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Project Downfall 27th Early Access Update is now live

Greetings Crimson Community,

The 27th Update is now live both for the full Early Access and demo. Quite a lot of polish, refinement and updated features. As usual a detailed description can be found below. Possibily a smaller update wil be dropping within the week.



We will be aiming to get a Release Cadidate ready by the end of July, so in around 2 more updates. After that it will boil down to community feedback until we get the greenlight fo v.1.0. So please keep the feedback coming, it's really helping us speed up finalising and refining the game!



[h2]
0.9.27.0[/h2]


-Azur plaza hub new underground section.

-Azur plaza wanted system. Active once Azur plaza open up and police patrols show up in the area. Break the law and face the consequences. With a full tier system, so the higher your wanted level, more speicalised units will be called in to pacify the unruly threat. Along with the new underground section in the hub surviving this onslaught will prove to be a challenge.

-New feature: boss skills. Now bosses and heavies will have various sets of special moves ie throwing a bottle that can stun the player, or taking out a rocket launcher and sneding off a barrage of missiles, zapping with a taser and more

-New bosses and enemies

[h3]General tweaks and fixes:[/h3]

-fixed cleaner exit terminal (thanks: TF2NoobPlayer64) and added smaller details, grime, mood light fog variations dust

-lev sel hub replaced old method door to new door swing method

-credits updated (unity/artstation/stock/etc assets info, vip discord community, etc) (still WIP)

-updated tming for new credits list

-canal boss events updated (evening set on kill, added traffic final scene details and lighting and weapon disable etc)

-canal boss final event updated (Exit car with event, larger crowd, improved photo take, added Planes of Reality: courtesy of Hardwater)

-mech fixed damage, created dedicated hit event-no blood, only bullet hit decal and sparks etc.

-updated details and tweaks for final boss (sounds, ambient, details etc)

-added hinge destroy nuts and bolts prefab event with sound on superkicked door

-fixed lev sel hub door hit enemy with new system colllider and placement

-jman 2 glass double door destruct hinges added

-street hub azur and pleasure hub prepped for npc and cop aggro variations.

-added new destruct hinge to new event for superkicked door

-first implementation of cop aggro logic in azur hub. currently 2 waves, based on current map position

-adding prep for above logic to pleasure hub

-dmr update material

-cod start double door and destructible new hinge logic

-cop aggro event update for azur hub (cop car arrive brake sound 3d, sirens 3d sound, added carve to car navmesh further tweaks)

-sawn off triple threat polish and new anim set

-streethub cop cars siren anim an reowkred logic for updated squad cars

-fix sound sruface slumlow start providence

-dm2 material update and added animation for new gfx set

-updated cop wanted aggro logic (added sniper set)

-updated precision enemy sound to stand out more and highlight high damage weapon

-added and applied new sawnoff anim for left hand akimbo set and applied new anim for right hand in akimbo

-fixed muzle flash end frame for sawn off and blaster

-fixed arcade funny games level in demo list (thanks: TheLoneWildWolf)

-updatem DMR rico texure and details

-fixed fillerup enemy clip garage through wall/gate/door (Thanks: TheLoneWildWolf)

-assigned wall meshed to correct layer in fillerup

-added and applied anim set for RICO DMR

-mg new set anim and gfx rework

-fixed snipers aggro cop logic street azur hub spawn

-updated MG bullet chain anim , texutre , norm and material

-prep dedicated textures for casino boss NRF grunt and boss

-added new enemy: Yurij NRF Merc Boss and NRF Grunt

-casino roof replaced placeholder enemies in boss area to NRF variants (snipers to NRF grunts and boss to cyborg hell and Yuirij NRF merc)

-added and applied yurij dedicated hit even logic (removed alpha holes)

-rooftop casino boos encounter updated: sane version Yurij lighting, post etc) and general: 2 snipers (tbd if on normal or higher difficulties)

-nrf casino boss roof encounter updated (boss aggro, speed and accel etc.)

-added nrf yurij dedicated walk anim to be more in synch with movement speed

-yurij boss added special move mock rocket launcher

-yurij boss added special move mock rocket launcher

-casino roof updated boss event with track playing on boss area enter, updated Jo event and chat.

-added new Jo SM model for Rectum meeting and applied

-updated hitgroups mg (added debris with sound and ceramic bursts etc

-casino roof sniper nrf movement dsiabled to avoid unpredictable elements in boss fight

-updated azur hub underground area with-further tweaks and polish

-updated hitgroups MG to be more impactful when hitting enemies

-updated azur hub underground multiple areas (new WIP stairwell CTU stairwell), added door interactable to yun fan passage etc

-azur hub replaced old stair to lexington undeground to elevator (WIP) and updated undeground area at lift bottom

-azur hub:updated elevator underground with sgirded door slide, added cop undeground spawn aggro logic, updated OC for underground and new/updated areas.

-added gorhole new unithit event system to enemies missing it (fat biker, triad slim variations)

-raised threshold sane casino roof and added difficulty spawn fr NRF snipers roof

-added SWAT pathfinding logic based on sectors and updated other spawns and cleanup logic for azur hub. Updated navmesh stair tunnel backsection

-bonzo hit gore event added

-added foostep oryg chav casino roof

-updated yurij encounter and logic

-added rocket launcher enemy turret weapon

-azur hub added swat patrol radius set and updated aggro, reinforcment tier logic

-added cop long range sniper

-updated wanted logic to azur hub (implemented also wanted level count on kills but effect threshold reached not implemented yet)

-casino roof yuriy timed events updated and tweaked

-blowhard added 3d wind to terrace side

-trauma passage fixed surface sound step and ambient in trauma start

-updated aggro snipers in azur hub and general wanted logic

-further tweaks yurij encounter (timing specials, added animations and rocket launcher etc), updated regular rocket enemy rof

-azur hub updated slight tweaks to ai snipers

-added new enemy nrf sniper with red laser pointer shoot override to casino roof

-added sniper laser sight cops and added to azur hub, updated cop base aggro wanted logic

-removed yurij flinch

-added czort yurij version

-updated post event variations for casino roof boss fight

-ranged noalpha eventhit updated decals and effects for yurij and czort

-added bleedout to chav orig -casino roof

-updated exhausted anim to be in synch

-fixed cop3 incorrect hit event

-casino roof multiple fixes (thanks:gamb), roof outofbounds, tv wall interact, door interact pre hooker kill etc,

-added new dynamic track events to boss casino

-updated passage details to azur hub (tunnel and to cloudbreak station etc)

-casino roof tweaked demon boss health to be more like yurij in sane ver

-street azur hub further updates to aggro logic and details (polish, unlcokable gate from behind logic, lockdown events, gate and neon to lexington terminal etc)

-improved pistol single tracer

-azur hub destails added to cloudbreaks station and lexington terminal exits. Also updated aggro lock event thresholds

-added pavlove event to casino roof finale with sanity variations/events/chats

-azur hub slight tweaks to new exits and unlock aggro logic

-added new spritesheet anim sets for throw/grab with according shading

-rectum miniboss skill added

-miniboss weapon and projectile/logic added bottle throw

-updated glassspray sound pitch

-rectum sauna miniboss event updated (events/animations etc)

-sauna2boss contoller tweaks and added stun

-slight rectum baths tweaks (entrance miniboss, timing etc, glass pitch tweaks etc)

-azur hub moved old wanted WIP to legacy and moved and improved old events to new dedicated team system. Applied tags to coresponding enemy groups/teams. so ie killing aggro triad wont count to wanted kill count etc)

-airport grounded tweaks 3rd floor, new escalaor, OC, navmesh, smaller tweaks, details, lighting, fixes etc (inly smalltime ver. to be added soon to downtime)

-added sauna miniboss to casino start (replaced old default sauna miniboss)

-updated enemy throw bottle to be slightly slower/easier to dodge and damage

-updated player post effect on stun (added dedicated)

-chav rofftop casino texture back fix (thanks: Gamb)

-enemy bottle throw destroy on hit added.

-casino start small tweaks to shiledign meshes in final section

-airport smalltime updated sniper end event (better tracer and bullet velocit and 3d incoming bullet whiz sound) and added new swat police hvy for sane version (replaced from old kc model)

-updated two hand shoot heavy animation enemy

-casino tweaks to meshes

-street hub mg swat updated to new dedicated heavy version

-new cop tracker: slim, fast, armoured, will throw stun nightstick if hurt. added to azur hubs wanted spawns

-updated airport small time hvy swat placements and weapons sane varsion

-further tweaks to special enemies and related logic/hitgroups (special slim armoured cop nightick throw, armoured hvy kc with tazer)

-updated wanted events toggle for azur hub

-airport st switched certain cops with special armoured cop (only sane version)

-cod new intro (thanks: based on Sinth feedback info of alternative route possibility if too hard), alternte start area logic etc

-start home apartment elevator new button gfx and event (toggle panel light switch on elevator call/arrive)

-updated canal boss final fans event (new fans, take photo anims events, multple new npc, leave scene event etc)

-start screen updated elevator entrance textures and details (fixed holes etc), added elevator moving sound bg to elvator bgm

-casino elevator endlev logic and event added. Now if final stage is reached player can go final stage after completing ground floor/skip vip section stage

-church interior new material and lighting modd variations/events

-fixed floating cube azur hub (Thanks: Sinth)

-cod intro with wanring brain and alfred chat look event

-start screen fixed unbreakable windows in apartment

-fixed OC cainso start

-cod new intro updated, gate pass, post start tweaks, passage to garage lighting and props etc

-church final door arch open event added

-cod midhalls sasha miniboss added

-cod midhall sasha miniboss update (new enemy texture/model/anims etc)

-sasha specific tweaks and variations with charge and skill values, footsteps etc

-further details for new COD intro details and polish (barrier street to physical objects, passage to travel to pleasurehub, further block of holes, gates etc)

-cod midhalls sasha miniboss update timing and anims, temp disabled stun until fixed for new melee charge skill

-updated chats for brain and alfred in new intro COD

-cod new intro further polish. added crowd bhard exit with gate lighting, added elevator to pleasure dome event updated details passage etc new OC

-church small platforms L and R at end with subtle vol light to enhance enemy visibility

-adda sasha minibosses ranged heavy to church and cod midhalls for hard and nmare

-wood bench destroy sound distance and volume upped (prop destr snd in church was too subtle)

-updated mech blood collision (Thanks: KC Operative)

-updated points for kill mech to 50k

-canal boss updated double sided material method

-updated decal hit spawn on mech

-updated new reaper post volume variations (lighting, texture bloom variations, grain etc)

-updated, possibly fixed bullet wall decals(removed unwanted shine): needs test for otpimisation

-new Harold Model and animation. Implemented in Brothel skins

-updated shotgun buckshot materials (Were missing texture)

-updated harold 2.0 idle anim

-harold model bathrobe 2.0

-softened bloom on repaer post 4 80->40

-casino roof helicopter event end added and fixed pavlavo variation chats with exploit logic prevention
updated harold bathrobe 2.0 texture

-updated fixed norm map for clubber gang in bhard/fillerup

-fixed clipping throw shoulder for all animation variations

-updated chopper dropp off boss event move to helipad in casino roof

-harold 2.0 new lighting event on balcony

-tweaked wanted level only for azur full unlock

-police car destroy fixed navmesh obstacle and general logic (legacy method removed, only physics mass now)

-new rocket launcher casino boss variiations

-mid size hole decal for MG hit group

-new muzzle flash MG

-blowhard events adapted for new logic with new COD connection

-adapted yurij speed to speed of czort

-Re-enable blood splatter panel on death

-bleedout updated fixed fists hit damage and repeaer gorehole event

-updated newsfeed

-new elevator home event and button interact event and post variations

-updated repaer red post to be more cinematic

-updated changelog

-added kc airport new element and 3rd floor from airport st

-old friends smalltime added new bonzo models and new npc igor brozniev with according logic. Adapted scene to new npcs and logic

-new harold avatar for brothel meet

-fixed new mistress jo avatar chat rectum



-----

So that is it for this one. We will see you on the next one. Till then, stay safe!

Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 3rd Anniversary,27th Early Access Update status and dev update

Greetings Everyone,

It's the 3rd anniversary of the Early Access release and I wish we could have been happy to say so. Alas, the 27th Early Access update will sadly not make in time for the planned end of march. We apologise for the delay, however with the recent aggression on Ukraine, especially being Polish brought back what history taught us happened to Poland in 1939. Besides the horrible helpless feeling of watching history repeat itself, we had to shift our focus to helping out in some way due to the humanitarian crisis and dev had been postponed for a while.

We are getting back in the fast track and should have the update ready by mid April.

To be honest it just feels wrong enjoying normality when horrific events are happening just across the eastern border. So in case the crisis would be getting worse, we will shift our focus again if need be, hence it would be fair to warn another delay might be possible.

So please excuse we didn't get anything special done for the game for its birthday. We will make up for this in time. For the time being,starting tomorrow-16th March the game will be 50% off. Thanks for understanding.

Stay safe,

The PDF Team,

Mike, Dawid

Project Downfall 26th Early Access Update is now live!

[h3]Greetings Crimson Community![/h3]

The 26th Early Access is now ready and waiting for download. Both for the full Early Access and Demo. This major update boasts a lot of new details to existing content as well as some new features, lots of optimisation with custom options and more. As usualy the full list of new stuff, tweaks and fixes can be found further below.



Once again, huge shoutout goes to the awesome community! Please keep the feedback and gameplay clips coming ːHaroldChillː

We are aiming to get the game good enough to leave Early Access by the 30th Update, with the next 1-2 updates finlaising game content in terms of general polish, more engaging boss/miniboss encoutners, details, subplots, logic etc. After that it will all boil down to addressing feedback of the active community, balancing the game out and ironing out as many bugs as possible before Project Downfall will be worthy of the bearing the v.1.0 tag. As we promised in the Early Access description: we want to deliver a fine tuned and polished product without the dreaded day 1 patches and/or patches post v1.0 launch changing game mechanics, balance etc.

[previewyoutube][/previewyoutube]

So now let's move on to what's new:


[h2]New features:[/h2]

-Fleshed out subplots, updated existing subplots and most importantly...more Olga!

-Cinematic Depth of Field with variations. Choose the focuse on your firearm, background both with varying intensity levels.

-Major optimisation for multiple levels and the game in general

-Advanced graphics settings: change the texture resolution, SSAO, shadow cascades, and alot more

-Effects LOD presets: mainly for particle effects density and quality. And since the game can go a bit overboard with these (ie with multikills in slomo and destruction) this one should help out especially weaker machines and GPUs.

-full HUD quick toggle. Should be handy for taking screenshots or bumping immersion on the fly. Default toggle is under "n"

-new music track "Fall", courtesy of M4D-BOX. Visit the cinema in Azur Plaza to check it out.

-new level "Equalizer".

-major updates to multiple levels, including not limited to the passing through route levels, new advertisements, small time, empire of dirt, destructibles, props....and way waaaaay more. A detailed breakdown can be found in the list further below.

[h3]General tweaks, fixes and changes:[/h3]

-updated sabotage intro(doorstart shut event and lighting tweaks and materials and details, clouds exterior) and dancefloor (material optimisation)

-start screen added detail wall shutter

-arcade slight tweaks to right hand end area

-explode pincush updated to be more random -less ideal sphere shape

-updated pistol akimbo material lighting and normal map

-fixed akimbo pistol incorrect casing

-updated sabotgae first 2 stages. New destructibles, optimisation, new materials, events

-kick low stamina updated for attack state to be much shorter (could otherwise give impression of bugged slow superkick since foot would stay on screen after attack was dealt)

-updated material bumpkin train helmet

-updated arcade with detail to left final passage

-zac akimbo new gfx anim set full rework

-updated materials for dust particles (test in build in multiple levels to verify works well)

-package optimised start destruct columns and improved model and destruction in general

-sabotage interior further tweaks

-akimbo uzi tweaks

-package second stage replaced columns to new destructible version

-sabotage start added grating to sewage exterior exhaust

-zac single view updated

-Fix hips offset in animations.

-sabotage small details decal floor pre tickets

-uzi zac alternate forearm

-package lighting and details to first to stages, also reworked materials

-updated materials do plaza area in azur hub

-providence slum materials and details update

-jman new materials update

-Add random idle animation to akimbo uzi. variations

-Random weapon idle after shoot or reload.

-Ali fix anim from hips fix

-Add nav mesh obstacle to enemy in BleedOut state. to avoid enemies clipping through enemies in this state

-updated hitgroup for uzi (fixed was bullet)

-updated uzi hitgroups with particles spark and debris

-jman added trashbin physical object and details, as well as updated polished materials etc

-sabotage updated details and materials, optimised dancelfoor lighting

-providence second stage update details

-kyoncha exterior updated materials and details

-sbaotage lobby fight interior lighting variations and post

-sabotage dancefloor tweaks to new uzi encounters

-street hub azur slight optimisation and cleanup

-Implement player camera look at. Used in Brainfreeze event

-added temp direct connection between brainfreeze levels

-pleasurehub new event updated , new materials and details/polish to upper area

-slumlow added mood tweaks and details, updated escalator event and mood with variations, multiple other polish and cleanup etc.

-Cache transform for PickupRotate.

-Optimize NavMeshAgentDeceleration Update.

-slumlow updated details and polish (final passage details and tweaks, stairwell encoutner further details etc

-pleasure hub event updated

-added olga idle out home animation

-optimised interaction raycaster distance

-mall added new subplot event

-added slumlow cleanup and polish to main part of map

-azur hub updated wok event with chat and sound and chef

-warsaw new event PKIN added

-Change Physics autoSync transforms to false. This massively optimize raycasts.

-mall new event updated

-warsaw special event updated (Details added and transport, mood etc)

-added new special event chats

-Add eCoin text to pause menu UI.

-warsaw ecoin purchase special event added

-cop2 controller fixed non funcitoning hit events for new gore

-azur hub added florist WIP with purchase machine and order logic

-azur hub new subevents, detail, optimisation, polish etc (qube free entrance logic, florist details, neon, lighting, updated materials shop interiors, new ctpd entrance details etc)

-updated end lev brainfreeze p2 event with new ofrce look camera and associated events/chats etc

-uzi zac controller updated muzzle flash size (smaller by 40% to obscure screen less and tracer better visible/more visually effective)

-brainfreeze stairwell event updated (animation event vol light height and int, sound and door open, stiarwell timing etc)

-azur hub updated qube entrance with ecoin machine

-updated brain level access condition

-updated alternate brainfreeze escape/brain event

-fixed rotation to player for bottles sprite and cans

-home updated conditions to access brainfreeze/asylum routes based on new recent additions

-azur hub updated details new polic back entrance and shop glass materials

-Add toggle crouch.

-Fix applying realtime reflections and soft particles.

-updated azur hub home exit textures

-azur hub street materials, updated start alley and building mid top sections

-mansion updated materials and detials exterior

-rising high final updated materials and new textures and deatils

-mall updated materials and details, updated special event with further polish (transitions, ounds, post etc)

-details azur hub, new posters materials, decals etc

-kc lobby updated details and polish

-sabotage dancefloor lighting and material further stronger optimisation

-kc exterior materials updated

-disabled lev sel tria to work go sign (no longer needed)

-updated suit assassing to new damage model

-damage brick particlewith sound fixed too long dust particle

-mall updated materials and details, blocked player movement in special event to avoid getting out of bounds)

-kc lobby updated with new materials ie front desk

-passage kc updated materials

-rising high final updated with multiple new details and lighting (decal,s materials, scratches, clouds mood etc)

-removed old levels from proj build settings

-trauma polish and details-new materials, polish unfinished areas

-trauma further polish (second section materials and meshes), initial area materials, uvmaps etc

-cop slim new gore unit hit behav added

-mansion interion updated materials to dedicated new ones and smaller details and tweaks to lighting

-azur hub updated/optimised posters in alley

-hall mansion material updates

-mansion lobby new destructible wall sets and details

-added ground destruct panel to COD hall and mansion

-optimised lighting and prefabs and amaterials in arcade funny games

-added sabot lobby lighting entrance variations

-added COD hall post volume variations to start encounter

-updated equaliset first stage (to be added to main game soon)

-added katana to enemy weapon manager

-updated mansion interior hall encounter (new physiacl door, mood lighting variations, AI etc)

-Equalizer new tweaks

-warsaw block off new special event, updated passage materials

-polish condition logic for new special events and subplots across mulitple levels

-updated shotgun double wall hit particle variations and enemy force and gore variations

-add equalizer to main game with condition

-Implement weapon audio source priority updater.

-hall small time udpated meshes, details and materials. slight mesh and lighting optimisation etc

-double duke damage updated and gore: now will much more impactful

-fillerup large detail update (scratches, dirt decal, floating trash, graffiti, cable, pipes etc)

-sabotage final new pinchushion material entrance and ceramic and other smaller details

-hall fixed open space from last commit

-mansion interior player start position updated

-sabotage dancefloor updated and unified ceialing and dancefloor wall material(possible slight optimisation)

-azur hub tweak special event post volume distance

-created multiple prefabs w variations from new assets for easier scene updating

-new destruct particle optimisation

-kick model hit duration extended to 0.2

-hotel special event added with condition/logic etc

-added speical event and ghotel variation with associated logic

-updated mall special event conditions (WIP-will be updated soon with more detail)

-added elevator to qube in azur hub with multiple selectable floors

-further optimisation of particles destruct

-uzi bullet damage updated mply to 1shotheadshot newbullet

-special event conditions updated

-optimised mansion interior and material shine update mid section with variable to spotlights

-optimised all projectile tracers, light layers culling, removed unused elements, general cleanup etc

-church new material floor interior

-fillerup new navmesh for new elements

-trauma initial area updated

-Mark realtime reflections and soft particles as override when settings are changed.

-Move Occlusion Culling higher in the settings.

-Add fog mist LOD to rain.

-added player jump and land sounds

-added details and polish to passing through, warsaw (scratch, dirt grime, floating garbage etc) and updated materials

-witness new textures added

-updated start stage of empire of dirt (new materials, details, lighting, long-high jump land effects, decals, mood etc)

-sabotage dancefloor further optimisation: updated lighting culling for certain light and fixed broken meshes, updated materials etc

-fixed idle anim cop3 (thanks: Gamb)

-depth of field settings updated (names, hierarchy etc)

-updated trauma start position

-mansion updated new door main hall material and details

-Implement LOD for particle shadows.

-updated OC for arcade

-optimised lighting and materials and arcade machines in arcade (possibly improving performance significantly)

-optimised lighting strobe dir light in sabot dnacefloor (possibly improving performance significantly)

-Implement safe lock

-optimised luco dancefloor stages (also updated materials and other details)

-updated skinhead hit events to new gore model (for all enemies missing the new hit events)

-going places polish and details :grime, trash, lights, textures etc

-going places large details added, (Thick grunge dirt and grime, lighting and post, thick industrial cables etc)

-tall enemy flinch animation added (WIP need to add to remaining tall enemies)

-Fix gore for characters with missing sprite meshes.

-sewers descent scenes updated with details

-boyzhood final safe lock added with combination component

-luco first dancefloor optimisation

-sewerl low empire details and material updates

-luco dancefloor further optimisation (dancers replaced with lighter variants, materials tweaks etc, map polish etc)

-empire last 2 stages multiple details tweaks and polish (exit drop trigger scene logic updates, whole material rework in sewer tunnels, details grime grafiti cracks etc added and more)

-sewerboss updated (added armor elements with logic and material and textures etc)

-updated empire final encounter and added multiple details: cbales and wirses around stage, cracks and grime, trashbags, updated final end event etc

-updated boyzhood final encounter, materials and safe unlock with logic

-Remove projectiles from kick raycast layers. This was causing kicks to projectiles. (thanks: Sinth & Gamb)

-hotel redhand fixed restart level availibity (thanks: Gamb)

-fixed navmesh passage to lexington terminal azur hub (thanks: Gamb)

-fixed destructible glass in cloudbreak heights levsel hub and opitmised certain materials (ie barriers)

-Make it harder to spam throw/grab. (thanks: Pepperoni Vice)

-added new particle based explosion

-smalle tweaks to azur hub (new ads by entrance to lexington passage, new props, optimised and/or removed old alpha unstatic meshes etc)

-small tweaks to azur hub (Binary Grab ads- thanks: Hardwater, music transtion to cinema interior for Fall by M4D-BOX)

-possible fix for mood heigth clouds (variations) in small time mansion exterior

-boyz baths final updated and optimised destruction and new destruct columns

-bullet hvy dust hit added FX LOD

-jman 2 added steam FX LOD

-maniosn removed debug settings for FX LOD

-azur hub optimisation with steam for FX LOD and removed further unused meshes

-boyz final baths destruct columns tweaks and floor destruct elements

-added FX LOD to multiple particle prefabs (broken if emission is curve, check verify whith fix from D)

-mansion interior removed unused meshes WIP

-sabotage tiwndle start interior lighting final segments updates

-police new email with info on computer with logic

-added smale cloudbreak heights optimisation with removed old/legacy/unused elements

-start screen note safe added if condition met

-updated tv oc news fr 26th update

-double duke cleanup gfx texture and norm

-Add space before Quality Preset and move DOF up.

-added FX LOD for package destruct particle prefabs

-slight tweaks to materials in sabotage final

-cleanup of quality presets (removed temp test debug and renamed remaining to Performance Debug 1-4)

-changelog updated

-popshot clipping temp fix

-fixed shotgun names

-fixed sabot destruct panel rigidbody element weight

-fixed equalizer connection between stages for publc build

-sewers empire fixed in mid 2nd stage and boss encounter updated in final stage (new armoured miniboss with herzog shotgun)

-lev sel possbile fix for initial sat/sunday date overlap (thanks: TF2NoobPlayer64)



Project Downfall 26th Early Access Update Release Date ETA and info

Greetings Crimson Community,

Getting the final tweaks ready and if all goes as planned, the 26th Early Access Update will go live 14th-15th February 2022.



Besides the regular refinement and polish to existing content we got some cool new stuff, including a unique cinematic Depth Of Field effect with variations. And most important of all: alot of optimisation and new graphical/visual settings which should significantly improve performance, especially on slower setups/GPU's. As usual, the full robust list of new stuff, changes, tweaks and fixes will drop with the associated announcement when the update goes live in 7-8 days.



Also very happy to announce the update will feature a banging track from M4D-BOX. You can check out his awesome stuff over here: https://linktr.ee/m4dboxofficial


New Olga content?

Getting really excited for this one. After 4 intense years of dev, the Early Access seems to be coming to a close. If all goes well, we should get the content finalised and polished enough within the next 1-2 updates. And then it should boil down to community feedback and balance/bug reports. As usual, can't express how awesome all of you are! Your reports, feedback, input, requests / etc helped us make the game better and reach it's current state. So it's safe to say Project Downfall is the game it is thanks to you! We are so happy to have you on board and hope you will continue sending in your feedback and gameplays. Speaking of, the Discord is the recommended place to do so: https://discord.gg/h8TAUNacuK

BONES, Essentialist / Drainer, DCX, Gamb, Hardwater, Kyoncha Operative / TF2NoobPlayer64, McMarius11, Nekromorg, Pepperoni Vice, ShreksSon64, Sinth....and anyone I might have ommited or helped us out over the years** ...love ya!

**If I accidentaly ommited someone, please let me know and I'll update the shoutouts. Also decided to do the shoutouts alphabetically, so please don't take it as a snub if you are further along the list.

Alrighty, gotta get back to work, so I'll be seeing you next week! Till the next one.

Cheers,

The Downfall team,

Mike, Dawid

Happy New Year Update!

[h2]Happy New Year![/h2]

[previewyoutube][/previewyoutube]

So we prepared a smaller update to mark the occassion. New ecoins, interactions, events updated levels and quite a bit more. As usual, the full list can be found below.

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Oh yeah..now finally the stove can be turned off ːHaroldChillː

Recommend checking out the discord: besides the awesome community, it's gots lots of helpful tips, secrets, strategies, and some pretty insane combos pulled off by the community. https://discord.gg/h8TAUNacuK

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0.9.25.2

-5 new ecoins (1 is time limited for the new year and will be available for circa 48 hours. Luckily this one is very easy to find)

-new interactions and optimisation to home apartment: ie light switch toggle for kitchen, fridge open sound, reworked stove and a bit more

-large update to Rectum baths and lobby. Including not limited to: new dynamic tune for lobby with variations, better transition between stages, more moody intro to lobby, updated destructibles in lobby, updated destructibles in baths, updated steambath area and swing superkickable double doors etc

-jman details and udpated materials and navmesh for enemies to not clip in object (wider agent)

-added garage neon to fillerup

-Fix subway hub moving platform (train with player inside)

-Implement separate value for wall jump up speed used for Uno Lifehack.

-train fixed small holes in second carriage genesis

-added genesis tutorial kick elements and info throughout train to encourage new player to use and understand it

-train tutorial kick text updated and enemybakch ealth so he wont get killed after one kick (to showcase stun state)

-fixed missing providence new scene start intro

-hotel fixed/added exit

-added hotel pavlovl save/hunted logic with according chats and reward with logic and chat

-added multiple ecoins with corresponding logic

-added train genesis andrei fir lamp imroved destroy glass (WIP)

-akimbo muzzle flash size updated (to be less obscuring, smaller)

-jman statrt bust stop destruct tweaks

-genesis andrei first lamp destruct update

-rectum start fixed holes (Thanks: gamb)

-created presets of dirt and grims and scratch trash etc variations

-jman further detail to further encounter and destructibles

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So that's it for the 2021 updates. We will see you soon with more good stuff in 2022. Have a great New Years Eve and all the best for 2022!

Cheers,

the Downfall Team,

Mike, Dawid