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Project Downfall 10th Early Access update is now live!

Greetings Everyone!


The 10th Early Access update for Project Downfall is now live and available for download!



This one introduces, besides the regular fixes and tweaks, all remaining endgames and majority of planned content. More detailed info can be found below. However, due to the amount of new content and tweaks, not all changes will be listed, so I'll try and keep it as concise as possible.

Now the main focus will be to polish up existing content up until good enough to leave Early Access. The next 3 updates ought to see a siginifcant bump in polish of existing levels. Next major update ought to be ready early Arpil.

Known issues (these will be addressed with a flash update within a week):

-if gamepad is connected and playing with keyboard: gamepad input hints will show up instead of keyboard

-in case left mouse button would not be working, please go to controls/rebind keys/ and return controls to default. This has happened due to certain changes with the input mechanic.

-If blowhard level finished the news in the tv will incorrectly state that Oude Station has been liberated-this will be fixed to only apply if Call of Duty level is finished.

Other issues:

-some of the later levels, although not game-breaking, might be rough around the edges (ie missing walls/ceiling etc, event trigger not activating correctly AI walking through walls and other similar snafus). This will be addressed chronologically and updated regularly until fixed and satisfactory.




Now, on to what's new!

NEW FEATURES:

-Added 9 new endgames. SPOILERS!
the smalltime endgame branch and variations, the topdog endgame branch variations, the mob or KC hitman branch, madness branch, betatester endgame, Olga endgame

-A hefty amount of new levels and stages with dedicated dynamic music tracks:

Tengu: svoloch mob controlled restaurant in the Pleasure Dome district just below Azur plaza

Answers: you will need level2 access to get all the answers, but your wits and pills will suffice for the alternative outcome

Escape: a delirious work interview ends up with you in hospital.

Revelations: something is wrong with this place this level will change depending on previous choices and also offer the possibility to access the Olga ending branch. You'll have to have killed one of the Olga visions outside the apartment as well as have relatively high sanity/low oxi usage.

Exodus: Your prevoius choices will decide how this level plays outif you took the mad hospital route you will exit the hospital in the backstreets near home. Your previous decisions will decide how this level plays out. Ie if you killed Ali in the beginning at the station and have no witnesses you will proceed the the betatester ending. If you have witnessess you'll proceed to the prisoner ending. If you have no witnesses and didn't kill Ali you'll go down the incident ending)

grounded: alternative airport level for smalltime exit

Deadcalm: inspired by the final shootout in Equalizer2, taking place at a stormy waterfront. If accessed, will be able to access the KC hitman ending

Mutliple other smaller levels and stages


-Add three new pill effects(WIP):

slingshot: lowers damage intake tolerance but each kill speed up player significantly

Adjucator: slows you down significantly but also time as well, with high time kill bonuses and higher damage intake tolerance. Great for crowd control and weapons with high velocity bullets.

Reaper: currently highly overpowered so enjoy it if you can find it;) will be nerfed with next patch


-Add weapon name panel: Every weapon will have its name displayed for a brief moment when selected

-New enemies, and npc's including, but not limited to: subwau hub citizen npc variations with dedicated animations, mad soldier gore with dedicated animations, Neuron enemies with dedicated animation, Mad goats with dedicated animations and more...

-New weapons including:

SAR: special Automatic Rifle. Precise and medium damage with high ROF. The catch: only shoots in 4shot series

Slugger: series shooting shotgun. Medium damage but high ROF

GENERAL UPDATES:

-0.9.9.2->0.9.10.0

-new prop particle destructibles (dust puffs, hanging lamps etc)

-Mutliple updates to levels, including but not limited to:

reworked intro to intro train including mutliple events

multiple updates to street level selects hub (inlcuding death logic for shopkeepers. Kill them, and the shop will be closed next time you visit)

Anotherday at the office/the way back: heavy updates to office interior and passage events as well as poveral polish, new npcs, visual tweaks, new Ali animation etc

titan glass stand intro update

added new bg ads animations

titan intro hall update, tweak, cleanup with chat WIP

titan tweaks to start and finish, polish

lev select hub added logic for killed shopkeep (bool and makes shop closed for now)

added new npc/enemy thugthick with idle anim and anim contr override

camera glitch effect update to intro subway hub

new glitch sounds

thickthug variations added

and much much much more

-new bulletspark effects particles and destructibles

-new chat for escape mad with teddy

-garage AI update

-added dissolve material(update add tween script)

-traidthick footsteps added and material with back

-Implement audiofade for multiple events in game (including, not limited to fade when train in intro arrives at station, airport hvt music background kicking in when walking up scalator etc)

-Implement text sound toggle.

-Implement new type of selectable tabs in settings.

-goatboss added with flame fireball attack and associated filed/assets-exodus tunes update and goat event/fight

-added endgame graphics WIP

-Implement stamina run cost.

-added dash slide effects

-mutplie update to logic adapted for witnesses and endgames / music in hub, etc

-added death bool conditions (used for witness in hub ie laterr for accessing providence call) for multiple npcs (potential wintessess in levels)-asyloom endgame logic loop added

-Hitman endgame logic path added from diner bazaar

-event added to AI to follow and start chat in bazaar to enter car (access to molo-hitman ending)

-added new assets for endgamel connection logic

-Implement headbob run multiplier.

-city view info map prefab created and placed in lev sel hub-timeline canvas added to lev sel and sub hub


GENERAL FIXES AND TWEAKS


-engame connection logic added (from main game to endgame X to credits to title screen)

-Add pointer to start scene.

-new minigun player sound

-train throw tutorial update and crouch reference key added

-Fix player spawn point position.(height)

-Fix AI fire rate problem.

-Implement new way to applay damage with impact and play sound on collision.

-timescale fix (build preview) for station start and intro train

-new KC grunt idle anim

-updated glass shatter range

-updated panel destr high, optimised (removed nulls and cleanup)

-fixed shin KC grunt

-updated loading tips

-make sure player will spawn only once, even if conditions are broken.(should override possibility of movement bug in apartment in case of conflictiong open-ended game logic)

-enemy AR and uziside spread to be smore similar to players

-updated to starthub (Added cosy corner withnew npc -will be used for throw tutorial with pencil WIP) and cop for aggro (will be moved here-or maybe wont be needed)

-Show current save slot on top.

-Implement save slot renaming.

-Fix ARSideEnemy ammo bug by replacing RangedWeaponController with RangedEnemyWeaponController. Add editor validation for such cases.

-Fix AI start ammo.

-updated lev sel hub with logic to exhcange paths (added co-relating conditions for "gutterrat" with "run")

-update to subwayhub with new npc

-update to minigun ROF for player and enemies as well as spread

-update to subway hub brain trigger audio glitch

-intro train added destination panel with tween anim indicating duration till end(WIP)

-update dissolve hell in ic_0-0

-Change crouch to left trigger.

-fix ammo in priv

-Fix intro activity fade in.

-fix hole behind train in lev select hub station

-Change [T] throw button to RMB.

-Fix input initialization.

-Fix selected items in settings after tab change.

-fixed ingore timescale in madkiller ending

-Fix editor freeze after pressing F key.

-Implement new way of checking if player is whithin line of sight - fix for aim, shoot, aim, shoot loop bug.

-update to fist attack and stamina

-updated mechdrop event

-updated mechdrop attack sound (used for stun)-

-cyborghell weight and drag adjusted (testing)

-mech cannon bullets lowered to 2-added logic to new end stages (smalltime and td/answers)

-fixed slum bottom levelid and achievement

-updated fridge (new fridge model WIP and using new hinge test door WIP with physics rigidbody)

-Save game state when we start game level, main menu or want to quit game.

-Fix Leaderboards level dropdown scrolling.

-melee weapon damage to transparent destrcutibles added

-minigun detail and sound update

-updated alfred anim speed-added dickintel variable to ic_2-0 complete (temp fix for requirement for topdog address)


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So that's it for now. In case of any issues, or if you enjoy a certain aspect particularly please let us know! Thanks for sticking by, it's been an awesome ride so far. And soon we will be celebrating one year of the game being in Early Access:)



Till the next one!

The Downfall Team,

Mike, Dawid

Project Downfall 10th Early Access Update ETA and info

Greeting All!

After 10 months of being available in Early Access, the 10th Early Access update is almost here! Almost all major content has been added, so hopefully-if no significant issues pop up in the meantime-the update will go live around 28.02.2020



This is another big one: there were supposed to be 7 endings, but now there are actually 10 altogether! * , new levels, enemies, weapons, interactions, tunes, fixes, tweaks…

* If possible, I would like to add more to tie up all other loose ends, but this would mean significantly longer dev time. We will see how things go.

Currently we are also reviewing alternate(left hand) attacks and leaning. Unfortunately we will most likely have to drop these 2 features. Left hand/alternate attacks would not work well/intuitively on PC/keyboard, considering that based on feedback the right mouse is preferred to have quick access to throw the currently held weapon. This would collide with the path we want to take with the gamepad and so sadly we had to come to the hard decision to put this feature on hold. Same goes for leaning. As cool as it is, especially on gamepad/left analogue, it would likely be exploitable, which is something we would prefer to avoid.

However, this does not rule out they will make a comeback or be added in the end. It's just that right now there are other major priorities, which would be polishing and refining existing content. And there's already quite a bit of that;)

Looking forward to following up when the update goes live!

Cheers,

The Downfall Team,

Mike, Dawid

Flash update 0.9.9.1 is up

Greetings All,

another small update 0991B will drop later this evening/night. Just discovered the new headbob is causing issues in some places -ie the triggered floodlight in the sewer in the final shortcut stage. If you would have similar issues elsewhere, please let us know. Thanks

Dropping update 0991 with promised fixes:



-Enemies with assault rifles will no longer run get in reload loop

-Post death enemy collision damage bug fixed.

-fixed screen freeze when using retro filters

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Additionally this update has:

-start screen hub logic updates for endgames

-IC-2-0 remove unwanted chat event

-AR side enemy made smaller muzzle flash

-PRIV(topdog) endgame logic added

-KC Bazaar and Run 1-0 modded deccel speed of enemies to behave as prior to AI overhaul

-alternate start screen hubs and late to end game logic updated.


That's it for now.

Cheers!

The Downfall Team,

Mike, Dawid

Project Downfall 9th Early Access update is now live!

Greetings Everyone!


The 9th Early Access update for Project Downfall is now live and available for download.

UPDATE 17-01-2020: Update 0991 is now live. Please check out the related mini annoucement for more info.

UPDATE 16-01-2020: We encountered a few bugs with the recent update besides the ones listed below(ie the retro graphical filters freezing up the screen). A small update addressing them ought to drop within 48 hours

We are getting ever closer to adding all major content. This update is quite a big one: adding all plot paths and major levels (without the endgames though)**, new combat features, weapons, tunes, destruction...more on that in the details further below. Worth noting: many new levels are still Work In Progress and whilst some of them are rough around the edges, others will be more refined (worst case scenario:level will be in a state similar to those which were intially released with the Early Access launch). This ought to be addressed with the next update. Also, this update unfortunately has also seen a few snafus, which should be addressed within the few days with a flash update.

-enemies with rifles will sometimes get stuck in a reload loop

-On death and collision AI will hurt each other. This will be tweaked and fixed soon.

--
**
Word of warning regarding endgame routes: if you reach one of the endgame routes by meeting specific requirements you will most likely not be able to exit the apartment since the outro levels are not added yet (besides the only one currently available: the madkiller ending). You can still replay all unlocked levels via the pc in the apartment. Next update will bring the appropriate outros to endgame routes. Currently achieved when one of the following levels are finished: small time, fugitive, top dog, brainfreeze
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Next Update is expected to arrive late February and should patch up and add all remaining endings as well as further polish and fixes. After that we are going to fix, tweak and adjust the game until is is considered good enough leave Early Access.

Now, on to what's new!

NEW FEATURES:

-New levels:

-Contractors: get called in for an interview at rival company Titan Prog. Things might go a bit awry Will result in some kind of accident

-Ratrace: Alternative route for contractors. you'll get this one if you are sane enough. Only the intro for now.

-Setup: Something is going down at queen mall.

-Small time: time to go full vigilante and crash a private party

-Trauma: Kyoncha lockdown on Crimson Memorial Hospital.

-Brainfreeze: What's going on here? are these hallucinations after surviving the fall at the end of the contractors level? This will be explained the following levels coming next major update

-Top Dog: Time to get some answers at the terrace Executive Suites where some big fish have gathered for a meeting.

-Downtime: You arrived at Crimson Tide International Airport. Things will get bloody!

-Fugitive: Escape through the canals and make it home alive.

-New weapons:

Heavy MG: This big boy packs quite a punch but will be rather hard to come by

Double barrelled shotgun: Now this one packs a wallop! Downside: not good at long range and requires frequent reloading.

-Multiple new dynamic music tracks recorded and adapted for their respected levels stages.

-The crouch: will be handy for evading incoming fire as well as with combining with special moves.

-Running slide and dash. !!NOT EXPLAINED IN GAME!! Press crouch during a run and you will perform a dashing slide. Works in all directions

-Vaulting slide: Press crouch during a jump to vault slide over objects. Will be tweaked further to be more dropkick like and in combination with a flying kick.

-New Combos: quite a bit of them. “Close call” evade a bullet by a hair, “Striker” hit an enemy with a thrown weapon, “ninja” get max time dilution multiplier during a chainlink pill rampage, “berserker” get 3 kills during blue pill rampage.

-Environmental damage with AI: this one is pretty cool and long overdue. If the impact of a dead enemy is strong enough he will destroy the part of the environment (if destructible).


GENERAL UPDATES:

-0.9.8.0->0.9.9.0

-Key remapping has been finalised and should be working correctly.

-New Headbob logic. Should be more immersive and unique now. Still Work in Progress and will be tweaked and improved from now on.

-A heck of a lot of new destrucitlbe environments: marble walls, plaster walls, ceramic walls, beams, panels, variations, columns, statues, busts etc etc

-updated AI for continuos attack which ought to lead to many visually satisfying scenes with enemies blasting the destructible levels up when engaged in combat with the player.

-Added Steam Overlay Call to Action: Thanks to all the reviews and feedback. No better way to improve the game but through constructive criticism:) So if you would like to give any suggestion to us, for your convenience we made a direct link to the message boards, so you don't have to go through all the links.

-new bonus score notification sound

-multiple new animations for AI

-new enemies:

Kyoncha armoured variations

Kyoncha Mech

Kyoncha Heavy Guard with and without armour (the baron of hell of the game ;)

-Glitch effect added to intro when taking first pill.

-added MG logic for enemy and pickup

-added Shotgun double logic for enemy and pickup

-updated lev select activity and leaderboard activity with new levels


GENERAL FIXES AND TWEAKS


-Fix errors from disabled AI component

-Fixes to endgame logic at the apartment

-Fixes to station locked logic in level select hub (in the last build it would be open if correct conditions weren't met. So now, after the intro it should only be open if you have finished either “call of duty” of “liberator”

-Fix null pointer exception when player is fading out from bullet time.

-updated minigun enemy values (smaller mag, changed bullet position spawn to avoid clipping through objects)

-fix kyoncha grunt footsteps (Werent assigned in correctly in controller)

-update mp5 enemy AI ammo in mag start-update to explosion force in casino





So that's more or less it for now. Hope you enjoy and let us know what you think! Thank you for sticking by!



Till the next one!

The Downfall Team,

Mike, Dawid

Project Downfall 9th Early Access Update status and ETA

Happy New Year Folks!

Getting ready to realease the n 9th Early Access update. Should be ready by the 14th of January.



Besides the regular fixes and tweaks, new features will inlcude new supermoves: including the dash slide (combined with self-mediaction focus and the superkick will lead to some plump combos), updated combo system (ought to be more rewarding along with new combo possibilities).

Besides that NPC post death environmental damage and a heck of a lot of new destructible elements to the world (Walls, panels, tiles, windows, vases, paper files etc)

Along with that quite a bit of new levels and adapting the plot and timeline and associated branches for the remaining 6 endings.

If all goes well, majority of the content ought to be ready along in around 2 updates (by around the 13th update) ETA March 2020.


Thanks for tuning in!

The Downfall Team,

Mike, Dawid