedetail props
-added details sprited to train tut start area
-added adrenaline time variations
-COD- sprite details added
-train tutorial sprite details added Genesis
-Fix 3-handed bug with quick pickup of two items.
-canal fugitive updated ar sniper first to be slightly more aggressive and po shots when player is behind cover and seen taking cover
-train start updated sprtie material details
-cod start details exterior added sprite
-added WIP 1010 self defense virtual tutorial
-COD fixed collison gate obstacle carve so enemies wont walk through it unless destroyed
-hotel fixed exit
-updated newsfeed anim
-added vr test 101 to home console mamebox list (always unlocked)
-kick prop sound fixed
-brick ricoechet sound destruct update
-SAR disabled 3d pseudo effect due to buggin out with varied FOV
----
So that's it for now. Thanks for stopping by and we will see you at the next one!
Cheers,
The Downfall Team,
Mike, Dawid
The 22nd Early Access Update is now live and ready for download. Came a bit earlier than the planned end of the month to mark the occassion of Realms Deep. Be sure to check out the show!

And have we got some goodies for you! An all new cinematic camera for achieving finishers: Reaper Time, loads of smaller tweaks and special Realms Deep exclusive timed content. This content will only be unlockable and playable in the demo till August 16th . As for the full Early Access, once unloacked will remain unlocked and also the special content will be making a comeback sometime later in the dev.
As usual a full breakdown of what's new can be found further below.

As usual, ultra kudos to the awesome Crimson Community over at Discord for the continiuos feedback, reports and support. You ROCK! Join the Discord to learn more about the deep lore and multiple secrets and alternate events the game has to offer.
Next months update will continue focus on refining existing content and some minor smaller additions.
So please keep the feedback, gameplayclips, reports coming so we can address and prioritise all issues asap!
Now on to the main course:
[h3]0.9.22.0 [/h3]
Main Features:
New Level: Realms Of the Keep (Timed Exclusive Realms Deep content): descend the neon lit street guarded by the Minji Shikamis to annihilate the abominations in the sewers down below...
Reaper Time: a special cinematic camera and effect for achieving the Reaper combo bonus/finisher. Time slows to a crawl with impactful sound so you can admire your handywork in all its gory glory
New level: Wild World. Alternate intro sequence level path on NG+ and beyond.
-Death splatter. Now depending on where you got hit when killed you get a nice chunky and juicy blood splatter on that part of the screen as your head rolls in different directions.

General updates and fixes:
-Add sound slow mo effect to bleedout slowdown.
-Intro train sequence can also be skipped in another alternative method by reading newspapers in station on start in NG plus before getting to work
-Fix three hand issue for ranged weapons.
-updated bleedout weapons dmg threshold values (vulcan3->4, doubleduke5->4)
-updated repaer slowdown values
-added reaper spawn prefab with dedicated post volume effects and anim with sounds
-bleedout head reactivated scream otherwise it would be hard to notice bleedout state. Disabled bone destroy head otherwise enemy with no head and scream would give bad impression
-updated bleedoutgorehits conditions (ie MP5 disabled particle hit wound to make holes stand out more)
-add random prefab to spawn for enemy and player during reaper slowdown.
-minigun new anim hand trigger
-updated bleedout reaper dmg threshold akimbo pistol
-changed reaper/bleedout cooldown from 20 to 6
-updated new minigun vulcan shoot anim
-updated and added various enemy reaper hit and player post variations
-updated shotgun side gorehole variations (Added one larger for more dramatic and impactful effect)
-fillerup new gate start
-bleedoutgore updated superkick prefabs on reaper (guts,lungs, bones, etc)
-multiple new materials created and added
-Don't spawn regular hit gore if we start bleedout. It has it's own gore.
-Add headshot gore hole.
-bleedout attach for kick and SAR prefabs
-Add character limit to changelog.Should fix /help change log not displaying correctly sometimes
-updated bleedout puddles
-updated guts spill scaling and amount
-Add toggle to settings with reaper frequency.
-gatling holwer new element, hand R trigger and anim shoot
-fix clipping with new element should for SAR and Precision AR
-added screen loading tips for bleedout, juicy, reaper and reaper time
-added new details lev sel cloudbreak point (apples, cans etc)
-gatling howler shoot anim updated
-new SAR anim and arm parts
-added popshot reload smack cock anim
-changed clipping plane "near" global in spawn point for new weapon views (ie SAR) from 0,3 to 0,2
-updated pop shot reload anim and fixed missing weapon sway
-fixed weapon sway chaingun harry
-added prop sprites with depth maps for RD2021 (ie toilets, bathroom details)
-updated new SAR view (arm l)
-new ceramic tile material varations
-added ogawa sounds (prevs and subsititued updated superkick, fists, kick, superkick, katana etc
-added skybox from shutterstock by Mattia Bonelli
-added graphics used for certain ads from shutter stock by StonePictures and Second Syndicate
-updated vista AI and post profile
-knife new attack sound
-superkick new hit sounds
-Add translations for restart level confiramtion dialog.
-pighead hurt decals added
-vista intr post update
-skinpunk bleedout addad
-kick punch sounds updated
-SAR gfx pseduo3d sprite update
-Slow down pill effect timer during reaper slowdown - use player time scale to avoid scor/combo issues
-enemy mini model range updated (possibly request from D weapon range override to spawn point or other ext component object in scene)
-updated toliet 3 with ai and destructibles
-created new destructible prefabs for toilet3
-updated reaper post volume 1 (was too dark red)
-chav main hit event for katana added
-skullsmash sounds updated with ogawa mixed
-chav olimp added bleedout
-ninja turtle mutant enemy added
-Disable crosshair/pointer after death.
-toilet intro new level (80s gotham alley and cypunk avenue)
-toilet 3 tweaks and cleanup (ie difficulty, closed up holes etc)
-updated stone puff hit to 4way to look more effective
-updated puddle depth materials to be cutout to fix layering order bug
-added new intro ng+ level wildworld stage connection and to project
-added toilet rd lv (ROTK) connection stages and tweaks and details to the level
-updated collision for pickup (so thrown weapons dont get stuck,smaller chance of annoying throws not colliding as inteded)
-updated demo scene list for RD2021
-added toad lick with conditions to levsel NG+ wildworld
-added skip morning community mags in lev sel intro station
-updated toilet intro ROTK with details, map closeup and other smaller tweaks
-added VG 4 ROTKRD2021 pickup
-updated conditons for BK witness( includes now arcade unfinished otherwise finishing arcade would make BK a witness even though we haven't met him and enable the witness check)
-updated lev sel with conditons for wild world new intro (needs testing)
-Add hit groups to melee weapons. will make certain weapons more visualy impactful
-Improve melee hit detection.
-changelog removed old text to not bug out
-updated fists controller with new audio/visual sets (hitgroup), prop hit sound+vfx, enemy hit sound +vfx etc
-fillerup detail garage update
-kick controller view update so kick dosnt clip with start idle fists
-fillerup fixed hole next to tunnel
-lev sel hub updated light for mag read skip train intro
-lev sel updated (positions of certain trash props, bitten apples etc)
-updated adrenaline yells
-added kick hit vfx (WIP) with sfx
-updated spritedetail props
-added details sprited to train tut start area
-added adrenaline time variations
-COD- sprite details added
-train tutorial sprite details added Genesis
-Fix 3-handed bug with quick pickup of two items.
-canal fugitive updated ar sniper first to be slightly more aggressive and po shots when player is behind cover and seen taking cover
-train start updated sprtie material details
-cod start details exterior added sprite
-added WIP 1010 self defense virtual tutorial
-COD fixed collison gate obstacle carve so enemies wont walk through it unless destroyed
-hotel fixed exit
-updated newsfeed anim
-added vr test 101 to home console mamebox list (always unlocked)
-kick prop sound fixed
-brick ricoechet sound destruct update
-SAR disabled 3d pseudo effect due to buggin out with varied FOV
----
So that's it for now. Thanks for stopping by and we will see you at the next one!
Cheers,
The Downfall Team,
Mike, Dawid