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Project Downfall: Post TGS 2019 follow up

Good day Everyone,

So TGS is over. It was an awesome experience!



Thank you to all who visited The Polish / CEE booth! I would like to express my great gratitude and appreciation for your support, as well as feedback and interest!

To those who purchased Project Downfall: I prepared a special private Beta with the initial Japanese translation (initial levels up to the aparmtent hub after the PACKAGE or JOURNEYMAN level). This translation will most likely be added to the public build with the 7th Early Access update, planned for early October. In the meantime, to make up for the wait, I prepared the possibility to check out the Japanese translation earlier, especially for those who purchased the game during TGS, unaware the Japanese translation is not yet available on the main public branch/download.

If you would be interested in the Japanese language build, please let me know at [email protected] and I'll send over the password/access to the private Beta.

A heads-up: The Japanese translation is very new and still Work in Progress. The translation is ready for initial levels/tutorial and will be updated with future updates. Unfortunately, once you get to the levels after The Package / Journeyman, the Japanese translation will be very limited and will be recommended to switch to English, otherwise dialogues and text will be missing.


In case of anything, feel free to get in touch!


Cheers!

The Downfall Team,

Mike & Dawid

Project Downfall 6th Early Access Update is now Live!

Greetings Everyone!



So today we are dropping the 6th Early Access update for Project Downfall.

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Before I start I'd like to take this opportunity to give shout-outs to:

-Shigeki Saito: for the valuable feedback as well as recommendations/hookups… which hopefully might result in new languages being added soon!

-Sebastian: As mentioned in the previous announcement, due to time constraints and other obligations, Sebastian will no longer be able to work on the game. Many kudos for his work and being with the project from the start till now! He made a really diverse selective AI (based on sight, hearing of weapons, hearing footsteps, hearing screams/deathyells and much more) which opens up a lot of possibilities for the levels (albeit due to this the levels need respectively more work due to this since every enemy is manually tweaked to work/react to offer the best/challenging experience balance). Also the superkick effect on doors and objects, blood decal spray logic, the initial FPS controller as well as work on the new one (which is still WIP and will be added in future update), the initial Switch build/exports... And a heck of a lot more. This will be the last time we will be signing the announcement as a trio, since it is just Dawid and myself now.. :( Thanks, Seba, so much for your hard work and being there from the start!

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Now, going back to the update: The game finally has its first achievable endgame. New content, fixes and tweaks. The next update (ETA early October) will now focus on tweaking and refining existing content and branching out other endgame possibilities. We will still be addressing issues/bugs and the like and going along with our robust to-do lst. Due to the dev team dropping from 3 to 2 this will obviously impact development time and delayed the planned key remapping, but otherwise we are still on track.

PLEASE NOTE: Due to new branching paths and conditions, there might be unlock logic conflict(this will usually turn up at the apartment with lack of mouse look/bugged movement). This could possibly happen if your last progress was before the rectum level (and not finished it yet) .Best way to avoid this is start a new game, which would still be recommended otherwise you will miss out on some of the new levels. Hopefully the new save game slots will make this easier from now on.


We tested as much as possible, but due to the game getting noticeably larger with each update this is getting very time consuming. I just tested one of the new routes up to the Crossroads level and all seemed to be well. If you would happen to find obvious bugs, issues, lack of new stage unlocking, let us know and we will get on it asap!

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And finally, before we move on to what's new, we would very much appreciate your input in the following matters:

1. We will be finalising the new First Person controller. Most likely it will work a bit differently from the current one. So before we implement it we would like to Beta-test it. If you would be interested in this, let us know and we will send you an invite to the private Steam beta. We would very much value your feedback here, since we only would like to replace the controller if we are certain the audience prefers it over the old one.

2. A pretty touchy subject. One of the new levels features neo-nazis and related chats and events. One story related chat, goes around some racist remarks (they are neo-nazis after all). And they would call a specific person the „N” word, which would be believable (just like the other thugs are using racial slurs to the player), but I know this specific word is a rather sensitive topic to many. I left it out at a neutral version, but there is no denying it sounds a bit off. If you could let us know, if you would be okay with changing this to the stronger word, or what your opinion is on the subject, we'd appreciate it!

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So that's it for the starters, let's move on to the main course;)


NEW FEATURES:

-ALPHA to BETA. The game now has its first achievable endgame and can be finished. The Madkiller ending. It is the earliest endgame, however certain conditions have to be met. As fot the other endgames: The main branches are all more or less in the game right now. Now its a matter of adding final level endgame branches for the other endings.

-Achievements! 15 of them currently are available. Hopefully they will be an indication if you discovered most alternative routes/levels. More will follow soon.

-Save Slots! Choose new game to create new save slot, continue to kick off on your last saved progress, and load game to load up a specific save slot. This will still be updated, with visual status of mental health, level unlocks, details etc

-News levels:

-Blowhard: (2 stages)Alternative to the Call of Duty level. Visit the pleasuredome district to let off some steam. This one has a little Street of Rage easter egg. Axel also wanted to join the fun, but...yeah, you'll see;) If you want this level, make sure Ali is alive and answer his call after completing the journeyman level. Be warned, finishing either Call of Duty or Blowhard, will progress the timeline, locking out the unfinished level and its follow up.

-Fill her up: (1stage)the level precedes the rectum level. You will run out of gas en-route in the lower level underpass. Something is fishy about the gas station... You''l have to make a choice after completing this level how you will proceed.

-Going places: (2 stages). Find out who is behind the underpass ambush and make your way up to street level. This level will also eventually feature another branching path if certain condition is met (hint: old capitol)

-Passing through: (1stage) inspired by 80's Bronx flics (ie Turnbull AC scene from „The Warriors”). You arrived in Peltons Gaw. The neo-nazi Cranston clan is making moves here... what are they up to?

-Ethnic cleansing: (2stages) Alternative to Rising High level. Takes place before the turf war breaks out (the player actually has his role in that;), mentioned in the news before rising high. Break into the Cranston Clan compound and FSU. Oh, and the first stage is inspired by the freeway leading to Vegas in BR2049.

-All new levels have new dynamic dedicated tunes and enemies (tweaker variations, clubber variations, fat skinhead/neo-nazi variations)

-Cinematic endgame Credits roll.



GENERAL UPDATES:

-increment game ver 0.8.5.4->0.9.6.0

-added light and fog tween/dynamic to rectum sauna/baths.

-added fog tween to sauna in rising high brothel, also adjusted AI at end of second corridor

-dynamic fog and post trigger event on entering rectum finale mini-boss room

-new fist attack animation (workaround WIP-test. Will need complete overhaul once hands are separate. Current version will need to updated for spritesheet to avoid artifacts in shading with normalmap). TLDR: this is not final and will look better with coming updates

-updated apartment for first endgame condition (madkiller)

-added connection from apartment (if madkiller) to madkiller lev select, to madkiller description outro, to credits, to apartment

-Move bloom, scanlines and pill settings to Graphics tab. (we will likely revert this one soon, since we think after some testing that it worked better before. Unless you like it, then let us know!)

-Weapon pickup stuns enemy when thrown.

-Add no mandatory non npc flag. Used for multiple AI. ie Janusz in final package stage. He will behave as he should now.

-added new tune for work/office

-Add played time monitor (shows up in save slot)

-Quite a bit of new assets (animations, adverts, props, prefabs, sounds etc)

-Multiple events for new levels

-updated unlock conditions (NOTE changes apply to existing levels ie RECTUM due to new branches)

-updated levels with appropriate conditions for new unlocks/branches to avoid plot unlock conflicts

-Implement time trigger for delayed or looped events. This opens up lots of new possibilities for events and has been used frequently in the new levels.

-Project cleanup using Zenject

GENERAL FIXES AND TWEAKS

-Big tweak to First Person controller. Players are less likely to get blocked by dead bodies or have “invisible” obstruction during movement. In other words, movement should be noticeably more fluid (this should be easily visible in the RUN level). Please note: this is not the new FPS controller mentioned on earlier occassions. That is its own separate thing and we are still working on it

-Mutliple fixes to AI:

tracked issue with enemies not attacking through doorways and fixed (ie first stage of rising high). Since this has to be manually adjusted, if you would notice the issue still being present elsewhere, please let us know and we will introduce the fix there asap.

fixed issue with enemy locking up in shoot animation and not attacking (ie Providence final stage with tweaker on top of intial staircase)

tracked issues with AI getting stuck in/shooting at corner. As above this has to be adjusted manually. We fixed mutliple instances, but if you would happen to notice issues of this kind, let us know and we will fix it.

-Fixed double door hinge super kick. Now the super kick will kick out both doors instead of 1.

-Fixed mutliple typos and similar errors in text (still needs work and will be updated soon)

-Fix fog tween restoring default fog settings.

-Fix enemy melee attack. Separate enemy melee attack from player logic. Last build made enemy melee attacks too easy to avoid and omitted data of range attack for specific weapon. Fixed now, hence harder.

-Set AI sight range to weapon range to attack if sight range has lower value.

-Fix red dot raycast matrix.

-Fix input hints for change pills

-Fix "lossy scale is not (1, 1, 1)". Was caused by Unity local rotation bug which changes scale a little. Bug also doesn't appear if PlayerView doesn't have parent.

-Fix throwing weapon bug (still WIP)

-higher penalty for killing idle cop

-fix old fan (alfred bigelow) chat in package free (need to update text in future and variables)

-witness static navmesh fix (enemy shooting at corner or going through wall)

-fix enemy minigun idle placement position

-Fix condition editors marking asset as dirty. What this means is that sometimes changes were not saved properly and would not show up ingame. Fixed and should work fine now.

-tweaks and fixes to level select hub (ie notice to accommodate new level conditions ie notice on backdoor additionally for blowhard)

-slightly lowered machete enemy range

-Fix loading player prefs for settings.



So that's more or less everything. Hope you enjoy and let us know what you think! Thanks for sticking around and your support,



Till the next one!

The Downfall Team,

Mike, Dawid, Sebastian

Project Downfall 6th Early Access Update ETA

Good Day All,

UPDATE: 31-08-2019. The build which was supposed to go live today had a few issues with the new levels/content. We will address them immediately and upload the fixed build. However, due to this there will be a 1-2 day delay. So, currently the ETA of the 6th update is 1st-2nd / Sept / 2019. Please excuse the delay and thank you for your patience!

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Original announcement below:
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So we are closing up the tasks for the 6th Early Access update. If no unexpected issues turn up, it should go live around the 30th-31st August.


I'll get to the new content breakdown in a second, but first I feel it fair to share the current state of affairs:

Unfortunately, due to time constraints and other obligations, Sebastian won't be able to continue working on the game, meaning Dawid will have to take over all his tasks. So currently we have dropped from a 3 man dev-team to 2. This will obviously impact development time.

However, this will only affect the programming related tasks. My tasks and progress will remain unchanged, since I was solo in this aspect from the start of the project.

So due to this, the planned key remapping will be delayed. Good news is that nevertheless, quite a bit of programming related features will be in the next update.

The 6th Early Access update will include an update to the original FPS controller which fixes issues with movement ie when connecting with dead enemies(in short, should be noticeably more fluid). Besides that, the first batch of achievements ought be ready, new levels, alternate routes. The first possible endgame can now be obtained so in official terms the game is going from Alpha to Beta, since it now can be finished. Quite a bit of other new features and fixes, but as usual I'll get into more details once the update goes live.

In the meantime, prior to Sebastians departure from the project during our last weekend crunch, the guys put in a lot of work to finally get the new FPS controller working. It still is Work In Progress and needs more work, but hopefully will be ready by the 7th update.


Of course, in case of anything, just fire away.


Thanks for sticking by!


The Downfall Team,


Mike, Dawid, Sebastian

Update: 0.8.5.4 ready for download.

Good Evening All,

Today is a really short one, but hopefully worth it. A few tweaks and fixes which were long overdue. I did a speedtest with the journeyman route up to the Crossroads level and all seems well. But of course, if you would happen to notice the game working worse in certain aspects than the previous build, please let us know what/where and we will get on it asap!



This will probablly be the last smaller update before the major 6th update. Hopefully the next one will include the first batch of achievements and further tweaks and fixes to AI and possibly button remapping. ETA around 2-4weeks. As usual I will post an announcement around 1 week before release.

Also worth noting, there is some bad news unfortunately: the previously mentioned new FPS controller which had been worked on for some time and responsible for player movement hit a snag. We are currently looking for other, possibly better and/or optimal solutions to this matter, as the current method is turning out to be significantly more work than initially expected with new issues (ie AI going completely haywire) which would result in postponing other important features and fixes. So currently we decided to put this issue on hold until we find a better solution and focus on other high priority tasks. Of course, we will keep you posted in this regard!

Now onto the new stuff:

-changed game version to 0.8.5.4.

-fixed missing audio during enemy melee strike

-fixed doorway bug: in certain places the AI would not detect or catch aggro/alert radius from enemies dying in the vicinity. This should be working well now (ie First door in rising high, enemies should attack immediately after opening door, instead of reacting after player crosses doorway)

-Fixed Mark "first day at the office" with blue color. Add blink tween to unfinished levels.

-small fix to journeyman freeroam main street. Removed unwanted eavesdrop from bar

-slight tweaks /details to sabotage club dancefloor (ie addec black ceramic tiling to wall bottom parts of wall, additional VIP lounge sign etc)

-fixes to gaps/geometry in Journeyman 0, terminus1, speedbump1,

-tweaks to bridge/tunnel in level select hub

-new arcade machine with explosion (for testing, last version was bugged, need to check this one in build) in casino 0

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So that's it for today. In case of anything, just fire away!


Thanks!


The Downfall Team,

Mike, Dawid, Sebastian


Update: 0.8.5.3 ready for download.

Good Evening Everyone,

Just dropped another smaller update. Mostly focused on fixes and tweaks but also some new features. Tested as much as possible, so hopefully all will be well. In case you would notice something working worse than in the previous build, or not as intended, please let me know and I'll try to address it asap.




So, now on to what's new:



-updated game to 0.8.5.3

-Doctor Arlovski now has his own office(seperate stage). Added multiple events and logic. Implemented Docs timeline and according logic. Now, if you are going overboard with self-medication he wil provide you a valid oxiprofen prescription (the only way to lower the side-effects of self-medication, however, going overboard with oxiprofen will also have its downsides).

important To acces the Doc, you have to confirm the appointment on your tablet at home. It will be available at certain intervals during the games timeline. First one is after sabotage or Call of Duty (depending on your route). It's important to not miss the first interval, otherwise you will miss his questline and according opportunities and possibilities



-The Oxiprofen booth has been added to the level select hub in the quickefix store. Valid prescription required to enter and activate.

-Multiple updates to level unlock dependency (new levels will show up in the car level select, adapted according logic).

-Fixed new/unfinished level highlight. New/unfinished levels will be highlighted in blue in the car level select dropdown. However, please do remember the car is not the only way to access main plot missions/levels. Also please note: that you can replay all finished levels at the PC with the leaderboards at the apartment. *Right now, only the initial scene (Another day at the office) is the only new/unfinished level which won't be highlighted. We will address/or give an update in this regard soon.

-fixed minimum loading time. Now there will be a minimum loading between levels/stages of 2,5 seconds(mainly for faster PC's which would load too fast to present level load hints). We might change this to a button prompt in the future, instead of loading time extension.

-Adjust leaderboards for gamepad input.

-Fix duplicated player entry on leaderboards.

-Update level list car dropdown - better gamepad support.

-updated station limit walk chav restroom

-updated enemy movement and height of second platform, package final

-updated final package stage with new props/ elements (BG skywalk, billboard, rails on bridging platform etc)

-added receptionist with chat in street freeroam hub before entering docs office

-tweaked ending for "stop on demand" of GENESIS level. Now it ought to transition smoother after calling the stop

--fixed condition for Harold Jones JR in slumblock (would show up if killed after chat in brothel. Should be fixed/logical now)

-updated condition for Harold in Brothel (if killed condition met he will not respawn on level retry (previously would show up until level finished irrelevant of death condition)

-updated neon to locknoload in streethub freeroam (next topolice station). Empty for now, will be updated with heavier/special weapons soon.

--temporary fix for incorrect/lack of display for switchpill hint in casino finale

-fixed collider interact trigger door casino second stage

-added dedicated level asset to bar intro. Guarantees better unlock logic for witness and fixes previous RC 0853 initial test build crash after bar

-fixed/added visible "go" signs at crossroads

-fixed terminus final ground layer so weapons don't fall through start stage floor

-added block connection to skywalk balconies end of stage to final stage of rising high

-small tweak to crossroads substage (incorrect enemy in front of police station. Fixed, reverted to cop)

-fixed incorrect unlock condition for CROSSROADS II / LIBERATOR.

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So that's it for now. Hope you enjoy! If you would have any observations, do let us know. We really appreciate the feedback:)



Thanks,


The Downfall Team,


Mike, Dawid, Sebastian