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Project Downfall 12th Early Access update is now live!

[h2]Greetings fellow citizens,[/h2]

Happy to inform that the 12th Early Access update has arrived and is ready and waiting for download!

[previewyoutube][/previewyoutube]

This update introduces, besides the regular fixes and tweaks, a significant physics overhaul, new levels, animations, destructible elemenents, enemies...and more. Next major update is estimated to drop late June.

A heads-up: the dash slide has been reworked and is now more easily accesible by pressing crouch while moving. We will most likely move this to a separate button (Considering we will be able to free up a button on the gamepad. We are currently considering the run button L3 to be moved simply to the analogue tilt. This will clear up within the next major update. Of course, let us know if you would have some suggestions here).

Also, prefer to put this out there: As mentioned in last months update, due to the games content going beyong our planned scope, proportionally more work will be needed to finalise and polish. Due to this, as mentioned in the previous major update announcement I was supposed to not add any more levels/stages but rather focus on polishing exisiting content. However, after giving it a lot of hard thought, I decided not to compromise on content and will add all remaining planned areas for the map to be more coherent and believable/non immersion breaking. This of course will extend dev time, so as of now we would prefer to postpone our estimated full release. The game will remain in Early Access as long as it needs to be until it is good enough. This unfortunately will take a hit on releases on other platforms (Xbox, Switch).

But rest assured: progress will not be halted and slowly but surely, the game will visibly keep improving with every update, which I hope todays update will also prove as a reference.

So without any further ado, let's get on to what's new!

In case of any issues/unwanted behaviours etc, please let us know. This helps us pinpoint what's wrong and address/fix what needs to be done faster and more efficiently. Gameplays and screengrabs help the best, since then we can see more precisely what's up.

New Features:

-Overhauled physics system. This was needed to get the doors reacting realistically with the player and other objects to actually represent their actual mass instead of giving the impression of being weightless (and hiding this with various tricks). So no more paperclip weight cars and trash containers. Majority of objects will now react accordingly to their weight and what's better can be used adequatelly so:)

-New levels:

Yun Fan Bazaar: a part of one of the planned freeroam areas near Oude station. Accesible from the chinatown metro line and once you finish the chinatown level.

Last Resort: A Work In Progress sniper miniboss level. Eventually you will be able to reach the top of the tower to face off the sniper: should be ready in an update or two. Currently accessible once Azur plaza opens up fully (after the „less than zero” level) by the only bus avaialable in the stage.

-New Unarmed run animation. We needed to emphasise the sense of urgency and what better way than to have a dedicated over-emphasised animation for running as if your life depended on it.

-New unaramed animation variations: this will be a another visual hint for your mental state. You start with regular FPS clenched fists, after a certain threshold it will switch the the old default (strung out animation) and so on.

[previewyoutube][/previewyoutube]

General updates and fixes:


-incr gamer ver 0.9.12.0

-multiple new assets (including not limited to mutltiple new street ads, created with the help of the AE Juice plugin for after effects, which made it possible to create them much more efficiently and faster)*

-multiple updates to existing levels

-superkickable object logic reworked for physical objects. Meaning that ie a superkickable barrel will fly in the direction your are looking/crosshair.

-added collision sounds with environment and player for above mentioend objects (ie for metal objects heavy, small, boxes, plastic etc)

-Multiple updates to ingame text and chats( new chats, dialouges, descriptions, edits etc).

-Updated slide mechanics. Enjoy it while it is overpowered;) Now a slide (defualt by pressing crouch during moving) will give a slight bullet time and speed edge adding to the fun factor but keeping it challeging at the same time. Will be tweaked further and we are aiming to move it to its own dedicated buttong, considering we will be able to free up one on the gamepad(currently all buttons are being used).

-Prepared fullgame for Demo version export. Free Demo coming to Steam on the 30th May.

-multiple updated buildings(new assets) in train intro to work

-fixed destructible water distributor in sub work hub

-longer fist attack range from 1.7 to 2.0

-updated bullet spark for hit props to be more varied/random on spawn

-updated weight for destructibles in genesis (every stage), journeyman (tweaked weight of stool and garbage container and bariers)

-new street ads and related materials (variation of additive blend strong) in jman2

-intro train added new ad after tunnel exit (WIP)

-added destructible hydrant to jman2

-update crate and cardboard box mass destoyed

-updated can burst destroy with spin and rigidbody mover

-jman2 new anims and mass override for cops

-train tutorial update optional infoboxes to be more visible with new atract anim

-adjusted weight of objects for newspaper/shop item stands and other multiple objects and elements for new physics system and destructible logic

-updated grid scanlines with new filter and settings

-updated weight of destructible doors in fillherup

-added destructible and superkickable shelves with items to fillherup and replaced old versions in gas station

-jman0 added new ad in bg (starcorps)

-jman2 update wieght of bariers and barstools

-lev sel updated shelves in qucikcefix

-updated subway hub details side barier/rail to exit office and wood pannels with sound for cosy corner in topfloor passage and updated stair texture and material

-added new grid filter scanline

-casino entrance door locked event with aggro enemy on lock destroyed

-new conditions for gate to pleasuredome from levsel to avoid conflict with demo

-removed alpha intermission between rectum and home (will be re-added once new intermission is tweaked up and made)

-Stop tweens that might cause exceptions when we change scene.

-added SpecAr pickup and enemyspecAR

-Implement better audio source settings.

-Add change rain target intensity.

-hero AR bullet trail update

-Apply new leg joint limits for all characters. (this will fix enemy joints turning at a wrong angle after death)

-updated skullspray with sound effect crush variations on spawn/call

-updated mg bullet hit sound

-enemy pistol base new sound

-new gatling shot sound

-intro train fog update

-update witness details neons with anim and polished final room GO event door slide open

-triad thick helmet enemy added

-new punch variation animations.

-chick fat biker death scream added

-supersniper bullet explosive damage added

-casino topfloor polish and more destructibles

-kitchen update home

-hell end intro train post volume

-apartment kitchen and balcony tweak and polish

-new casings for pistol and rifles. Shotgun casing eject with sound full change

-apartment details update(sound col lamp)

-intro train update updste gore tween timing

-muzzleflash enemy updae with new light emit on shoot to brighten up enemy(emphasis of shot and enemy visiibilty)

-throw weapons destroyed on hit for remaining weapons

-added casings and smoke to enemy pistols

-rectum dungeoun fog start tween added to add more tense mood to start (will transition to default when near first npc)

-Fatwhitesuit enemy (replaced Pietro model with fatwhite suit in rectum)

-tweak rectum lobby-Fatwhite suit animations idle shoot walk

-Change melee weapons to single attack instead of auto attack.

-casing eject adjustments for player guns

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So that's it for now. Some smaller updates might drop until we drop the demo on 30th May,

Until then stay safe and healthy!

Thanks for sticking by,

The Downfall Team,

Mike, Dawid

Project Downfall 12th Early Access Update ETA and DEMO coming soon!

Greetings fellow Dystopians,

Dropping in with some fresh news regarding the upcoming 12th major Early Access update. If all goes as planned it will go live 17th-19th May 20-23rd May .

EDIT UPDATE 19-05-20 There'll be a 1-3 day delay here. We just discovered a small snafu with one of the new features and need to patch it up. Hence new 12th Major patch ETA is 20-23rd May

Additionally we wil be releasing a demo of the Early Access really soon! :D

You can wishlist here and download the demo when it goes live on May 30th:
https://store.steampowered.com/app/992730/Project_Downfall

This will include the slowburn intro along with the the ride back home from work. As an extra there will be one of the optional levels from the fourth day of the games timeline (so when you play the full game, depending on your choices and stats, you might actually have a different level on the fourth day).



As for the update:

This includes both some good news and bad news. The good news is that the physics will be receiving a major overhaul. Bad news is that this change will add to dev time and pushed some of the final features to the next major patch (includig adrenaline and finishers). We believe the tradeoff will be worth it though, because the whole world will feel more physical and immersive. No more heavy objects acting weightless. Now all physical objects will react accordingly with the player and the world analogically with their own mass.

We also came to the conclusion that due to the game growing to a much larger scale than initially planned we will postpone a final release estimate. Rest assured, Project Downfall will remain in Early Access as long as it needs to be, until is worthy to have the "v.1.0" tag.

Going back to the update: it will also include a bunch of fixes and tweaks and polish to initial stages, a pretty cool sniper boss encounter, some pretty sweet new assets, including multiple street advert animations, props, destructible elements and more)….

But we will get into the fine details when the update finally goes live soon :D

Till then stay positive and healthy!

The Downfall Team,

Mike, Dawid

Project Downfall 11th Early Access update is now live!

Greetings fellow citizens,

The 11th Early Access update is now live and waiting for download!




Since we are running out of features to add, this one focuses on polishing existing content (with an emphasis on the package-rectum route up to rising high), lots of tweaks and fixes and overal refinement to the levels and events. But fear not, we still got some brand new good stuff dropping with the update (check notes below). Next update, besides further polish will also focus on the adrenaline system(for special kill/state), possibly new achievements, refinement of levels up from rising high as well as alternative branches prior to that level. Hopefully some new language updates will be added as well. This should be ready mid May.

In case of any issues/unwanted behavoiurs etc, please let us know. This helps us pinpoint what's wrong and address/fix what needs to be done faster and more efficiently. Gameplays and screengrabs help the best, since then we can see more precisely what's up.



Now let's move on the the good stuff!

New Features:

-Cloud Saving!

-Cloth physics! This one is pretty cool. You can check it out in the rectum dungeoun or baths.

General updates and fixes:

-incr gamer ver 20 0.9.11.0

-changed default graphics quality to very high(was low which could give false and negative first impression of games visuals)

-Fix null pointer exception in ComboPanel.

-Fix headbob and gunbob during crouch run.

-fixed missing enemy footstep audio

-added footstep audio for multiple other enemies

-jman2 garbage container angle fix (so it hits the bloody cop instead of flying over him)

-rising high start cleanup and tweaks, multiple new details and destructible elements (ie boxes with contraband, wooden crates)

-upated enemy collision effects for head (splat sound versions)

-updated cloth chains with sound event in rectum dungeon and other AI and lighting tweaks

-skinhead brotherl update-new details,fixes, lighting etc

-fix WC visibility in skinhead brothel

-rectum tweak pighead accel

-rising high final stage highrise update: destructible elements, lighting tweens, enemy speed, textures, glass specularity etc

-fixed glass shatter and spray 3d sounds

-fillerup replaced hinge doors with new system

-rectum baths updates lighting, ai, destructibles etc

-rising high new details, lighting update and destructible hit cushion particles

-glassspar and destroy fix 3d sound distance

-tweak rectum dungeon music

-added destructible pincushion walls to rectum lobby

-added special event collsion detection for destroyed cars to toggle kinematic, sound of floor hit, flame particles etc

-rectum baths shotgunners smaller radius of movement and other tweaks

-rectum dungeon pighead tweak speed

-update to destructible radius cars

-glass 3d audio burst firther distnace tweaks

-Fix language names and language codes that prevented from unloading unused languages. (this should fix ie the key mapping if other language than english was selected)

-added destructible vases

-update baths rectum destructible vase

-updated lev sel closed hub door with info and lock, added welcome monitor

-destructible van streets update damage particle

-apartment added destructible vase

-rectum baths tweaked lighting/ flare in ground floor back

-added destructible wood splinter parts to destrucitble crates in rising high 1st stage

-tweaked footsetp surface in levsel (bug fix for default footstep on surface transition)

-lev sel audio tweaks evetns and updated tv news update events with chats

-updated post effect to witness path to levsel

-apartment added new hinge door to fridge (todo add audio on open)

-station curfew optimisation and fix rain clipping in toilet through ceiling

-intro train added detail with seats and mag rack

-rising high final added destructible benches at bottom with new adverts

-brothel skinhead update lighting sauna (to avoid it clipping on corridor later on)

-added sprite base material for graffitti/painted elements and lowres lowrefl glass (for use and replace ie in enddoor of brothel skins)

-ris high final update navmesh with new room

-updated events is ris high final with npc in new room

-intro train updated post volume and sounds wind tunnel exit

-baths optimisation

-lev sel hub updated destrictible for trash and garbage and updated lighting for witness route

-rectum baths miniboss speed higher(was too easy), new toplfloor

-skins brothel added ambient lighting, updated Joy placement

-new agent smith graphic

-intro train new hell events at end with light synch etc

-highrise final shutter close event triggers, weapon layout

-rectum lobby update door shut event after entering lobby

-rectum dungeon update lighting and details.

-tunnel intro train distance sound adjusted/fixed

-final sabotage tweaks to door and lighting

-first sabotage update puddles texture and added ambient lighting to interior (to birghten certain darker areas), adjusted dir light duration (much longer to avoid glitchy moon)

-station curfew added gate close event and update to lighting and hanging cables by les autres bar

-rising high final update new backroom

-rising high start polish and further details added to start exterior

-rectumbaths ai update

-control panel gfx clamp set to mirror

-shading fixed for destroyed newspapers/garbage

-arcade funny games stage updated with destructible arcade cabinets

-top destroys screen and bottom coin pocket

-new destrictible prefabs (ie exploding screen with smoke, spraying coins etc)

-rising high 1 updated with destructible Tvs

-Break combo when NPC is killed and apply minus value directly.

-Fix double door opening.

-update backroom ris high final

-update rectum baths ad destructible effects (sparks and ceramic fragments)

-updated rain effects

-added shower effect to baths skins brothel

-updated fillherup level lighting and lamps on second petrol station

-sabotage final enemy speed tweaks

-arcade screen destroyed fix (removed unwanted mg particles which caused issue. need to observe since this was already once disabled)

-subhub, station curfew added map-skins brothel optimised new showers and collisions

-update to intro package (rain call event) with map of area and details and polish added to map

-sub hub further details and tweaks along with dedicated maps of area

-station curfew-dedicated map of area added

-city/area maps created for oude station and cloudbreak station areas

-new newspaper covers

-subhub update to top passage and table lounge area outside office

-sabotage start fix light transtion reference in bathroom

-Fix scanlines for aprtment (missing scnalines would break post effects) and in main game

-fix wrong position of weapon/hands which would happen if animation was interrupted by related event.

-Stop weapon reloading if when we take pill.

-Fix enemy freeze problem after super kick in nuts during stun.

-filler up updated : gated distributor with notice and open animation with event added. Release button in station will open them.

-highrise (rising high stage3) added surface environment sounds for footsteps

-start screen tweaked size of main door collider to avoid new door method glitching in wall.

-sabotage club added slide door to toilets

-Add date to new slot name.

-Allow kicking opened doors, so they will feel more physical.

-addded missing footstep sound and evetns to multiple enemies

-remove second map station-higher speed first enemy 3-3

-Soda machine add metal sound on hit

-higher dmage door 3-3

-bottles 3-1 destrucitble layer for enemy dead impact collisions

-balcony stone walk sound apartment added

-smaller big chavs 2-2 along with AI tweaks for whole stage

-shortcut final longer ditnace hear/sight enemy in tunnel on right

-typo alistair subhub fix

-phone earlier blowhard to avoid missig call from Ali

-fix missing death ref for burger king in shortcut tunnel(his death will now be permanent per playthrough)





So that's it for this month. Some smaller flash updates might droppin soon, other than that we will see you at next months update. Thanks for sticking by!

The Downfall Team,

Mike, Dawid

Project Downfall: Early Access 1 Year Anniversary

Greetings fellow citizens,

Today Project Downfall marks its 1 year anniversary in Steam Early Access!

[previewyoutube][/previewyoutube]

EDIT 25.03.2020. Update 0.9.10.3 is live. Scroll down to see what's new below


Thanks for sticking by, for your reviews and your support! Without your feedback and help the game wouldn't be where it is now.

And starting tomorrow (17.March.2020, 10:00 Pacific Time), as a happy birthday gift, Project Downfall will be available at a 40% discount for the next two weeks.


Also to mark this special occasion, we are dropping another update 0.9.10.2.




Update 0.9.10.3:

--new car models and materials with updated destructible cars with chain reaction events (if one superkicked car hits another both will explode with destructible damage radius
-removed 2d sound from ground impact (so only 3d sound now, will be tweaked further)
-superkick and dead collision audio events updated
-Downtown DT0-0 added new destructible cars
-Streets hub added new destructible cars (removed old ones)
-Bar les autres cleanup and further polish
-sabotage final replaced old door system with new door (hinge )system. Should improve level (further visual, AI etc tweaks to level coming soon)
-intro train added destination monitor on right hand side with switch on event
-pleasurehub update lens flare godrays
-jman2 dumpster destroy fixed


Update 0.10.2B:

-updated door system. Completely new door system now will react with physics. It will now replace with further updates hinge doors using the obsolete system. So no more enemies shooting through or walking through doors:) Currently the new door has been replaced in the apartment hub, first stage of call of duty and second stage of journeyman

-multiple new destructible elements

-adjusted and lowered diffficulty of final package stage

-added more details to final package stage

-adjusted pistolspread for enemy pistol

-lowered rof ,reload time, spread for enemy pistol

-adjusted details station arrive (curfew) and updated post transition to les autres bar

-tracksuit and redshirt speed fix for model (accel was working incorrectly)

-intro train details update (fix wind exit tunnel synch and new buildings added and other synch events)

-sabotage details added and update to bathroom with redshirt enemy (frist one now recognises player by footstep sound distance)

-update twindle club font and club logo with animation

-new materials for use in sabotage ground floor

-intro update city on left with ads with cloud fade for train intro

-2-3 package AI update

-intro sabotage tweak with bathroom

-added destructible sink to intro sabotage in bathroom

-new water burst prefab for sink destroy

-updated hitgroups with new sparks for majority of bullets

-home hub update (evetn eat breakfast taco yaki at story start), details addes (frames to doors, death fall event, building low tweak)

-train tutorial event added for cover info (enemy will not be visible intially now but nehind closed door. Will aggro when player approaches destrictible advert cover)

-updated car levesel material and polish

-levselhub navmesh tweaks/fix

-start screen eat breakfast event tweaks, new light mesh with fall collision sound and tabe wiith lamp in corner

-train tutorial added monitor news

-sabotage intro further tweaks-cab 0-0 fix shotgun drop ammo amount

-polish tweaks and detail to streets azur plaza, added refelctive surface, godrays etc

-updated fist punch animation and speed to make fist hit center dot/crosshair and damage

-updated shop item assets

-updated destructible shelf with items in levsel hub

-update and fix to cops in last genesis stage who wouldnt see player close to corner due to destructible collider. Fixed

-level sel details added, tweaks to subway entrance/detail-added infostands to train tutorial


------

So that's it for what's new. Probably some smaller updates will follow. Larger update, scheduled for early april will most likely feature cloud saves as well as further polish, tweaks and fixes.

Cheers,

The Downfall Team,

Mike, Dawid

Flash update 0.9.10.1 is up

Good day everyone,

A small update just went live. For a more detailed description, please scroll down.

Additionally, sharing some good news: Project Downfall took first place in the Big Indie Pitch at White Nights Amsterdam 2020 Conference. I feel truly honoured and grateful. All the more motivation to keep on truckin' !




Now on to the good stuff!

--incr game ver to 0.9.10.1

-added further days intro logic to levsel hub (from 14th march Saturday to 21st saturday will display the date on critical events of the games timeline)

-fixed death yell for dancers/clubbers in sabotage level (now the female dancers will scream, y'know, like a female instead of a dude).


-journeyman sound fixes and logic for superkickable tables alond with lighting update and lens flare to mid section bus.

-replaced static adverts in package with fully destructible with destructible bg wall with logic
-further updates to club scene in sabotage

-sabotage club lighting and music events and intro details. (this scene went a pretty hefty overhaul so a revisit is recommended.)

-sub hub start details added (neons lighting, detail cables second platform, OC logo new var etc)

-updated elevator texture home

-new dancing animations for clubbing npcs

-updated new dancers in clubfloor in sabotage level

-lowered enemy attack range for certain melee weapons

-fist and kick added hit layer updates

-update intro train monitor news text(electronic gaming monthly) for cleaner input hints

-update journeyman man superkickable objects (collisions, collision sounds, weight etc)

-COD after blowhard news fixed (so now the new of liberating oude station will only appear if player completes Call Of Duty and after completing the Blowhard level)

-Show input hint for last active controller. In other words this fixes the possible issue if you have a gamepad connected and are playing with keyboard but input hints would be for gamepad instead.

---

That's it for now. Getting back to the dev. Another smaller update ought to drop soon and something big might be coockin'... After all we are nearing 1 year of PDF being in Early Access...

Till the next one!

Cheers,

The Downfall Team,

Mike, Dawid