Project Downfall 8th Early Access Update is now Live!
Greetings Everyone!
The 8th Early Access update for Project Downfall is now live.
PLEASE NOTE! It is higly recommended to start a new game for a few reasons:
-a lot of new content, tweaks and ajustments have been made to the initial 30-40 minutes of the game.
-new branching paths added
-old save might be incompatible and result in conflicts in the player hub/apartment (this can show itself in varoius ways: ie visual glitches, floating arms, buggy movement). In this case only a new game will resolve this issue.

Back to the roadmap: Within 1-2 major updates all major plot related content and level ought to be in the game including the remaining 6 endings. Along with this further improvements to AI, remaining promised features (ie special moves) and refinement of existing content.
The next update will most likely show up either late December, early January 2020.
Now, onto the haute du jour:
NEW FEATURES:
-New intro along with train ride to work with dedicated events and tune
-New third stage to Genesis level added. You arrived at cloudbreak station from the ill-fated train ride. Your first branching path available, but the solution to opening the other blocked gate won't be that obvious;) You will be able to either proceed via the old route to the Les Autres bar or take a shortcut through the arcade parlour. to unlock the gate to funnygames level you will need to destroy the window next to the elevator at the end of the last genesis stage. After that you need to hit the large glowing orange button via throw. If done correctly, the button will stop glowing and you will hear gates sliding open
-Funny games level with its own dedicated tune: Fight through the arcade parlour and exit through the back of cloubreak station to take a cab home.
-The old Capitol with train intro: Accessible if certain conditions are made (spoiler overheard the 2 skinheads in passing through and picked up the scribbles) via the train station in the final stage of going places. Vist a bleak vision of central Warsaw, where the present City Centre is beneath skylevel. Visit the Rotunda as well as the Domy Towarowe Centrum passage along with the Plaza and underground passage leading from the Metro Centrum station.
-Lucos. Descend into the bowels of hell in this freak oriented club in the Old Capitol
-Key Remapping. Still work in progress, ie highlighted text on screen wont include your changes but should work for the most part
-Desctructible envorinment elements. Thanks to the new Player controller from last month which resolved collision issues, old destructibles have now been re-activated as well as many new ones have been added. Don't expect a thin wall to provide cover for long! This will be continuosly updated from now until v.1.0.
-Various Graphical filters! Inspired by retro visuals and named aptly: VGA 256, AMIGA, C64. Can be combined with the varios screen filters (scanline/CRT) for the vibe which suits you best. Still work in progress, with more to come. In the final game they will be unlockables, but now during Early Access you can enjoy all the available ones from the getgo!
GENERAL UPDATES:
-large update to the AI system Besides overal AI refinement now enemies will differ depending on class. Certain units will be able to walk and shoot at the same time and this will also vary depeding on units skill (ie spec-op units like the Kyoncha will be more organised and deadly than the regular Slavic thugs).
-Enemy reload animation and logic> after running out of bullets, you will have an opening, for enemies will reload their firearms.
-completely remade Assault Rifle graphics/animations (inspired by Hardcore Henry style)
-New smoke post shot effect added to precision rifle and other weapons
-new shotgun (pum-master) animation for shooting and reload.
-updated certain bullet tracers with smoke trail effect
-large update to initial stages/levels with mulitple new details and/or events/assets (Trains in genesis, street in journeyman with lots of new details), floating litter in street, kickable soda cans etc etc
-new enemy helmet bumpkin
-new npc Alisaitr now has own graphic and animation instead of sharing generic cop idle animatio
-Ali has been remade in the initial meeting with new lighting and animation. Let us know what you think- old or new?
-Lungs stamina animation and changed layout.
-Press space to skip tutorial hint activity or fast forward one chat dialog element.
-Implement effect presets and applying it to player camera.
-Add invert run to settings.
GENERAL FIXES AND TWEAKS
-Simplify AI move to position. Should work better than before and movement should not be possible to interrupt (which would have resulted in exploitable AI in this case).
-update score font
-cleanup shotgun alpha pixels
-update subhub door event first
-update tut train restaurant wagon and added throw cinematic hint event
-temp diabled throw event for witness
-fixed condition for cab not unlocking exit (teddy was active)
-Fix stopping nav mesh agent (Seek doesn’t always stop it).
-Fix Double OnGameStart call.
-Hide resolution dialog at startup. We might turn this back on once gamepad controls for it are implemented.
-Fix AI footsteps by adding events to animation.
-Implement melee attack in parallel with walking. Due to the new AI system, certain elements didnt work as well as before, ie melee enemies could be avoided too easily and hardly posed a threat, especially minibossess, since they would stand in place when attacking. This made their attacks too easy to avoid. Now melee attacks work as before: you can still escape strikes but it will be more of a challenge, whereas with minibossess, if you let them get to close, that's pretty much it;)
-Add independent stun deceleration.
-Press space to skip tutorial hint activity or fast forward one chat dialog element.
-Add input formatting to localized text in tutorial.
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So that's it for now. We will be back soon with the next major update (and possibly some smaller flash updates in between). Thanks for stopping by!
The Downfall Team,
Mike, Dawid