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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

Private Beta signup and Update 0.9.13.0 ETA

Greetings fellow Citizens,


The 13th Early Access update is just around the corner but before we release it we would like to make sure that one of its key features would provide everyone(or at least as many vaired GPU's as possible) with a performance boost. For that we would need your help! If you'd like to join in, let us know and we will send you a password for a private Beta, which should go live in the afternoon hours 2nd July CET.



This private Beta will also be updated soon with the other planned features for the 13th update including dedicated audio transitions (which ought to make transitions between levels and stages much smoother and be less immersion breaking), enemy hit reactions as well as other mulitple fixes and tweaks.

Due to the multiple smaller updates throughought last month, the major 13th update will be somewhat smaller but will still have a considerable amount of good stuff.


If all goes well with the private Beta and new build method will prove to be the more optimal solution, we aim to drop the major 13th Update somewhere between 8th-10th July.

That's it for now.

Till the next one!

The Downfall Team,

Mike, Dawid

Celebrating Steam Summer Sale with Early Access update 0.9.12.4

[h2]Greetings fellow Citizens,[/h2]

The Steam Summer sale is now upon us! And to mark the occassion, besides a 30% off sale, we got a new update. This one focuses mainly on an updated Azur Plaza area and a new map but most importantly on the feedback of the awesome community! Really appreciate it :D This speeds up the bugfixing and tweaking process immensely, Thank You! Special thanks go out to Gasol, Truan, Luc!us, Dazdinga. So please keep the notes and gameplays coming! :D



The next update will be the Major 13th update coming early July. This will focus on an alternative build method which will likely give a noticeable performance boost, as well as dynamic audio transitions between stages which ought to help keep the flow between intermissions instead of ending so abrubptly. Possibly also we will be able to add the basic adrenaline system. And of course, we will continue to focus on and address the issues and possible requests reported by the the Crimson Tide Community.




0.9.12.4 Includes:


-Huge Azur Plaza area update, including but not limited to: new assets, polish, new layouts, rootftop terraces, crowd animations, skywalks, lock n load weapons in shop, Azur Square with expanded area leading to Azur Plaza South and Azur Plaza North



-New map: Azur Plaza South with own tweaked Dynamic Tune and settings. Connects with pleasuredome district leading to Tengu

-Update and polish to Azur Plaza north map. Added connection to Azur plaza South-added

--tweaked uziside material and textures

-azur map collect update tweaks and fixes (ie hole in alley in streets hub)

-rectum intro added signs (clinton expressway, azur sout and pleasuredome), and fixed hole in gate

-Add post throw weapon priority (after throw can choose ranged or melee or unarmed priority)

-updated precision AR bullet force to work similar to how it was beofre npc weight update

-Add interaction filters to VG scenes/Chaingun Harry to keep minigame specific mechanics and avoid conflict with mangame mechanics.

-added npc freeroamd dude and chick with animations to azur plaza area

-updated shotgun double bullet force to be more similar to pre npc physics mass update (WIP)

-ratrace/contractors mass fix for destructible elements to not block player but still react to physics

-car3(lambotype) material udpate

-sawn off bullet force udpate

-Implement MusicPlayer, that can be used between scenes. Not integrated yet.

-fix for mixer assgn for multiple player and enemy weapons

-fix audio mixer assing in multiple levels (ie ambient and sfx in azur plaza areas, home, cloudbreak point and a few more)

-removed unwanted chat It's Personal final

-fix casino roof navmesh

-added filler er up textures to tunnel and fix navmesh (WIP)

-gatling tweak shot sound

-thug thick yun separate walk animation created and assigned

-passing through added event bool to disbale eavesdrop event after first interaction (like jman2)




0.9.12.4B Includes:

-fix typo Ali in subhub (thnx WeChillAllNight!)

-Fill'er up reverted/disbaled AI obstacle (possibly caused issues with enemies move to position event-need to test to verify)

-DT/Azur North shadow fix

-Fix bug with dying after throw. (Thanks Faclonhoof !)

-fix Call of Duty train collisions (bullets and throws will no longer pass through them)

------


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

Project Downfall 0.9.12.3 Early Access Update now live!

Greetings fellow citizens,


Project Downfall 0.9.12.3 Early Access Update for both the Demo and Full Early Access now live!

Featuring : Chaingun Harry! The first of a few minigames inspired by cult classics. This particular stage is inspired by the original Alien Versus Predator 1999 Marine Demo by Rebellion(Dang, I really loved that one!).



Check out the what's new notes down below on how to unlock and play! *Right now Chaingun Harry shares the main heroes speed/movement but this will be eventually tweaked to be more similar to doomguys speed and movement. Also these minigames will by final release unlock retro graphic filters (which are currently all unlocked in Early Access). Changun Harry uses/will unlock VGA256.

I'd also like to take this opportunity to thank you all for the valuable feedback! Some issues have already been addressed with more to come. Special shoutout to: Truen, Professional Liberal, Gasol.



We also noticed during certain recent playthroughs on youtube a lot of people are missing the weapons lockers in the second Genesis stage, which would make the stage a bit harder than it should be (since the only other available firearm would then be the mp5 with its crazy spray radius) Hopefully the adjustment in this patch will fix this.

So please keep the gameplays and info coming! This really helps us evaluate what needs to be addressed :)

Also worth noting that some of the materials used in the Chaingun Harry map come from Philip K (Klevestav) free texture packs and have been modified to fit the style of the game. http://www.philipk.net/

And finally: we are focusingon a new build method which ought to significantly improve performance. This will hopefully be ready by the next major update ETA early July.




[h2]Now without further ado, let's move on to what's new![/h2]

-Chaingun Harry minigame with deidcated dynamic tune and sounds: Your base has been overrun by aliens. Make your way to the exit with your trusty chaingun in hand! To unlock: You need to take the funny games route in the final Genesis stage and picking up a copy by throwing a weapon at the override switch near the exit. Another gate will open next to the escalator leading to the arcade parlour. Here, next to the end of the level on the left, you will find a physical copy of ChaingunHarry Lost levels. Pick it up and proceed to finish the level and get back home. Now you will have the game selectable from your mamebox console next to your TV. Worth noting this is the first version so some bugs and issues might occur: a known one is that the only firearm enemy is dropping the incorrect weapon (he shouldn't dop any actually;)-this will be fixed soon)

-Reworked Chat GUI. Still Work in Progress and will be udpated with upcoming larger and smaller patches

-Added custom intro for Mamebox console for use currently with Chaingun Harry

-CAB, Curfew, level select hub and apartment exploit map fixes (thanks Truan) with minor details added and polish (ie death fall blackout event added, supoprt beams and girders to street in level select hub etc)

-Chaingun Harry avatar animations with damage overlays

-Chaingun weapon logic and sounds

-Xenomorph enemies: 2 variations with animation sets

-fix tengu exit bug

-station WC door replaced with new system hinge door

-subhub navmesh update to avoid enemies clipping through walls

-weapon locker visibility update in train care genesis

-deathfall tweak lev select to cover whole area to avoid no balckout on fall.

-fixed lev sel cops to be immune to headshots

-disabled collisions between enemy weapons and player projectiles which could sometimes block enemy getting hit including headshots (needs feedback and testing!!! Possibly will need to do the same between player melee and enemy weapons for next update)



So that's all for now. Possibly some smaller updates might drop before the next major July updates.

In case of any issues, feedback, ingame possibilities or whatever else, just fire away!

Til the next one!

The Downfall Team,

Mike, Dawid

Project Downfall 0.9.12.1 Early Access Update and free Demo now live on Steam!

[h2]Greetings fellow citizens,[/h2]

Project Downfall 0.9.12.1 Early Access Update and free Demo now live on Steam!



We are happy to finally be able to share the demo with you. To find out what's new in the 0.9.12.1 update please scroll further below. We have a pretty cool feature coming in with a smaller update around 10th June...We can give a light hint: you can find it going down the „funny games” route and if done correctly it will show up back at your house...that's all we can spoil for now ;)

Oh, and due to not implementing the adrenaline system yet, the slide is still way overpowered so make the best of it while it lasts. ETA for adrenaline system and dependencies is around late June/Early July.



Update 03-June-2020: Flash update 0.9.12.2 just dropped both for the full Early Access version and Demo. These changes will be highlighted in bold in the update notes below

[h3]Demo notes[/h3]

This Is going to be A long night....

A trip back home from the office will take a rather unexpected turn. Guess that is what you get for staying overtime...

After the slowburn intro, there are 2 ways to end the feral night and get back your safe haven: once you arrive at Cloudbreak Station, you can either proceed down the most obvious path to the Les Autres bar or via the Stations arcade parlour (though this one might be a bit harder to find;)

Also worth noting that self-medication usage will affect your sanity which might manifest itself in a few scenes. This mechanic, along with a few others plays a much stronger part and impact in the full game.

The demos ends after the first day of the games timeline. Check out the full game to see how the second day plays out for you. Your choices, sanity and actions will define how your path progresses until it reaches one of the multiple outcomes.

The last level available is one of the possible routes during day 4 of the games timeline. So that generally means when you play the full game, depending on your choices at a certain point you won't necessarily have this same level during your playthrough but a different one.

Please do take into consideration that the game is still in Early Access with major updates dropping every month. For more info I recommend checking out the Project Downfall announcements on the community forum, which keeps all the most important info and details regarding progress and upcoming updates.

Welcome to you Downfall, we hope you will enjoy your stay…



[h3]0.9.12.1-0.9.12.2 Update includes the following:[/h3]


-Added analogue sprint to left analogue on gamepad (on by default, can be toggled off)

-Finally added brightness slider (under settings/graphics) :D

-new bullet tracer variations

-knife update idle and attack, complete rework (2 hand anim now) and new graphics and animations

-separated slide from crouch. Now the slide has its own dedicated button. Keyboard Ctrl, Gamepad B

-added Polish translation to demo

-added dash effects to UI. Varied on direction (sideways and forwards/backwards) with dediacted sound

-adjusted headbob synch with analogue slow movement and footstep synch

-Add transition to headbob run animation.

-updated chat typing sounds

-updated text animations

-COD level final stage AI adjusted to new AI logic from previous update

-bullet time mix update

-rectum lobby whitesuit tweaked for aggro catch

-cleanup old default unarmned hands png seq animation

-LargeCal casing sound update(louder)

-Gatling smakcsound on hit

-Alistart updated animations for walk and attack

-Arcade chaingun harry videogame pickup logic unlock for home

-Added chaingun harry videogame to home with logic unlock (minigame coming soon!)

-update madgore_bite for train intro

-fixed size text mesh pro for polish font in last infobox intro train

-updated polish settings translation

-added info override for alternative arcade exit to final genesis.

-updated tips (info on new slide syste, upcomng adrenaline, weapons switch and other adjustments)

-optimised steamblast partciles (shortcut level and lev sel hub)

-Physics tweaks and update (smaller max radius push and alternate for other enemies ie Sauna variations, tracksuit etc)

-Precision AR bullet force tweaked to new enemy bodymass system from 300 to 1200

-Blaster shotgu nstronger impact added from 100 to300 per bullet

-added surface footstep sounds to bar and rectum level stages


-closed up out of map border for curfew and intermission Cab (between witness and shortcut). Needs testing

-fixed color ref for key in change weapon tip

-added mamebox console with gamepad to apartment hub/startscreen.

-Fix bonus points for weapon caught in mid air. Now it doesn't consider weapons thrown by player. Fix accumulated points text position for tutorial levels.

-updated throw switch event for train throw tutorial genesis with new layout and animations(arrows)

-Show unlocked levels as "NEW".

-Fix language fallback in builds.


-----


So that's it for now,

In case of any issues, feedback, ingame possibilities or whatever else, just fire away!



Til the next one!


The Downfall Team,

Mike, Dawid