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Small flash fix update and Early Access Bug status update [RESOLVED]

Good Evening Everyone,

It's going to be a short one today.

First off, it looks like the nasty bug which showed Project Downfall as a full release has been addressed by Steam and the game is back in Early Access. Just to be on the safe side, we will keep the store description warning of the bug for the time being, in case it would reoccur (last time it caught us by surprise and if it wasn't for a tip we wouldn't have noticed it).



Now on to the what's in the patch:

-update version to 0.8.5.2

-fixed bug with gamepad skipping whole dialogue after inital chat

-Show previous leaderboard rank if current rank didn't change.. Previously if you didn't beat your high score, your rank would be "0", now it will be your current top ranking on that leaderboard. There is a small bug here that when checking your score in the apartment hub your score will be displayed 2 times in a row (this will not interfere with the overal ranking). Will be fixed soon.

-multiple tweaks to stages (added cloackroom to sabotage as well as new barier start, ending hall tweaks to brothel rising high, fixes to AI in speedbump, fixes to npc ind intro part of stage of final rising high stage for better logical connection with brothel skywalk, collider barrel witness, etc, updated AI to Run second stage with Kyoncha)

-new loading screen tips

-update to streethub exit form levselect

-update and closeup and AI tweaks to crossroad2

-tweak to chav bones order (body)

-update to rectum lobby back area

-new assets for rectum lobby outro area

-updated rectum baths (added water caustic animation with jacuzzi splash particle), updated lighting and AI and enemy layout

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So that's it for now,

Hope you enjoy!

We'll be getting back to you soon...till then!


The Downfall Team,

Mike, Dawid, Sebastian





NASTY "FULL RELEASE" BUG DISCOVERED! GAME IS STILL IN EARLY ACCESS

Greetings Everyone,

We just got word the game is being displayed as a full release, which is impossible(putting it lightly). Obviously the game is still in Early Access (the release date is still 15.III so the original Early Access release date) so it is most likely a bug… a rather nasty one, but hopefully this will be fixed as soon as can be. I already wrote to Steam support so now all we can do is wait for this to be fixed.

Sorry for this inconvenience and thanks for your patience!


The Downfall Team

Mike, Dawid, Sebastian

Project Downfall Early Access 5th Update is now live!

Greetings Everyone!


So today we just dropped the 5th Early Access update for Project Downfall. It's quite a big one;) It has a considerable amount of new content, as well multiple tweaks and fixes. As mentioned in the previous announcement. Due to the amount of new content and possibilities , it's hard for the 3 of us to perfectly test everything without sacrificing dev, so please do let us know of any kinks/issues you would find. We would really appreciate it!

And to celebrate the milestone, starting tomorrow (18.July.2019, 10:00AM Pacific time), the game is going to be available at a 30% discount for 14 days!


PLEASE NOTE: Due to the amount of new content and possibilities, to avoid conflicts with previous save-games, progress will be reset with the update. Unfortunately this is to be expected during dev and we will try to keep this down to a minimum from now on.

For the next update we are going to focus on tweaking and refining current content with more non-linear possibilities (sometimes now it might be hinted that something should be possible, but isn't ie the Slavic gangsters who interrupt your lunch in the diner-if you discover it that is- and urge you to get in the car waiting outside. Getting in the car will eventually be added, so for now it's only possible to wreak havoc in that particular stage;) So we kindly ask for your patience. These new stages/alternates/possibilities will be added in time.

As for a quick summary of most important upcoming fixes:

-for the next update our highest priority is finalising and adding the new FPS controller which ought to make movement much smoother and fix collision/obstruction with dead bodies etc

-updates, refinement and tweaks to current content, especially AI (AI is selectively adjusted for each enemy per stage to give the best experience. They react on various factors instead of basic triggers. So they react on sight, hearing players footstep radius, firearm hearing radius, death yell radius etc). Downside: as mentioned, this has to be done manually for each level and enemy, so this is quite a bit of work, but in the end we hope the wait will be worth it.

-Fixing AI issues (sometimes not catching aggro despite AI settings or getting stuck/shooting at corners).

-further tweaks to stages (due to the amount of new content and our limited manpower, some of the new stages will be more refined, some rougher around the edges. All of them will still receive a noticeable amount of work until they are good enough).

-more non linear dependencies and possibilities

-adding save slots so it will be possible to experiment on a different branch without losing your current progress/contents/unlocked route

-a high score/replay mode where you will be able to play all unlocked levels from all save slots


So that's it for the entrees, let's move on to the main menu;)





NEW FEATURES:

-A heavy update to non-linear logic. Now there are more branching paths with their own dependencies and events/consequences. Hard to summarise in a few senteces, so a few quick examples: if you kill Ali you are practically blocking off a few optional missions (he won't cal you when you are at work) but on the other hand... Crossing a total pill usage threshold might take you to different levels from time to time. Chossing a certain path, or liberating a certain station might give you the opportunity to visit work or possibly other levels as well if you listen in on the correct news...

-A lot of new stages and levels with dedicated tunes:

*GREAT TIMING if discovered, an ambush at Arnies Diner moving on to the Jun-Fan market

*CROSSROADS branching level before “It's Personal” leading either to

“CLEANER” if you took the journeyman route. Cloudbreak station is being cleaned out by Kyoncha Aspirants

“TERMINUS” if package route taken. Get to lexington bus terminal through the warwlodz transit station

*SPEEDBUMP variation of the TEMINUS level with the Minji Shikamis

*EXCHANGE discover what the KYONCHA is up to

*OFFICE DAZE with variations depending on your sanity. Visit work. Nuff said to avoid spoilers;)

*LIBERATOR if package route taken, if you listen to the news at a certain point you will get to the Oude station variation

*REMINDER and PROGRESS, depending on your sanity you might visit your good friend

*RUN escape the Kyoncha sweep of the lower Atsil Block after completing PROVIDENCE

*MAN OF FAITH word is somethin rotten is going down at the Church. Time to interrupt Sunday's Mass

*BENEFACTORS continuation of EXCHANGE level. Right now only 1 stage but will ofeer branching paths dpending on your previous choices within the coming updates

*I'LL BE BACK a rampage in a police station. This will pplay a important part in the game eventually and can be reached via various methods. Right now there is only 1 temporary way (will be addressed in coming updates): pick up the box in the second open restaurant when fighting the Minji Shikamis in the Cloudbreak Station backstreets.

-lots of new enemies:

the Minji Shikami's, the Eastern bosozoku gang that eventually take over the streets after the Svoloch mobs influence weakens (easter egg to Akira)

Svoloch OG variations

Svoloch basic grunt new variations

KC security variations

Kyoncha specops

C.T.P.D. Detectives

Svoloch Tac Gear

-updated aiming system. Last update we introduced a new, centered aiming system but the tracers were still from the old hybrid method which would reuslt in tracers not hitting where the bullet registered. Right now the tracers have also been rewritten for the new method so it should be all point and shoot from now on (of course, taking into consideration the weapons own spread/precisions stats)

-Awareness: now you will get visual feedback for enemies approaching from your blindside as well as hit direction indicator. This can be toggled in the game settings.

-Impact decal. Now when an enemy hits the wall, this will result in a blood spllatter



GENERAL UPDATES:

-updated game version to 0.8.4.0 to 0.8.5.0

-new hdr panoramic skyboxes

-added precision Rifle spriesheet animation (shoot and reload)

-Add hints to loading screen.

-adjusted story logic progression at home, according with new level variations

-updated story logic and connections/unlocks from apartment

-Add spawning effects when unit is killed by impact force and pushed onto wall layer or hits floor. Blood spratter variations

-updated level list activity for new level connection logic

-new enemy/npc idle animations

-multiple chat events/triggers/etc for new content (ie phone call, confirm meeting Ali, providence phone call, police station phonecall, teddy psycho events etc)

-Implement GlobalSettings and profile versioning.

-added new quality setting medium with reflections

-very large amount of triggers/events etc for new content with conditions


GENERAL FIXES AND TWEAKS:

-changed default headbob and bloom to medium

-enemy weapon shaders and placement updated

-fixed wrong sound attack for empty weapon sound

-updated uziside enemy bullet tracer and spread

-updated homeboy controller (fixed bone connections)

-updated build settings with new stages

-new car textures

-new flame fire particle

-updated sound for oncollision effect hit

-updated exit logic for 3-3 and prl final (Pavlovich to teddy levels if mad threshold met)

-updated package freeroam level-connected 2 stages

-updated connection to multiple stages based on non linear game logic

-updated streethub and added police back entrance

-added teddy chats based on witnessess in teddy levels

-updated shotgun controller (replaced tracer prefab with new shotgun side tracer)

-added move on hit to certain tracers (pistol, popshot, shotgunside, DMR, lowballer)

-updated popshot and shotgunside collider pickup (should be easier)

-added chat event intercom to exchange 0-0

-updated pickup colliders for multiple weapons (larger, should be easier to pickup/grab mid-air)

-updated quality settings (for less glaring bloom on lower settings by extending shadow distance)

-other small tweaks (removed pietro from cleaner etc)



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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 5th Early Access Update ETA and info

Greetings Everyone,


So got a ETA for the upcoming 5th update. It will most likely go live on the 17th of July 2019.


This is going to be a big one...


There's going to be a large boost of content: both in terms of non-linear paths and levels. At least 4 new multi-staged levels and many new possibilites to access optional routes. Further updates to actions and consequences and sanity system. Due to this, combining dev with testing all the paths/levels/stages is pretty hard-core, since there is only 3 of us, but we are doing the best we can. So we will be really counting on you to let us know if you find any obvious snafu's so we can address and fix em' asap!

Other major changes include further tweaks to the new aiming system. *the 4th update introduced a centered crosshair but tracers were still working with the old system which could be confusing because shots would register at the crosshair but the tracers would be slightly off-track based on the old dynamic 3d crosshair. The tracers have now been updated also to the new system, so they will hit exactly where the shot registers.


We are also working on some other cool features hopefully they will be ready by the 17th.


So that's it for now. As usual a more detailed description of what's new will be available with a dedicated announcement when the update goes live.


See you on the 17th!



The Downfall Team,


Mike, Dawid, Sebastian

Project Downfall Early Access 4th Update is now live!

Greetings Everyone!


After a small snafu, related with a pretty intense storm in my area (was pretty much cut off from the web for a few days), the 4th Early Access update for Project Downfall is finally live. Hope the content will make up for the extra wait!



First off, I'd like to start with an update on the reviews. Because I don't want to interfere/disrupt/try to influence the Steam reviews, out of principle I leave them be. But since most feedback on Steam is over at the reviews and not at the community and this is my first Early Access/self-published game, I think a different aproach is required and I will be making a change and try to reply to all current and upcoming from now on. Hope this is Okay with you! Again, I don't want to try and sway the reviews in any direction, only to give helpful insight/hints to make the game more enjoyable and/or give replies to direct questions and queries. Of course, feel free to reach out here on the community forums!

Another important thing: it's worth pointing out that due to new features and branching paths your old save might not be compatible with the updated version and possibly cause bugs (this will be easily recognisable by broken controls and GUI at the title screen apartment hub). If that would be the case, starting a new game to start a new save will solve the issue. Sorry for the trouble, but there is no way around this. So with more non-linearity and branching paths and choices added in the future before official 1.0 release, resetting the save might be needed again. We will try to keep this to a minimum of course, and keep you posted.

Other than that, starting a new game is still highly recommended. The games intro/tutorial has been remade and a certain choice made early on will influence how level 2 will progress(more on that in the patch notes). LARGE SPOILER picking up the case in the cloudbreak station restroom on your way to the Les Autres bar will open alternative levels 2 and 3. If you pick it up, after the witness you will progress to the package and sabotage as up until now. If you ignore the case in the restroom, you will progress to 2 new levels: journeyman and Call of Duty. After that both alternative routes continue with the Rectum Level.

Expect the non linearity and branching paths to progress even further in future updates.



Next update is planned mid July. This will focus on tweaks to gameplay, initial level cleanup, new branching paths and new chronologically ordered level (the exchange or badboys) and possibly a significant update with the players first person controller (responsible for movement) and other cool stuff.

So, that's it for the general info, now let's move on to what's new in the update!


NEW FEATURES:

-As promised, completely remodeled intro/tutorial level with new dedicated stage(„Another day at the office”), features, npc's, dedicated tune etc. Inspired a tad by the subway station scene in John Wick2;)

-New Level 2 alternate: Journeyman with dedicated tune. Time to start off cleaning up the streets! This route will be available if you dont pick up the case from the restroom in the station on your way to the Les Autres Bar after te Genesis level. The alternate level features 2 stages set in Lower Lakk district with dedicated chat events.

-New Level 3 alternate: Call of Duty. A certain event in the city is blocking you from going to work...time to change that! 3 stage level with dedicated dynamic tunes and some nice lighting effects

-New intro stage to the package level

-Working Leaderboards! Available at your PC in the apartment hub or via the Steam Community.

-Remodelled aiming system. Now the reticle will always be centered and provide more precise aiming, without compromising the original gunplay feel and look. The previous method, although more realistic(the red dot would scan the 3d area and hence switch position on screen where the player would also have to keep the bullet trajectory in mind) but this was unfortunately often be seen as either confusing, a bug/glitch or annoying.

-New game options: Bloom intensity (bloom brightness will be added further down the line and possible a similar option for volumetric lights which can also be confused with bloom) and Head-Bob

-New death force logic for main chav enemy deaths. Now ,more often then not, they will die in exagerated Jonh-Woo style, doing flips somersaults, flying back with extreme force, granting more various and visually pleasing kills.


GENERAL UPDATES:

--updated game version to 0.8.3.1 -> 0.8.4.0

-New superkick animation with dedicated sounds/logic to make it stand out more

-temporarily disabled casual difficulty. Will likely be re-added once first endgames are available, for those who would like to quickly test out a new path/options etc

-Implement bonus score for time.

-Implement outro score fade in.

--updated chats in few levels (station, casino) to new method

-Implement tutorial hint displaying and logic

-multiple updates to new tutorial hub and updated first train car in genesis level

-fixed stun sound

-Implement super kick tutorial.

-Update pills tutorial.

-Add optional auto hide to input hint.

-updated train tutorial and subway hub

-adjusted size of reticles (Make red dot and white dot smaller.)

-updated level list activity, and train tweaks and new chav with back shader (only used in train)

-Fix disabling chat when weapon is picked up.

-added emission to arrows and arrows to door exit in bar

-adjusted enemy in casino top at start to no aggro until first chav killed (needed after AI player hearing fix)

-added new logic to lev select based on intro/first trip to office and other

-added colored text to subway hub tutorial sections and popups

-added impact barrel to rising high/replaced old one-added rain toggle on exterior enter to rising high

-added fog tween to witness(end alley enemy will be visible earlier

-added aditional light to corner at start in witness. Added initial chav rotate to player view

-Implement chat typing sound (temporarily disabled, needs more work)

-updated post fx bar

-new tune bar

-tweak to daily quota neon fade tween

-added handle to home door

-updated tutorial trains

-new texture toilet brothel

-updated chat activity and hint shadow drop (so will be clearer when using different colors)

-updated bar. New AirCon prefab with 3d sound. modded lighting

-updated station (Exit sign and lighting) and blocked exit dumpster back to prevent exploiting map

-lev select hub update for new intro(will be a rainy night and shops will be closed). This will hopefully make it more clear that you need to access your car to progress/drive to the next mission.

-updated witness with reflection probe

-updated sabotage start

-added new animations (dancing chicks neon, AirCon 2 version )

-new shader for kick/superkick (no shadow/lighting-constant good visibility)

-added elevator working to level sel hub and start apartment hub

-Refresh leaderboard activity if there is no entry for current player.

-new neon background animations

-new logic implemented to home hub with picking up restroom evidence/tip (to package mission)

-new logic chat events based on story progression (ie brain chat after returning home from witness mission, or certain events which will only be avialable if right choices are made. Ie mentioned above case in station picked up=player will have interactable open birefacase after returning home)

-updated station level with new lights, prefabs (street lamps above train), gogo chick animation, neon stand leading to bar, lighting making door to bar more visible

-added new npc controllers and variations (chick street hood, chick street black leather trench red strap)

-Add Tutorial Hint Panel to main menu UI.

-updated start screen hub (logic for leaderboards char and new ktichen prefabs (sink WIP and washing machine)...and toilet! (about time;)

-updated tutorial train (added armory gates)

-added old fan npc with chat and logic to sabotage 3-1

-added gated entry to station in 2-1 package and adjusted dynamic pietro lighting placement

-updated final package stage with various assets and tweaks/cleanup

-added bloodied shirt with logic (after completeing witness) on washing machine)

-added crowd walking animations

-added back texture to cop2 with shader

-Implement new unlock conditions to level infos.

-level slect hub and witness: updated red handle emmision new material

-updated new npc timeline logic in lev select hub

-added new bg advert animations

-updated story logic for apartment hub for branching level 2 and 3

-updated level list with alternative level 2 and 3 (journeyman and COD) in gameplay

-updated chats and logic-added aggro activation logic for cops in COD 0-0

-updated package intro area and chat with intercom/valet service

-updated prefabs

-Updated gunshop info in lev select

-updated weapon description in train tutorial armory

-updated black tracksuit speed based on difficulty

-added glass wall for chick in bar

-updated olga chats to new script and updated chat bubble placement

GENERAL FIXES AND TWEAKS

-Fix level unlock bug in apartment (fixed unlock conditions to avoid conflict after witness between level 2 alternates)

-enemy AI hearing for player fix (melee weapons/kick could be heard, now only footsteps and /or firearms will be heard by AI)

-corrected shotgun side damage from enemies (correct bullet model asset created and attached)

-updated fist range by 25%

-updated kick range by 40%

-updated AR with correct bulletmodel (AR)

-updated pistol bullet: lowered spread, higher damage

-updated AR bullet: lowered spread

-created new animator for cop2 and cop3 to avoid using float animator properties (previous custom idle animations were brokoen/bugged: in some cases incorrect animation would play ie certain cops would be walking in place instead idle animation)

-replaced door to new door logic in brothel (first door to WC was based on old logic and would close on entering)

-new muzzleflash effect and animation for AR (smaller, obstructs view less)

-updated news home animation with correct date for new update (5th)

-removed test video quality presets (since we have real bloom settings in game now)

-lowered intensity of first orange vol light in second train tutorial

-fixed chat with brain description karaage

-fixed bug with getting stuck in doorway in rising high (replaced with new floor/wall at endstage pre stair), and closed unwated opening in doorway mesh

-removed unwanted test and preview levels not included in EA 4thupdate

-fixed doc name on pearpod at home-changed intermission:replay name to flashback

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So that's it for now. Time to get back to working on the game for the next update. Hope you enjoy this one and in case of anything just let us know!


Till the next one!


The Downfall Team,

Mike, Dawid, Sebastian