Project Downfall 13th Early Access Update now live!
Greetings fellow Citizens,
The 13th Early Access update is now live on Steam and ready for download!

PLEASE READ! This Release features a new build method which ought to noticeably improve performance and stability. After many hours of testing and adjustments, this is the first public release of this new build method. Your input would be greatly appreciated here! In case you would run into any issues in this regard ( certain aspects working worse than before, worse performance etc) please let us know and we will prepare and add an alternative download with the old build method.
Other than that, this update includes the regular batch of new features, tweaks and fixes. For more detail, check out the notes below.

The 14th update will put a heavier emphasis on polish of existing content, especially the later levels as well as possibly a basic implementation of the adrenaline system and finisher. However this will most likely take a little longer than usual. Long story short: I will be having groin hernia surgery next week , hence will be out of commission for a while- but I think it is safe to say the update ought to be ready by the end of August. Of course, in case of any changes I will post an update asap!
And thank you for your feedback! It is proving invaluable and immensely helping us fix and adjust multiple issues in a short amount of time. So please keep them comming!
Now moving on to the good stuff :
[h2]0.9.13.0 Includes:[/h2]
New Features:
-Audio transition system implementation: should greatly improve flow and transitions between scenes, with dedicated audio events insted of sound brutally cutting off on the loading screen. This is the first itteration of this feature and currently has been adjusted manually for a few scenes (inlcuding, not limited to the home elevator to lobby/cloudbreak point, journeyman carsound event and transitions between majority of action stages) and will be updated along with development.
-Enemy Hit reaction: First itteration of enemy wounded reactions. This will be updated further. Currently in this base version enemies will do various little jigs after getting hit. If they get hit whilst attacking, depending on the state of the attack, the enemy will either be thrown completely off aim, or his attack state will be interrupted and have to repeat the sequence again giving the player more time to react. Currently this makes certain encounters slightly easier, especially the thrown off aim state needs to be adjusted since currently it is a bit extreme. If possible a smaller update will drop in a few days tweaking this accordingly.

General updates and fixes:
-Game ver 0.9.13.0
-New build method: performance and stability optimisation
-Add cross scene SFX mixer and use it for Player death.
-Add unit hit reaction based on animator.
-Make sure to stop loading music when we exit main menu.
-Add playing loop music to SceneSwitch and LevelSelectInteractable.
-added transition sounds
-updated gameplay and home and lev sel hub transtion sounds
-cloudbreak point /levsel hub updated start exit elevator event
-test body hit anim and walk new base
-tweaked fog jman 1 and visible azur plaza area added
-jman 2 cleanup mixer audiosource assign
-fixed wieght physics for priv_0-0
-jman 2 fixed trashbags sound distance
-Add randomize to body hit blend tree.
-updated minigun player ROF and created dedicated bullet model with higher velocity
-updated trashbags 3d audio
-lowered weight of blend for hit reaction
-Decrease enemy accuracy after getting hit.
-added faster melee non fatal attack (like player fist attacks) for regular/friendly citizen npc's (added to Ali, Boy and Girl subhub npcs and Barrista)
-Fix displayed score after level is cleared. It was adding stage score twice for a moment.
-lev sel cloudbreak point added clinton expressway neon
-station curfew update (details, polish, backgrund city elements, lighting details etc)
-cloudbreak point start elevator position and event tweak
-Fix issue with gamepad not using delta time for input value.
-Implement DieOnFall script.
-home buildings bg outermap madded to balcony and front
-Optimize characters by culling animator updates when characters are not visible.
-Kill player after falling more than 20 meters.
-updated bg elements for curfew station and jman start and polish to stages
-station curfew bg tweaks lighting (fix light swtiching off on getting close to barrier)
-home details lighting to bg buildings added and tweaked light for shutter event
-update fix to CREDITS scene timescale for animations (should fix animations not playing)
-lev sel hub / cloudbreak point update to exit logic to work/blueline subway. Updated and cleaned up conditions (still WIP and will need further conditions)
-start screen aircon and pipes materials update and bulding bg clipping behind clouds fixed
-player updated with new footsteps for streets
-updated gatling bullet with explosive values (radius, force, damage layers and masks etc)
-fix MG pickup (was gatling)
-streets Azur square update with WIP Hotel behind CTPD
-updated surface step sound with new surface
-updated TV news anim for 145hupdate info
That's all we got for now. Thanks for sticking by and take care in the streets of Crimson Tide!
Cheers!
The Downfall Team,
Mike, Dawid