Project Downfall 17th Early Access Update is now live!
[h2]Dear Crimson Community,[/h2]
The 17th Early Access Update for Project Downfall has just dropped! And with it loads of goodies for the holidays, including time limited Christmas content (including the new minigame „New Blood”) as well heavy updates to existing content and much more. For a detailed breakdown please check the notes below.

The next 18th Early Access update is planned for late January / early February and will focus on updating and polishing levels and stages which need it most as well as refining and polishing mechanics and making adjustment for the new difficulty setting updates (the general difficulty system update has already been added with the 17th update but has not yet been added to the levels)

Now without further ado let's move on to the good stuff:
0.9.17.0 Includes:
-New Time limited level New Blood. Fight your way through these grim land and up the scaling Township to reclaim what is yours. With your trusty blunderbus at the ready you will need to adapt to a different playstyle.
-Added DayByDay calendar to the apartment. Keep up to date with your upcoming tasks and errands.
-Large update to timeline system
-New combos: air kick, melee headshot, melee nut shot, sliding kill, environmental kill combos.
-updated Corpo worker subplot with associated events (reqiured to visit work after liberating Oude Station)
-Possibility of snow at cloudbreak point hub
-Add camera shake on damage.
-Implement difficulty unlocking. Finish the game at least once to unlock remaing difficulties
-Large updates to mulitple levels(and associated stages) inlcuding not limited to:
Apartment, cloudbreak point hub, curfew station, Blowhard, Providence, Omnicare office, I'll Be Back (CTPD) and much more
-new lenny and larry idle animations
-new chav low tier thug:lowest tier olimp tracksuit will have mid tier reaction time /aiming time (currently in jman2 and blowhard)
-bear alternate WIP controllers (for tweaking new base neutral animation)
-new pop pills animations
-level sel hub cloudbreak point updated with variable ads after intro levels and refl probe post witness, detials to obey advert support beam, bg building cleanup etc
-lev sel hub further updates with new random spawn logic, car material mustang, wall texture subway new etc
-lev sel hub shop updated with new texutres/materials and details etc
-lev sel hub update ad with frames collect, new thick cables, skywalk construction with protruding girdings etc
-Implement flying kick. Give slide kick more damage check duration for better precission.
-Homeboys added rebard 3d depth decals-home updated corridor to elevator with marble material and details
-updated lev sel cloudbreak point hub shutter details, shops details, lobby lights etc
-station curfew new doors (material texture effects etc and details around door)
-cloudbreak station details and tweaks as well as home
-station curfew further tweaks
-blowhard multiple detials added (building ads, Tengu skywalk WIP, buildings bg etc)
-blowhard final details added (hanging cables, building background, lights from bg buildings, neons etc)
-lev sel cloudbreak point further tweaks added to left building (quickefix back, view from ledge part of map)
-blowhard final, further tweaks and polish and details (upper end region and hanging cables, support beams, chav olimp tracksuit for variation etc
-Scroll combos in outro screen if they don't fit the screen.
-weekly calendar with logic added to apartment hub. Will change depending on which route was taken and show according task on according day. OVer the coarse of the game timeline
-updated gates security curfew and some other smaller details
-tweaked reaction time for olimp chav thug
-changed wod panel texture material at home corridor to elevator
-curfew new security gate tweaked top
-blowhard new seucrity gate closed off to back area and new materials / textures etc
-station tweaks to door size and pipe floor alley
-blowhard multiple new details (new canal water stream amterial texture etc, new buiding bg, reflections, lighting event for first npc, trippy camera on start before intial brain chat to indicate hammered state, new bariers, 3d canals and undeprass sounds etc)
-blowhard further tweaks(mostly to curb canal blocks)
-work lobby multiple workday logic added and reworked monitor screen elements, added desks to other parts of office, added daily work task window with confirm event and unlokc conditions based on timeline progress, if work done on current day, ali phonecall logic updated to be on workday2 only etc
-lev select cloudbreak point added subway station information stand (WIP: soon info on story/plot related elements will be shown as interactable text popup)
-Fix melee pointer.
-blowhard start skywalks overhead added, random green light, new ppeshow door texture and material, detials to rooftops etc
-blowhard final added details to rooftops
-Implement monitor cursor.
-blowhard further tweaks, ie brain glitch event with audio on start chat and adjusted trippy visual acid values
-lev sel hub added news interactions to infobox stand with logic depending on station status (game intro, closed for different conditions and liberated after COD or Liberator)
-subway workhub after work logic and conditions for unlock on 2nd day for arnies, trian ride home event door open, updated textures lighting and reflections etc.-police station made detectives office, close with level 2 access card
-fixed redshirt slim casino topfloor who would get stuck often in/between destructible wall and updated navmesh
-subwaywork fixed floor texture/material mesh
-work office added working printer behind desk WIP
-added police lv2 access key gfx to pickup and condition to detectives office open key
-better wittnes added more visible police CTPD key with gfx-talltrees reomved unused test chats and other cleanup, made darker more looming skybox and added condition WIP for key to dicks office
-added calendar open up event to start apartment hub screen
-updated text on KC gear for finishing COD or Liberator
-added new final thugs level WIP
-updated cloudbreak point station infobox layout
-home apartment calendar more event added to timeline with logic (Setup ,workdays and correpsonding wth COD or Liberator acotive or not/corrsed out etc)
-button press accept sounds and glitch sounds new-open door event updated with kc uniform pickup and new sounds etc for police start-mall olga final endlev gfx added (WIP) and fixed holes in map
-mall olga englev event updated (WIP, elevators with explosion sound and transition to endlev etc)
-talltrees added endlev hut with interior light and moved endlev exit to interior
-updated explosion mall event with Olga and splatter effects and explosion (still WIP)
-updated downtime condition for updated levels from previous update (have to finish Answers now)
-talltrees dick office key event added according with timeline restraints ( before boyz or casino, after that no dick or key and safehouse on fire)
-added bomb countdown timer to mall end
-fixed timeline dates in lang lockit keys
-added according text to date of opening in freeroam hub of lexington bus terminal, azur CTPD an Cloudbreak Station and Azur Plaza
-added infoboxes to Azur downtown area
-added interact highlight material to news clippings on pinboard home
-work lobby updated logic for final workday pickup lv2 with chat events with Alistair (inlcuding logic if last day but some wokrdays ommited hence wont activate lv2 pickup event)
-updated bullet board home with logic and fixed missing gfx etc. Updated with logic for remaining game events (still WIP, currently inlcudes ie saboatge evidence, package pickup, lucos note etc)
-created chat variation of notes without brain for news clipping summaries-added new gfx for elevator panel to make selectable floors stand out more
-added outline glow for calendar so it will stand out more
-slumlow providence final new details added (WIP, girdings, support beams and cables bg, advert sets etc)
-cod start more detail and bg buildings added. Replaced old gate with new security gate models
-updated credits: Still
-large update with details to slumlow (final providence). multiple new support beams, adverts, lighting, textures, smaller details, fences, girdings etc
-updated privdence final : further details and tweaks (this time focused on initial part of stage:details and beams girings etc on start buildings, further polish etc, still WIP)
-Disable input by default for teleport with fade panel. (used ie when working)
-slum providence start further tweaks and polish added(updated material, further support beams to other platforms added, WIP balcony for WIP secret etc)
-work lobby work event updated with typing fade event with text and sound. Updated and fixed logic for other related diner conditions, ie phoneoff event, and started work on day of phone ring etc)
-cod intro railing and curb updated
-start apartment fixed wrong text on evidence post sabotage note on bullet board
-cod intro further tweak (added roablock cross X animations-street downtown hub added cross X animations to roadblocks
-Fix combo notification text in first frame.
-new enemies for newblood added: judge, hunter and wolf
-implement Aggro observer. Don’t allow enter car when we have aggro.
-Add null fix to BaseRainScript caused by missing camera (Player not spawned yet).
-chagelog updated
-updates newfeed animation
-police detectives office key sign panel added ( to highlight how the pickup key looks like which unlocks door)
-lev sel hub update elevator buttons updated
-start screen pickups to shelves added (lv2 , police key, dick key), added daybyday calendar logotype with animation and layout of bullet board
-added varying random enemy sets for new blood
-homeboys final pavlovich save event added (AI layout, chats etc). stage still WIP but can be completed
-added blunderbus weapon icon
-updated thugz final with eavesdrop event and further tweaks to layout, AI etc
-changed locked difficulty icon to red to be more visible
-curbs added to varoius part of downtown hub and updated Construction BlockWall material
-fixed bullet board messages (disbaled unused or not ready ie package rectum and added text for gutter find)
-added christmas tree for game newblood pickup-updated health size and placement for new blood
So that's it for the update but before I sign out, I'd like to wish you all Happy Holidays. Stay safe and healthy and let's take a symbolic day to appreciate what we have and those closest to our hearts. And here's to 2021 to proportionally crank up the positivity and good vibes! Have a good one!
Cheers,
The Downfall Team,
Mike, Dawid
The 17th Early Access Update for Project Downfall has just dropped! And with it loads of goodies for the holidays, including time limited Christmas content (including the new minigame „New Blood”) as well heavy updates to existing content and much more. For a detailed breakdown please check the notes below.

The next 18th Early Access update is planned for late January / early February and will focus on updating and polishing levels and stages which need it most as well as refining and polishing mechanics and making adjustment for the new difficulty setting updates (the general difficulty system update has already been added with the 17th update but has not yet been added to the levels)

Now without further ado let's move on to the good stuff:
0.9.17.0 Includes:
-New Time limited level New Blood. Fight your way through these grim land and up the scaling Township to reclaim what is yours. With your trusty blunderbus at the ready you will need to adapt to a different playstyle.
-Added DayByDay calendar to the apartment. Keep up to date with your upcoming tasks and errands.
-Large update to timeline system
-New combos: air kick, melee headshot, melee nut shot, sliding kill, environmental kill combos.
-updated Corpo worker subplot with associated events (reqiured to visit work after liberating Oude Station)
-Possibility of snow at cloudbreak point hub
-Add camera shake on damage.
-Implement difficulty unlocking. Finish the game at least once to unlock remaing difficulties
-Large updates to mulitple levels(and associated stages) inlcuding not limited to:
Apartment, cloudbreak point hub, curfew station, Blowhard, Providence, Omnicare office, I'll Be Back (CTPD) and much more
-new lenny and larry idle animations
-new chav low tier thug:lowest tier olimp tracksuit will have mid tier reaction time /aiming time (currently in jman2 and blowhard)
-bear alternate WIP controllers (for tweaking new base neutral animation)
-new pop pills animations
-level sel hub cloudbreak point updated with variable ads after intro levels and refl probe post witness, detials to obey advert support beam, bg building cleanup etc
-lev sel hub further updates with new random spawn logic, car material mustang, wall texture subway new etc
-lev sel hub shop updated with new texutres/materials and details etc
-lev sel hub update ad with frames collect, new thick cables, skywalk construction with protruding girdings etc
-Implement flying kick. Give slide kick more damage check duration for better precission.
-Homeboys added rebard 3d depth decals-home updated corridor to elevator with marble material and details
-updated lev sel cloudbreak point hub shutter details, shops details, lobby lights etc
-station curfew new doors (material texture effects etc and details around door)
-cloudbreak station details and tweaks as well as home
-station curfew further tweaks
-blowhard multiple detials added (building ads, Tengu skywalk WIP, buildings bg etc)
-blowhard final details added (hanging cables, building background, lights from bg buildings, neons etc)
-lev sel cloudbreak point further tweaks added to left building (quickefix back, view from ledge part of map)
-blowhard final, further tweaks and polish and details (upper end region and hanging cables, support beams, chav olimp tracksuit for variation etc
-Scroll combos in outro screen if they don't fit the screen.
-weekly calendar with logic added to apartment hub. Will change depending on which route was taken and show according task on according day. OVer the coarse of the game timeline
-updated gates security curfew and some other smaller details
-tweaked reaction time for olimp chav thug
-changed wod panel texture material at home corridor to elevator
-curfew new security gate tweaked top
-blowhard new seucrity gate closed off to back area and new materials / textures etc
-station tweaks to door size and pipe floor alley
-blowhard multiple new details (new canal water stream amterial texture etc, new buiding bg, reflections, lighting event for first npc, trippy camera on start before intial brain chat to indicate hammered state, new bariers, 3d canals and undeprass sounds etc)
-blowhard further tweaks(mostly to curb canal blocks)
-work lobby multiple workday logic added and reworked monitor screen elements, added desks to other parts of office, added daily work task window with confirm event and unlokc conditions based on timeline progress, if work done on current day, ali phonecall logic updated to be on workday2 only etc
-lev select cloudbreak point added subway station information stand (WIP: soon info on story/plot related elements will be shown as interactable text popup)
-Fix melee pointer.
-blowhard start skywalks overhead added, random green light, new ppeshow door texture and material, detials to rooftops etc
-blowhard final added details to rooftops
-Implement monitor cursor.
-blowhard further tweaks, ie brain glitch event with audio on start chat and adjusted trippy visual acid values
-lev sel hub added news interactions to infobox stand with logic depending on station status (game intro, closed for different conditions and liberated after COD or Liberator)
-subway workhub after work logic and conditions for unlock on 2nd day for arnies, trian ride home event door open, updated textures lighting and reflections etc.-police station made detectives office, close with level 2 access card
-fixed redshirt slim casino topfloor who would get stuck often in/between destructible wall and updated navmesh
-subwaywork fixed floor texture/material mesh
-work office added working printer behind desk WIP
-added police lv2 access key gfx to pickup and condition to detectives office open key
-better wittnes added more visible police CTPD key with gfx-talltrees reomved unused test chats and other cleanup, made darker more looming skybox and added condition WIP for key to dicks office
-added calendar open up event to start apartment hub screen
-updated text on KC gear for finishing COD or Liberator
-added new final thugs level WIP
-updated cloudbreak point station infobox layout
-home apartment calendar more event added to timeline with logic (Setup ,workdays and correpsonding wth COD or Liberator acotive or not/corrsed out etc)
-button press accept sounds and glitch sounds new-open door event updated with kc uniform pickup and new sounds etc for police start-mall olga final endlev gfx added (WIP) and fixed holes in map
-mall olga englev event updated (WIP, elevators with explosion sound and transition to endlev etc)
-talltrees added endlev hut with interior light and moved endlev exit to interior
-updated explosion mall event with Olga and splatter effects and explosion (still WIP)
-updated downtime condition for updated levels from previous update (have to finish Answers now)
-talltrees dick office key event added according with timeline restraints ( before boyz or casino, after that no dick or key and safehouse on fire)
-added bomb countdown timer to mall end
-fixed timeline dates in lang lockit keys
-added according text to date of opening in freeroam hub of lexington bus terminal, azur CTPD an Cloudbreak Station and Azur Plaza
-added infoboxes to Azur downtown area
-added interact highlight material to news clippings on pinboard home
-work lobby updated logic for final workday pickup lv2 with chat events with Alistair (inlcuding logic if last day but some wokrdays ommited hence wont activate lv2 pickup event)
-updated bullet board home with logic and fixed missing gfx etc. Updated with logic for remaining game events (still WIP, currently inlcudes ie saboatge evidence, package pickup, lucos note etc)
-created chat variation of notes without brain for news clipping summaries-added new gfx for elevator panel to make selectable floors stand out more
-added outline glow for calendar so it will stand out more
-slumlow providence final new details added (WIP, girdings, support beams and cables bg, advert sets etc)
-cod start more detail and bg buildings added. Replaced old gate with new security gate models
-updated credits: Still
-large update with details to slumlow (final providence). multiple new support beams, adverts, lighting, textures, smaller details, fences, girdings etc
-updated privdence final : further details and tweaks (this time focused on initial part of stage:details and beams girings etc on start buildings, further polish etc, still WIP)
-Disable input by default for teleport with fade panel. (used ie when working)
-slum providence start further tweaks and polish added(updated material, further support beams to other platforms added, WIP balcony for WIP secret etc)
-work lobby work event updated with typing fade event with text and sound. Updated and fixed logic for other related diner conditions, ie phoneoff event, and started work on day of phone ring etc)
-cod intro railing and curb updated
-start apartment fixed wrong text on evidence post sabotage note on bullet board
-cod intro further tweak (added roablock cross X animations-street downtown hub added cross X animations to roadblocks
-Fix combo notification text in first frame.
-new enemies for newblood added: judge, hunter and wolf
-implement Aggro observer. Don’t allow enter car when we have aggro.
-Add null fix to BaseRainScript caused by missing camera (Player not spawned yet).
-chagelog updated
-updates newfeed animation
-police detectives office key sign panel added ( to highlight how the pickup key looks like which unlocks door)
-lev sel hub update elevator buttons updated
-start screen pickups to shelves added (lv2 , police key, dick key), added daybyday calendar logotype with animation and layout of bullet board
-added varying random enemy sets for new blood
-homeboys final pavlovich save event added (AI layout, chats etc). stage still WIP but can be completed
-added blunderbus weapon icon
-updated thugz final with eavesdrop event and further tweaks to layout, AI etc
-changed locked difficulty icon to red to be more visible
-curbs added to varoius part of downtown hub and updated Construction BlockWall material
-fixed bullet board messages (disbaled unused or not ready ie package rectum and added text for gutter find)
-added christmas tree for game newblood pickup-updated health size and placement for new blood
So that's it for the update but before I sign out, I'd like to wish you all Happy Holidays. Stay safe and healthy and let's take a symbolic day to appreciate what we have and those closest to our hearts. And here's to 2021 to proportionally crank up the positivity and good vibes! Have a good one!
Cheers,
The Downfall Team,
Mike, Dawid