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Steam Summer Sale 40% discount and 21st Early Access Update ETA and info

[h3]Greetings Crimson Community![/h3]

Steam Summer Sale is now live: Project Downfall will be 40% off till 08. July . 2021. Before diving in to the full game you can check out the free demo here on Steam : It's got quite a nice amount of gameplay and replay value (ie secrets, alternate routes to finish the intial way back home, alternate events based on the players sanity , actions etc).

Now moving on to the 21st Early Access Update. It is expected to go live sometime between 11-14 July 2021. This will be a BIG one.

[previewyoutube][/previewyoutube]

We will be adding the final planned major feature from the Early Access roadmap: THE FINISHERS. The finishers in themselves open up new combo possibilites and score multipliers but will reqiure a certain strategy. Once an enemy enters bleedout state you have a limited window in which to fully execute him/her -resulting in ultra violence (custom, full dynamic body damage and destruction with new dedicated gore system) and the JUICY combo multiplier.

Besides that we got loads of other stuff coming: loads of fixes (thanks to the awesome community feedback over at the games Discord*), new levels, subplots, minibosses, encounters, optional routes, refinement, polish and much more. As usual we will be dropping the detailed notes with the dedicated announcement when the Update goes live on Steam.

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*join the Discord for up to date news, challenges, sneak peaks, an awesome community and more: https://discord.gg/h8TAUNacuK

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That's it for now,

Stay safe and stay vigilant!

We will be seeing you soon...

The Downfall Team,

Mike, Dawid

Project Downfall Discord Server and flash update 0.9.20.1 is up!

[h2]Greetings Crimson Community,[/h2]

We finally got the Discord server up. Click the image or link below to join up.



--Click here to join the Project Downfall Discord server--

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We also got a flash update with some noticeable tweaks, fixes and polish. Full notes below. Shoutouts go out to: Estacado_04, Tf2NoobPlayer64, Pepperoni_Vice.



We are aware that currently the start screen is pausing during settings and input won't work during initial scene fade-in. This is a temporary measure used to avoid the recent falling to death bug on incorrect plot logic spawns for alternate starting areas. We will restore it back to the regular method most likely with the 21st Update and introduce a better implemented failsafe in case the aforementioned bug would re-occur.

[h3]Now, moving on to the details:[/h3]

0.9.20.1 includes:

-fix life hacks unlocking in settings.

-slight update to tarkus game mode (raised tarkus player run speed to slightly slower than default player run speed)

-added new sounds for chatter kyoncha for use in mutliple situations (multiple ie man down, friendly down, $hit, go, flush him out etc )

-added chatter dedicated to blue kyoncha spec

-updated regualr kyoncha chatter with additional hurt and added new on other enemy dead

-chav /slav thug breathing distance by circa 35%

-airport downtime fixed borken navmesh, updated OC for destroctibles and lsight AI update for new system (WIP)

-fixed journeyman OC glitches with gates (thanks:Estacado_04)

-run final fixed /closed off new starting balcony area interior

-Handle death chatter only if unit is attacking the player.

-Add on Squad Death to Unit Chatter.

-updated kyoncha chatter base with new move in and catch aggro

-fixed mixer for kyoncha chatter in controllers

-updated airport KC for new AI system with multiple AI based events based on player position

-fixed kc blue slim walk and shoot animation

-crate push sounds added

-added pervert panting sound variation for idle/idle aggro/hunting

-kyoncha blua and cadet chatter updates

-updated chatter mix to be same as sfx for bullet time

-updated AI airport KC with locked gate event

-gatecrasher larger update to AI and added glass panel destructible box on left side and various AI tweaks and balance. Level is hard as heck but it is only 1 stage and satysfying if done/stringed combos right

-updated doc materials corridor post interview and updated elevator to current state(new panel, materials, refelctions, lighting) with according logic to exits (based on sanity and oxi)

-kyoncha specops regular added chatter squad death sounds

-updated kyoncha cadet chatter (smaller squads) and other modifications compared to regular kyoncha operators

-tengu final stage optimisation (all destructibles exchanged for prefabs, lighting modified to destructibles, lighting optimisation) and random directional light variations

-Fix cheats serialization and deserailization issue.


-fixed missing wall in sewer king ending on new start screen

-tengu start fix (lighting for destructibles)


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That's it for today. Till the next one!


Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 20th Early Access Update is now live!

[h2]Dear Crimson Community,[/h2]

The 20th Early Access update is now live on Steam. This goes for both the Demo and full Early Access. This one features multiple refinement and tweaks to existing content and a few new goodies, which will be described in detail further below.



The next (21st) Early Access update will continue on polishing existing content with tweaks, balance, cleanup etc as well as hopefully adding the last missing feature from the initial Early Access roadmap: Finishers! We are aiming to have this one ready late June / early July.

Once again we greatly appreciate all the feedback coming in as well as the gameplay videos. Please keep them comming! These really help us prioritise what needs to be addressed.



We will most likely be adding a smaller update by next week with some updates to the enemy chatter and further details, polish as well as setting the games Discord server public. If you would happen to notice something that would require immediate attention please let us know and we will be aiming to get it done by then.

Now moving on to the main menu:

[h3]0.9.20.0[/h3]

New features:

-2 new lifehacks:

.Shinobi: Go full ninja with much faster movement and very low stamina drain at the cost of extremely low health.

.Tarkus: Tank mode. Take more than double the regular damage at the cost of slower movement and higher stamins drain

Both can be unlocked from the Lifehack machine in the Quickefix store and then activated in the main screen/apartment under settings\lifehacks\

-Enemy chatter. Mainly used with higher tier enemies. Enemies will use military lingo depending on current situation. Inspired greatly by HL1 grunts and F.E.A.R replica soldiers. Other enemies mostly used for 3d breathing sound. Planning to add more to other enemies in time.

-New AI behaviours for higher tier enemies. Now the higher tier enemies will react and adapt to their current situation dynamically: flanking the player, providing covering fire for other units moving in, moving to or falling bac, moving between strategic positions and more! One of the first examples at a basic level can be seen with the new slavic thug variation (blue suit) in the rektum lobby stage. Much more can be found in most levels with higher tier enemies (ie kyoncha adepts and specops, assassins at the mall, the luco dungeon etc)

General updates and fixes:

-updated changelog for 20th update

-updated weapon position and visibility in church

-warsaw patelnia garbage container encounter added

-pleasurehub sublevel updates and details to alleys, upper level yokatta banner and fixed sublevel steam clipping etc

-wawa updated patelnia encounter with cover and physical objecta/superkicable garbage containers with dedicated damage models and sound, added 3d burning faint sound from PKiN fire, added magnum pickup in tipped over garbage bin, and other smaller details

-garbage container updated physical object

-casino updated AI for new system (exec chav added for this) updated materials and new cover, new navmesh, etc

-pleasurehub updated with cops that will show in with timeline along with objects in store and other smaller details

-wawa lucos entrance exit transition created for better transition between levels

-casino first stage details and ai updates, updated sauna area and polished multiple aspects of surrounding area

-luco connections updated and transitions between stages for better logical connections, multiple new details and AI updates, tweaks and fixes and polish

-pleasure hub lower lev further details to alleys and tweaks

-Implement character updater that will move Audio to view instead of controller. (in other words: fix to 3d audio for other enemy sounds besides footsteps like death, stun, chatter etc, which will fully comply with npcs current position and change with movement)

-casino first stage further updates (updated explosion force of first room, added new details to second area and lights, updated AI etc)

-pleasurehub updated with new lighting variation chosen at random at start and exit from maintenance tunnels (connection with shortcut level)

-blue pill and chainlink material updated for better visibility

-Fixed cracked concrete material

-updated superkickable door cod station (fixed material closed)

-interview bridge area updated and polished and added exit transition area and related event for better transition to next stage

-glass spray effect updated distance sound and new one for complete destroy to warsaw DTZ glass walls

-contractor first stage final area updated with new enemies with evade behav and mp5's (Still needs tweaking and balancing with final set of knife enemies)

-pleasure hub updateed with constant npcs

-updated AI in Gatecrasher

-fixed pill position luco dungeon

-added newer map elements to highrise from EC to final Rising High fore more details and logical conenction with alternate correpsonding routes and previous stages

-cab intermission updated AI speed to be more forgiving on normal difficulty

-updated intro subway section exit in Warsaw patelnia centrum. Updated materials and new details etc

-gate destroyed COD station updated

-warsaw fix navmesh for DTZ ambush right enemy

-fixed and updated destruction of new superkickable gate in COD station

-church and prechurch AI updates and details (ie crate destroy event to reveal precision rifle:if destroyed by explosion of nearby van force will be added to rifle)

-luco 2 temp adaption for render lighting on start (only after first death on scene will be displayed)

-COD start fixed cop melee animation, COD station interior updated new superkickable door/gate along with dedicated destructible parts on destroy

-luco hell dancefloor further polish and tweaks (ie door behind player perm locked, added bariers to stairs between floors, updated AI placement etc)

-kyoncha district AI further slective updates (new falnking points etc) and updated navmesh

-pleasure hub updated lower level and main level with details and polish

-kc district updated AI for flanking and retreat to cover new AI

-luco final multiple tweaks, polish and updates to AI, miniboss encounter, events, final foorm encounter trigger etc

-warsaw lucos entrance u with exit to packing areapdated and details to subway rotunda passage (dirt decal garbage on floor with according surface sound, rotunda neon etc)

-lucos hell dancefloor updated to loading area(still WIP)

-lucos final updated navmesh and fixed final aggro group attack and holes in ground and missing meshes

-luco dancefloor hell updates (updated lower stage,added new dancers, updated OC and navmesh etc)

-lev sel cldbr point updated lifehacks cost of shinobi and tank

-Implement disabling not combining cheats. (used for mutually exclusive ones like shinobi and tarkus)

-Luco final AI update with pathfinding and final ambush pickup key to loading area and other smaller details

-further details to warsaw map and new OC

-luco hell floor added new lighting fitting mood

-luco final updated AI to new system (for flanking and ambushing tactics),still WIP

-COD start details added and COD undergound 2nd stage updated lighting and alternate superkickable entrance with new junction and slight final melee AI tweaks

-WAWA details added, crowd before lucos, closed up holes, dirt decals, updated security gates to newer model in underground area and more

-concrete bench destructible updated with pre full destroy instances.

-updated intro to COD and transition to next stage (updated AI, added details to interior, updated destructible wall to first cop poster, added turnstyle gate to exit working physics with sound, updated OC and other smaller tweaks)

-updated casing sound mix

-pleasurehub update (added shops, stalls details, new lighting, clouds random, bariers etc)still WIP

-topdog final large update to AI final part of stage and initial part with new AI logic /behav

-rectum lobby updated AI with VIP using new AI updated behav (strafe, evade and retreat waypoints)

-added appropriate effects and mix for bullets and casings (varying in bullet time and maingame)

-run final kc tweaks (charging shotgun with melee behind)

-Lowballer, Ar enemy and DMR enemy updates for difficulties (ie longer reload times on normal, )

-mall and run KC final updates (various AI tweaks, details, events etc)

-slumblock start closed of back area

-updates to kc area run final, possible kill initial kc event drop crate from balcony, aggro ai calls, ai selective tweaks and destructibles. Cloud variations for better mood and fixed skybox.

-mall AI and details update (new weapons, difficulty differences for normal hard nmare ie placement of lights emergency switch and ai aggro reaction and paths, etc)

-fix bloom minimum threshold (was too bright)

-run updated foodstall shelves and 3d shader depth for destructible food and added alternate KC first encounter models with glowing eyes to be more visible in initial dark areas

-added destructible glass panels to foodstalls in kc run and destructible food prefabs (all sets on display, noodles, burger, pots, fruit etc)

-mall light switch updated to second floor

-run kyoncha updated with destructible food on stalls and updating AI covering fire and charging tactics

-Add level unlock condition check in global variables - used mostly by Video Games.(fix to master from flash fix in 19.3)

-added closed stores /storefronts to mall stage, updated ai to new methods (flanking, evading events etc), updated materials and general polish (still WIP)

-updated Gatecrasher level: added evade and shoot behaviour to AI and updated speed movement (orig behav was too fast)

-updated Run KC encounter with new AI behaviours and smaller details (ie bariers so player will not fall off map during heat of combat)

-Run level kyoncha stage initial encounter updated with new AI behaviours (still WIP) and multiple other updates to level (details from providence, ie bg buildings, girdings and polish still WIP)

-updated trashbags collision audio-update wawa centrum area. Added bg buildings behind PkiN (still need positions tweaked) and fixed materials for fences near Domy Towarowe Centrum. Fixed light trigger to permanent in DTC passage area. Added details to patelnia area

-Airport smalltime added destructible mutliple stage galls panels/screens/windows (cops will continue shooting until it completely break, but fiirst with 3 different stages of destruction and will still provide cover). Added event laser personel only wall and shutter before entering upper area to avoid exploiting AI and will result in more impactful final shootout in this stage

-old capitoal further details and tweaks to patelnia area and domy towarowe centrum/rotunda area

-old capitol warsaw central details added (Adjusted lighting, added textures and materials for Palace of Culture, updated overpasses, added new ones, added neons to underside, added volumetric clouds in sky for better mood, brining car, garbage on floor and trashbags in patelnia are etc)

-street azur hub shopfronts new update and city runner store wall material update and fix

-passing through seedy storefornt with light added and graffiti and seedy details

-streets azur hub added storefronts and fixed replaced store window materials to not flicker

-ethnic 2 details added to railing and top of megabuilding with iinside stairwell material and advert updates etc

-gridsoft scanline updated (birghter and sharper-scnaline bright and dark changed to point filtering

-updated fillerup further details and tweaks so map can be opened up behind bars, updated chick facespace anim in bg etc

-ethnic start area update and polish (added curbs and details

-support girding, structures, freeway etc to sub skylevel area), tweaked lighting

-fillerup updated OC, added new details to new opend up map area (ie street bariers, curbs, road, physical object boxes, moveable rigidbody bariers blocks, graffiti and torn posters etc)

-ethnic all stages details and polish added (bariers to ethnic 2, cubrs to rights side ethnic 1, cleanup edges and sticking out meshes etc) still WIP

-added new ads to fillerup and details, ie replaced temp placeholder building for enemy ambush event to exit from to pubs and shops with gate open event

-created multiple and added news adverts garphics sets. Also added a few from Shutterstock by StudioPix

-topdog final further tweaks and details to stage (ie new enemies chav exec suites, updated ai final part placement and got to logic etc and final room event to elevator tweaked mood and event end light toggle)

-genesis armory train added destructible crates and boxes and on motor thug killed bill particle burst with sound on box collision behing for more effective shootout and death

-new destroy particles dust for boxes and crates

-Fix Witness nav mesh, so enemies can't get out of the map.

-final topdog updates (AI, details, final part of stage leading to answers for better logical connection, lighting tweaks, glass for statues materials etc)

-added new sets of ads (facespace, g-mobile, modnation etc)

-canal mech boss further details and tweaks (girding to destructible, destructible events etc)

-canal boss scene update with new details (new bg buildings, new post profile volume tweaks, cables hanging set tweaks, materials, etc)

-Add possibility to disable lower aim accuracy after hit for enemies.(fix for canal boss otherwise could be exploited)

-canal boss updated details alley and boss area (new materials, buildings etc)

-canal boss events updated (post volumes, gate block open anim and close, cables etc)

-fans canals material and normal maps update

-mech canals map update with end gate block and open kill enemy event and cloud variations

-mech charge shot added with dedicated particale animation and sound buildup

-fixed bandaged face error logs, replaced anim in hud with main face override for bandaged

-updated lighting events for topdog final with closedoff final level part and specops flanking with tactical lights and closing off area event bariers and sounds etc

-intro train izsoreal flame hand anim added-first hit graffiti added and fixed missing closed front shutter on target killed (which would result in level and AI exploits)

-Add warning to loading panel when fov camera is enabled.

-Show FOV camera warning all the time.

-Pause game when menu is opened in MainMenu.

-Don’t show demo complete in video game list. Show empty list item when video game list doesn’t have games.

-Make adrenaline time input text always fit on the screen.

-fix disable weapon drop for enemy in spawn point. Disable all weapon drops in VG_1-0 and VG_2-0.

-cod entrance turnstyle updated visiblity for open entrance-updated train genesis destructible crates and boxes

-mall update for security room and light override

-updated level gfx for luco dungeon

-added second floor with transition events and corridor and penthouse office to Boyz final and chat with Harold Jones Jr

-fixed mall first enemy aggro-benefactors updated start of stage. ONly one KC in front of window with other one coming aroudn from corner on friendly killed

-made kitchen home flare softer/weaker

-boyz final harold death and chat logic added

-updated newsfeed-pleasurehub fix npcs at start foodstall

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So that's it for this one. We will be seeing you soon with next weeks update. Unti lthen, have a good one!

Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 20th Early Access Update ETA and notes

[h2]Greetings Crimson Community,
[/h2]

The 20th Early Access update is getting the finishing touches and if no issues turn up in the meantime, is expected to go live on Steam around the 10th of May.



This one is going to focus on major updates, tweaks and polish to existing content and levels. As well as a really cool AI update to higher tier enemies. Now you can expect more intense encounters with foes that will dynamically ambush, flank, retreat to and move between strategic positions, hide behind cover and more!

Multiple levels will also be getting large updates, some including major overhauls ie the Pleasuredome hub, Run Kyoncha encounter and much more. A full list of detailed notes of what's new will be dropping along with the update when it goes live.



We still got one more feature to implement and will focus to get it in the game along with the following 21st Early Access Update: finshers. After that we will be focusing on polishing, tweaking and balancing exisiting content until deemed good enough to leave Early Access.


Thanks for tuning in!

The Downfall Team,

Mike & Dawid

0.9.19.3 flash fix

[h3]Short note today,[/h3]

There was a bug related with the update of the collectible system from the 19th update, which resulted in minigame unlocks not showing up on the mamebox console in the apartment/start screen areas, if picked up after the 19th Early Access update.

They should be working correctly now, meaning that once you pick them up, they will remain premanently active throughout all your saves and mamebox consoles.

Major thanks and shoutout go out to Casual Raecchi and Pooshkin for reporting this.

The downside here is that the minigames picked up via the old method will have to be collected again.

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Adding also a short note on the upcoming 20th Early Access update. Progress is going well and we got some cool new stuff coming up! The coolest one by far are the updated AI behaviour patterns and logic. This is mainly for the higher tier enemies. Now you can expect the Kyoncha to pose even more of a challenge: flanking, covering fire mixed in with charging assault...this should get the adrenaline pumping even more.

ETA: the 20th Early Access update is expected to be ready to go live on Steam by the 10th of May.


That's it for today,

Thanks for tuning in!


Cheers,

The Downfall Team,

Mike & Dawid