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Project Downfall 19th (2nd Anniversary) Early Access Update is now live!

[h2]Dear Crimson Community,[/h2]

Today Project Downfall is celebrating its 2nd Birthday in Early Access! So we made sure this update will be worthy of the occassion! We got the requested the first LifeHack (unlockable Hardcore Gamemode), Field Of View** and a healthy amount of new stuff and polish to existing content. This goes for both the full Early Access as well as the demo.

Please check the list below for a full breakdown of what's new.

[previewyoutube][/previewyoutube]

In these 2 years of Early Access the game grew considerably and we owe a lot of this thanks to the awesome Crimson Community! Now, with nearly all planned features already implemented (we still got the finishers on the todo list) we will be shifting focus on the micro details, refining and polish to multiple aspects (details, destructibles, plotlines, selective AI tweaks etc) so long as it will need to be until deemed worthy to leave Early Access.

The 20th Early Access Update will most likely arrive in mid-late May '21 and will focus on the lategame stages and further fleshing out the plot down certain timelines. We will be aiming to release a smaller update within the coming days adding some smaller tweaks and fixes.

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**The Field Of View, as mentioned in earlier announcements took more time and attention than we initially planned. Due to the games unorthodox visual solutions and the game being designed to be more visceral/in your face, adding this reqiured some serious work (TLDR: a new rendering/camera solution). The known issues here are:

-SSAO/Ambient Occlussion won't display
-certain shadows might be missing
-godrays might clip through walls in certain cases

---

I'd also like to sincerely thank PSX Extreme EIC Roger Zochowski for giving permission to use the older cult mag covers and Dariusz Stańczyk for the comics „Elderwoods”(by Stańczyk, Biernacki, Awdjenko, Oleksów) and „Lis”(Stańczyk & Oleksów)

[previewyoutube][/previewyoutube]


Now, on to what's new:


[h3]0.9.19.0 Includes:[/h3]


New Features:

-The first LifeHack: Hardcore Gamemode. Unlock it at the LIFEHACKS kiosk in the quickefix store in cloudbreak heights. Hardcore mode allows for weapons, health and medication to carry over between levels.

-New Levels and areas, including-not limited to-the rooftop of the players apartment, mutliple new plotline related start areas, First Hit level (mob hitman route) and more

-Large update to multiple events and plotlines: a quick example would be the initial meeting with Olgierd down the Curfew early game route which can now play out in many more ways with expanded related areas.

-The Field of View Slider: due to using a different rendering method turning this on will reqiure a scene restart. After that you will be able to use the slider

-Multiple new collectibles. Including:

-Cult Polish videogame mag PSX Extreme
-Awesome and moody comic Elderwoods. Once comics are collected in the gameworld, they can be viewed in the roof lounge area
..and a few more.

-New Achievement: Glorious View \[T]/

Detailed list of changes:


-Fix issue with three hands after using pills.

-cleanup superkick rouge pixels (Thanks for the tip: SkullTrauma)

-shotgun pumpmamster WIP extension for FOV (temporary and most likely will be removed soon)

-added PSX mag to home and first pickup in jman2 (under trash bags)

-Multiple Hard and nightmare difficulty adjustments: grounded, less than zero, empire of dirt, small time, talltrees (certain enemies would not catch aggro correctly on higher difficulties)

-fixed cop aggro ai in genesis final

-Fix occlusion culling in level select hub - gate next to subway stairs was static.

-fix typo police savoir vivre

-first hit level reworked WIP supermarket

-updated entrance to les autres bar in curfew and details to exterior alley with PSX mag pickup. Added Olgierd with logic (chat to invite inside coming soon), OC updated

-first hit level reworked/new WIP-roof home scene added WIP with bg elements and cloud fade, new tune etc

-introtrain updated clouds bg (WIP and FG building left when beat kick in(still WIP)

-created prefabs weather clouds variation (white strong, grey, overcast, soft, strong puffy etc) with sound3d

-updated ROOF with elevator event (to ground floor and apartment)-updated apartment elevator to roof-add new first hit and roof to proj settings

-roof update (audio transitions fade for wind and tune change, update city bg, added details, post volume etc)

-added olgierd chat pre pub entrance curfew withdeath logic-firsthit updated (AI interior and aggro call and civilians)

-roof details further added (still WIP)

-updated AI movement logic when moving behind player: to avoid situations where AI would run too far away from player

-asylumkiller fixed levelid and conditions and weapon ammo drops and npc (still WIP and needs more work)

-asylumkiller endgame gfx fixed and replaced (was incorrect from revolution, still WIP)

-curfew chat for first PSX extreme mag pickup and brain event

-home PSX and E1M1 placements updated

-firsthit details further update and chat event firsthit and clerk added

-updated start sceen with new alternate start points (sewers, hotel, penthouse WIP)

-trauma final end miniboss accel tweak, all ai replaced machetes with nightstick and other smaller ai tweaks

-dmr enemy model tweak ROF normal (decrease to apply for new method) with hard and nightmare values (nightmare ROF is old normal)

-start screen multiple tweaks and adjustements to alternate start points (hotel details, pc, corridor, elevator, frame door etc), (sewer materials and details, etc etc)

-multiple adjustments to logic for new alternate start scenes (including exits, endgame logic, player spawns, info, etc), also added alternate spawn post trauma for madkiller (route and condition still needs to be added to trauma final: will be added soon)

-fixed multiple enemy walk run blend animation overrides (to avoid overriden enemy run anim glitches)

-slightly lowered pistol ROF 2->1,75 to be closer to pre rof fix

-start screen alterantes updates (details to hotel room, lighting, door numbers, post profiles for player spawns etc)

-bandaged face avatar added (WIP)

-added bandaged accident avatar to post accident levels (WIP):consume pills not working yet

-trauma final AI and detail tweaks-trauma midlev end lev events added(door open, missing wall added, polish etc)

-added nightstick boss weapon (for trauma final currently):longer range but still needs tweaks

-trauma final miniboss events update (sirens with light and sound and ai tweaks)

-nightstickboss updated to attack and move at closer distance

-added asylumkiller and asylum safe endgame graphics for outro graphics (replaced old placeholder)

-curfew endlev bar event polished and updated (drink on bar with light event and sound transitions, light tweens on enter, lighting polish and tweaks for oood etc)

-added elderwoods comic pickup test with loigc unlock on roof

-roof added bg colums for comic book panels with unlock conditions for elderwoods

-curfew further tweaks, detail and polish to bar and transition to next scene

-bar simplified intro to be more fitting to new transition

-curfew bg building updates

-roof background buildings added and cleanup

-intro train tweaks and polish to buildings title section on left side

-curfew LPP (Legendary Polish Power) advert WIP added, and infobox to prebar area and other smaller texture cleanups (unused image animations on other platforms etc)

-updated right hand side buildings in train intro P1, polished etc. WIP

-intro train details right side buildings and final door handle open event added

-improved witness end door open event and transition

-witness shortcut intermission fixed to far out placed next level trigger(no will be inside passage which opens instead of outside) and added footstep transition sound

-Add back force to player after he perform flying kick-so player will not miss oppenent wepoan drop and make it easier and more intuitive to catch

-curfew details added: LPP advert update on barier main, handrails to stairs to bar, advert on sky passage and updated details and materials in that area, updated lighting tween and tweaked instensity in bar allye etc

-introtrain material and details added to Mega Buildings in background on right and updated materials to sky freeways / expressways

-start screen alterante scenes cleanup, ie fixed pc leaderboard interaction in hotel, close other room (because still WIP), added nightshelves to side of main bed, added music to topdog endgame and fixed condition for other endgames to play (was using old 1 route intro logic, hence would not always play if gone down this route) etc

-jman start details added to exterior parts of map(fences, bariers, clouds high and low scrolling etc)

-subhub updated details (haning cables/wires, new yokatta sign and anim and font, new prefabs and porps throughout-new prefabs created from yun chinatown stage

-jman start details further added to lower parts of level

-improved transition between genesis 1st and second stage, added more fluid event at end of scene and imroved start area (added door on left for better logical connection with previous scene)

-subhub further details added and tweaked (lens flares and adverts and new arrow anim sign to last train)

-bar expanded added second area with more dependancies and variations for sanity. Added oLgierd mother phonecall and logic if Olgierd killed before entering pub and blackout

-curfew olgierd prebar kill logic added and slight tweak to alley directional light tween

-bar navmesh and OC updated

-added more variations to extended bar scene for sanity (Teddy WIP, lights, gore etc)

-as above for witness

-curfew fixed incorrect name in variable change (when reowrking Olgierd logic for prebar addition)

-tunnel shortcut added tweak to start area (initial door from previous scene) and end stage gate open event for better transition, updated OC

-cleanup teddy left should rogue pixels-added further tweaks and polish and events to bar. New doors (hinge system), chats with logan and teddy etc

-Fixed audio mixer issues and aasignement in multiple levels (Tunel Rat, Liberator- Thanks: Merzbow , Providence last room door- Thanks: Kagune )

-Added roof button to levsel hub cloudbreak heights

-jman start further additions to background buildings (visible recognisable POI like views from roof etc)

-jman 1 further details to background buildings (azur plaza, home apartment/cloudbreak heights, tengu restaurant etc)

-tunnel shortcut end details added for more logical connection(Still WIP)

-Added lexington terminal view from roof (connection to jman first stage)

-jman lexington area upate-sabotage dancefloor added dancefloor first enemy agrro twigger so he will attack earlier and result in more engrossing encounter. Tweak final shotgun AI to move slower so he will not pile up on other AI but be more tactical

-added dancefloor steam variations, with control panel (WIP, but steam can already be selected:3 variations and off. Could be usefull for those who find the dancefloor to dark)

-added rectum start better transition to next stage. Added stairwell end with end event and transition sounds

-added jman start area wind holw 3d sound when close to city view bariers

-start screen hotel apartment bathroom added (WIP sink and shelves, shower and toilet) and mamebox console interactable

-sabotage dancefloor added shutter event to dancefloor interaction panel Has to be closed before steam option can be shown and interacted with (WIP)

-rectum baths changed vase column on right for shotgun enemy to see us behind it for more engrossing encounter

-updated text in home calendar and brain chait for jman: changed from general default info to details about getting beck refund for being ripped off at lexington terminal


subhub soda machine tweaked galre(softer )with bg anim

-jman start terminal area added missing shutter door closed to closed off areas (open up later in game ie speedbump)

-jman start area details added to bg area buildings (new neons and bg ads anims etc)

-sabotage dancefloor further tweaks added to strobe/steam effect-FOV text warning re-enabled and altered

-mp5 cleanup rogue pixels

-trauma final further details and polish (upper columns, materials, refective materials etc, AI miniboss triggers to avoid them not catching aggro on security override destroyed etc)

-start screen tester workstation updated replay level PC: now PC will have gamescreen and interaction will be from VR set. Also fixed missing leaderboard replay activity in leaderboard replay object

-updated intro train morning commute with logo visibility for new effects and partcil cloud events to amplify mood event added

-added fans to fugitive final

-shortcut end fixed AI hidden in corridor on right which would not always catch aggro correctly. Added event to so he will aways catch aggro i similar point now.

-fixed hard and nightmare AI settings in new blood

-madkiller fixed hole in back and updated AI to be more lethal, added floodlights and other smaller details (ie details from updated cl heights lev sel hub) etc

-hud fixed chaingun harry face anim timescale (for recently changed avatar display system)

-intro train cloud events updated-trauma final updated AI final room (new minigun minions), toggle alarm level complete event and morgue shelves added and other smaller details

-jman start added elderwoods pickup and trashbins with floating garbage/old paper, twekaed start music calm

-updated 3d setting for jman 2nd stage

-trauma final small ai tweaks-subhub office start area added details and polish to pre first pill take area(ie updated jaspers bite machine with destruction event, filled in holed, details to sliding door etc)

-added rooftop conditions (post day2-package and jman) to lev sel hub clbrk heights and apartment start screen

-further trauma final details (ie certain someones body in morgue, slab/section tabel etc), tweaks to AI speed so will move and attack, added modified multiple melee strike override animation to minibosses

-added glorious view achievement roof

-downtime tweaked ai and outro event and added transition for airport entrance (Was missing), updated OC, added wind howl 4d sound when close to terrace passage to airport etc-

-trauma final smaller details (ie hospital corss anims on final azur wall space

-change collision physics for sniper Grounded enemies (used for sniper events enemy, so enemy can shoot but player cant

-trauma fnial difficulty conditions updates and other smaller tweaks

-airport grounded updated AI (long range and layout planning for ranged enemies)

-updated firther polish to dancefloor sabotage (closed up WC and materials and dancefloor control panel etc)

-grounded further AI tweaks (cop first trio left Flank)

-updated elevator button to groundfloor for endgames for start screen apartment

-fixed and updated coditions to endgame levs and regular lev from roof elevator buttons (disabled old)

-updated lexington terminal view from roof with expressways in bg

-answers elevator end transition objects and event added(on critical endlev event, elevator event will start)

-updated elevator panel roof button visibility so it will on light up when it is active

-levsel cldrbk heigths, added lifehacks booth with interaction screen for initial lifehack: hardcore mode

-lifehacks purchase added to quickefix store with logic (ecoin purchase and activated buttons)

-start screen variation added ecoin pickups with conditions

-Add life chacks UI and purchase handling.

-Fix cheat/lifehack unlocked switch condition.

-Fix: sidable kick in newblood minigame

-shortuct start added container wiht pill pickup (mandatory for hardcore mode if all pils used and noadrenalinefull)

-changelog update

-newsfeedanim update

-grounded airport sniper event updated (glass crack shatter on sniper enemy projectile hit) and exterior runway area, fixed OC for destructible supermarket wall (only navmesh static)

-changed pickups to global variables for pickups, ecoins, minigames so they will be active in all saves if unlocked

-added remaining planned psx and elderwoods pickups to respected levels

-generated glorious view achievement forsteam acitvation

-updated brainmag tex first psx pickup



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Thanks for the 2 years! We hope you are enjoying the ride so far and will continue to do so with further updates. Till the next one!

Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 19th Early Access Update Release ETA **UPDATED 8th March**

[h3]Greetings Crimson Community,[/h3]

The 19th Early Access Update is coming along nicely and is expected to drop sometime between 7th-9th March 2021. It will include a multitude of tweaks, polish, refinement, collectibles, secrets as well as a few new levels.

UPDATE 8th March 2021: We will have to postpone the update for a few days (circa 5-7). We are aiming to get it ready for download 15th March the latest. Please excuse this delay: we decided it will be most beneficial for the game so we can be sure we can get the planned anniversary feature ready and debugged as much as possible. For those who don't want to wait, there is a workaround: The community Beta is still up and although not fully up to date(build is from last week), it still contains a nice amount of the changes from the upcoming 19th update. If you would like to check it out please get in touch via DM.

UPDATE 2nd March 2021: Community Beta is live.



We will also try to add the FOV slider along with the update. Worst case scenario it will be added with a flash update about 1 week later. This was actually a really tough one which took up much more time than we expected. Due to the games unorthodox visual style and rendering solutions, adding the FOV proved to be much harder than it initially seemed. Long story short: this required a new rendering solution and camera, which sadly will not be 1 to 1 to the default, visceral Field Of View. So in some cases some effects might be missing and certain scenes will look differently. This is in no way game breaking, but due to being imperfect -instead of axing this option- we will be adding it as a Beta option with appropriate warnings. We won't be able to satisfy everyone, but at least those who will prefer to play the game at a different/wider FOV will be able to do so but with some caveats. We will continue working on this, see how it goes and keep you up to date!

Other than that we got the games anniversary coming up so we will be aiming to add a smaller update and hopefully one really cool feature if possible.

Also a smaller heads-up: The 20th Update will take take a bit longer than the regular 30-40 days (circa 10-18 extra days). So it will most likely be coming mid to late April. The reason for this is rather simple: I need to take some time off to regenerate a bit. Last 2 years were crazy intense: no vacations, crunching/ working 7 days a week most of the year (inlcuding holidays, new years eve etc). So in the words of Duke: "After some few days of R&R, I'll be ready for some more action! " and you can be sure that this will mean even more cool stuff in the 20th Update :D

So that's it for now. Thanks for tuning in and see you back in early March!

Cheers,

The Downfall Team,

Mike, Dawid

Flash update 0.9.18.1 is up!

[h3]Greetings Crimson Community![/h3]

Flash update 0.9.18.1 just went live. And have we got a surprise for you! :)



The Christmas time limited minigame New Blood is now accessible in the main game! But remember, the same rules applies here as for the other minigames. First you have to find the physical copy, which is hidden somewhere in the game world. Once picked up, it will show up back at the apartment and can be played from the MameBox console

We also got a fresh new trailer to mark the release of 18th Early Access Update:

[previewyoutube][/previewyoutube]

Besides that quite a nice selection of other stuff has been added or adjusted, which you can read about below:

-Added New Blood minigame. With your trusty blunderbus in hand, fight up the grim Township to reclaim what is rightfully yours. The level has received a few tweaks since the time limited Christmas special (ie optimised destructible columns) so it should perform and look better. A known bug is that sometimes the exit will not activate. To avoid this make sure you take care of all enemies in start area (the forest).

-added 2 new achievements: Dead Heat and Ascent.

-added more E1M1 magazines, now as pickups( with logic) scattered throughout the game (pickup up shows up in apartment)

-tweaked subhub intro door open distance event

-tweaked steam in first corridor of 2nd shortcut stage to be less glaring and more moody and adjusted 3d sound distance and intensity

-Finally, we also pinpointed and fixed the dreaded 3 hand pickup bug. about dang time too! ;)

-updated enemy walk speed blend values. Lowered by around 20% otherwise enemies could move too fast

-updated office desktop work graphic to be a easter egg reference to Archimedes OS

-tweaked intro transition between morning commute and office. Now train to office transition is smoother and office has dedicated intro with text.

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So that's it for this one,

Till the next one!

Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 18th Early Access Update is now live!

[h2]Dear Crimson Community,[/h2]

The 18th Early Access Update is now ready and waiting for you to try it out! Loads of good stuff both for the full game as well as the Demo.

Also to celebrate the end of 2020 and to kick off a good start to 2021 the game will be available at 40% off for the next 9 days (till 9th January).



This time we focussed on optimisation and current content polish, tweaks, fixes as well as made specific selective adjustments for the other difficulties (many levels in hard and nightmare will be better balanced and obviously still pose a rather high challenge). Sadly the planned Field Of View slider didn't make it for this one, but hopefully we will work out the kinks and be able to add it soon.

One major new feature is Occlussion culling. [h3]This is a big one[/h3], especially for those who will still be experiencing low fps, stuttering etc.

THIS SETTING IS OFF BY DEFAULT BUT WE RECOMMEND YOU TRY IT OUT!
:D Due to still being debugged, with possible visual glitches hence it is off by default. The visual gltiches would most likely show up either with destructibles or see through objects. If you would notice something not rendering correctly when look at/through specific objects please let us know where and we will get them adjusted. The sooner we work out all the glitches, the sooner we will be able to add this feature „on” by default which will be beneficial for everyone: after all who doesn't want a smoother, more fluid game?:)

Also worth noting that on certain setups with hires displays (above 1080p) the game will boot in the displays highest resolution. It is worth lowering it to 1080p since due to the games graphical style anything above that will prove hardly any visual benefit at the cost of significant performance drop.



For the next Update we are aiming for early March and will again be focusing on polishing and refining existing content, so do please keep the feedback coming! Also hopefully the FOV slider will be done, as well as updated (more intuitive and fun) flying kick mechanics and also the Christmas Special minigame New Blood should get added to the full game.

Last but not least shoutout to Zach and Jake at E1M1 magazine for letting us use their magazine in the game. Credits to cover art go to:

-DUSK - Ardat Lilitu
-Ion Fury - Bertrand Breton
-Darkness - MaXKennedy
-Postal - Kee Raizy

Speaking of which, you should check out the mag and you can do so over here: http://e1m1magazine.com They've got some nice free samplers too!


Nice on to the haute du jour:


[h3]0.9.18.0 Includes:[/h3]

-Occlussion Culling: experimental feature. Off by default. Recommend trying this out since in most cases it should provide a significant framerate increase. Visual glitches might be possible. If you would notice any, please let us know where and when (which level, which object). Thanks!

-Added enemy animation blending for movement states. Now enemies movement animation will be in synch with their movement speed.

-Multiple adjsutments for Hard and Nightmare difficulties (both for enemies and enemies weapons and projectiles: meaning that the higher the difficulty the closer the enemies weapon stats will be to the players, in terms of spread, rate of fire, mag size etc)

-Critical fix for Rate Of Fire: finally found the issue which happened for players with bad performance when using high ROF weapons. There was a bug with the refresh rate, which was pretty much unnoticeable on slower/medium rigs. However on faster PCs the minigun would spurt out -as opposed to the targeted 20- up to 120 bullets per second!!! (I think we set a world record here;) TLDR: this has been pinpointed, reproduced and fixed. Let us know if you would still be having any issues here!

-Enemy weapon weapon aimed and shoot grpahics: not yet for all weapons but most enemies will now have an according weapon visible when aiming and shooting instead of the generic default one which was used previously for all weapons. Wepoans include pistol, blaster, pump master, howler, vulcan, dmr, precision, AR and a few more


-Multiple updates to levels, including-not limited to: Morning Commute, Azur Plaza Downtown, The Way Back, Curfew, Genesis, Big Trouble In Little Tokyo, Chinatown, Sabotage, Call of Duty and more! More ifo on these will be throughout the notes below

-Funny Games: made new test arcade scene for GPUInstancing) :all arcades replaced with prefabs. Coins destructible updated to GPU instancing material. Scene should work much better now

-Optimize weapon croshair calculations.

-Fix second train collision layer on COD final stage. So it will not push player below map

-Remember frame rate enabling after game restart.

-tengu optimisation (created dedicated prefabs destruc for level and replaced with original destructible walls, tables, bariers, etc), created non GPU inst material for static walls pre destruction , hence also reverted GPU inst to original wall tengu destruct material

-added smaller detail to tengu start (walls, materials, tengu neon, blocked off start area)-bug fixes (unused chats assigned to AI etc) tengu start

-tengu destructibles optimisiation-tengu second stage jailbreak pill atlernative for difficulty settings: Normal is easier to access, hard where it was originally with shotgun enemy

-adjusted Rectum final AI to resemble more how it was prior to observing change in AI behaviour

-Add occlusion culling data to all scenes.

-tengu navmesh fix

-titan final fixed elevator event to avoid game save bugging out (Thanks: B O N E S)

-closed up holes in trauma final

-titan final contractors Occlusion fixed for bugged destructible wall (temp fix, baked OC without wall activated)

-further optimisation to tengu with prefabs for destructibles (this time wooden tile wall panels) and details (sofas, AI update, weapons etc)

-Second floor Tengu restaurant update-

-To avoid unwanted mandatory endlev trigger running near end of level without finishing them, moved all triggerevents to next level callbacks based on list trello of search nextlev trig event combo

-tengu 1-0 updated walldestruct prefabs to fix OC incorrect culling with main destruct wall oclussion/static settings

-tengu 0-0 updates to AI

-fixed slugger enemy (now enemy will shoot). Was player weapon model hence missing anims and attack distance

-added explosive bullets to slugger enemy

-tengu 0-0 update (freeway overpass bg with buildings BG)

-added new version of Pavl Jr and Sr and Harold Jones (not all models have been replaced yet so it might still be confusing that certain regualr enemies will look like Harold or Pavlovich. Will be adjusted fully by next update)

-Optimize casing colision by changing it from continous to discrete.

-Add limit for how many bullet casings can be on the scene to 100.

-tengu AI update with new enemies yakuza (suit, trakcsuit, sumo type etc)

-PRL interior replaced pavlovich Sr with new model

-Thuglife final replaced pavl Jr with new model

-old friends replaced mob bosses with new models

-new NPC models: new Harold Jones, Pavl Jr and Sr, mutliple Yakuza type enemies (grunts, enforcers etc)

-made GPU instancing in materials for bullet casings and shells

-details to tengu (skywalk passage)

-details to cab intermission post witness: added curbs, details, neons, support buildings on left, new nimated ads, etc

-added curbs and Clinton Expressway neon to fillerup

-AR enemy ROF fix to be same as players (was faster)

-minigun player and enemy ROF update

-Cab update details and new steam material (should be lighter using additive material)

-new grunge type spritefonts added (mainly to be used for block numbers, addresses etc)

-Add script for cleaning MessageDispatcher events and listeners when scene is changed. This could change scene music tension.

-AI polish update to cab overpass intermission. AI no longer spawns but constantly on map and moves to point on descent from other side of overpass.

-All other AI and events adjusted accordingly to act as before, prior to AI event upgrade

-added endgate to sewers open event and a few other smaller details.

-tengu start further update. Added laser sakura tree with falling leaves

-witness bg buildings to alley added and collider for player to lamp posts

-added smaller details to cab intermission and bg background buildins and updated buildings top to maintenance and higher skywalk etc)

-curfew station further updates (updated material and lighting in bathroom, added destructible lamps, new columns and pillars, updated AI in bathroom, added arrow animations pointing out direction to azur plaza and pub etc)

-ethnic megablock numerification added

-new materials created (wood and ceramic bathroom subway tiles with variations)

-fixed pick lowres flames for flame rise prefab-added new enemy pistol graphics when shooting and position

-curfew updates and details to signs, neons, info panels etc, azur plaza directions-added destructible lamp physics and aprts after destruction (Currently in curfew bathroom)

-Fix muzzle flash for enemy ranged weapons. Implemented deidcated for shotguns

-temp fix casino roof minibosses stun time (research why it stopped working)

-added effect muzzle flash anchor for enemy pistols, howler, ak, precision rifle, dmr

-jman tweaks and updates to materials

-casino roof updated materials to be more posh with reflections

-curfew updated neon building support beam material

-rektum lobby details added: entrance to lobby, rectum neon advert and end stairs details and materials

-enemy stunfix. If stun duration is 0 or less it will log error and stun for 1 sec.

-Fix pickup after throwing akimbo weapon.

-Allow changing enemy aim, reload and melee attack animation change for different weapons. Currently added new animation for howler shoot and minigun and howler reload (heavy weapon class)

-jman2 further interior first bar tweaks (lighting and new steam materials:should be much lighter since uses additive blend) and new store front etc

-chinatown update: fixed and replaced meshes in first segmanet to seperate walls and floors (FIXED: weapons falling through floor)

-chinatown details storefornts added variations

-baked lighting data and refl data for arcade gpu instancing scene (need to manual adjust lights and refl probes for baked or mixed)

-chinatown detail(storefronts , steam blasts, clouds exterior, ads xxl to exterior wall, new textures wall exterior etc)

-filler up updated interior to station and garage (still WIP)

-crossroads added new security gates and replaced old

-package exterior start updated area with elements from journeyman downtown and new security gates

-filler up detailed curbs added and destructible shelves with soda cans in station

-cloudbreak point lev sel hub update new steam to intro station event open

-chinatown exterior building updates with weather effects

-azur plaza downtown updated steam fog particle and optimised (on entry to avenue), update Dr Alrovski office entrance with details and background left detail to route to vista avenue and cloudbreak station via clinton expressway (Still wip)

-updated occlusion and set construction bariers to non static and fixed OC and baked new OC

-added raster scroll animations

-updated azur plaza downtown with new ad (skunk on raster scroll anim in start alley)

-chinatown endlev event added and closed of back of level

-created vista avenue freeroam (to be added to main project soon with according logic)

-added cloud particles to final benfactors and updated/simplified skybox to better fit scene

-updated azur plaza downtown with upper level of initial block area, as well as detail to building clinton expressway and buildings bg

-added new speed for initial thug in PRL its personal final (for new walk run blend system for enemies so he will seem to start running at us)

-added interactable taxi in azur plaza downtown (used like car at loudbreak heights/point hub)

-multiple updates for difficulites hard and nightmare for most weapons:-for weapon models (hard and nightmare make lower values equal to player values respectively)-for projectiles shot by enemies (as above , so ie DMR or Minigun on nightmare has same bullet velocity for enemies as player. The lower the diff the slower enemies bullet is)

-updated nightmare enemy minigun bullet velocity to 120 to be more challenging

-enemy controllers updates with different reaction time and aim ranged for hard and nightmare (chave, cav olimp, tracksuit, mech, kc blue and regular

-rectum lobby , trauma first stage section, jman 0, canal mech boss and top dog suites interior nightmare difficulty updates (WIP)

-trauma added glass crack on first section after enemy dead impact

-fixed 3d aircon sound in jman final

-tengu steam fog with randoms added to tengu start alley exterior

-Disable DecalScaleAnimation component by commenting out source. Was bugged/didnt work and cuased performance hit.

-streethub azur downtwon further updates to buildings(ie tengu to background view from balcony-as we are observing from higher up level of city than from BTILT level)

-added random dir light fog (one old default and deep blue var and also same with tween to violet). Also added transisiton event to balcony with view on Tengu

-added police siren 3d to cop siren car in azur downtown

-fixed PAvlovlich chat in holding cells (both CTPD and gutter): thnx XxJunxX

-kingston destructible prop wall made for prefab on scene

-cloudbreak point fixed steam first door to work station

-added paintings to aprtment next to bed with according materials (2 variations of painted and cracked canvas)

-sabotage club dance floor entrance updated and new dancers added. Gimp replaced with fat white suit

-tunnel shortcut updated steam blasts and optimised , new OC and details to certain walls and floors

-Reduce chance for blood decal flicker by adding random distance.

-sabotage first stage updat (destructible passage in end area, updated and polished start area with new materials and details, updated AI

-sabotage final: update door materials and textures, added destructible wall behind sharpshooters to avoid final door getting open too early

-updated sabotage start area with lighting

-fixed sabotage start enemies walking through first glass wall

-sabotage dancefloor large udpate to AI (added security room for dancefloor group), reworked VIP entrance also with cloth curtain, updated difficulty AI, new AI placements with ambush under staircase

-sabotage intro clouds and steam intro added-fixed chat attachment holding cells ctpd for pavlovich and pietro (were mixed up)

-sabotage intro details added and clubfloor transition smoother

-added right hand melee attack fist new material so it would not display incorrectly

-cleanup up superkick graphics

-updated player death, player superkick and player wounded sounds

-added transition sound to initial start scene(WIP up to genesis final)

-added new settings style, background animation to be more fitting

-subhub updated koyncha offices entry neon-blowhard start

-temporary fix to first enemy blowhard being able to pass through him (research more to be sure sothing else didnt cause this) Thanks: MELTING

-updated curbs in fillerup and second gas canister explosive in opposite lane distributor

-updated intro train: easier to read monitor screens, reworked train shake, update clouds pass start exit tunnel, end event sound fixes and other smaller tweaks (still WIP)

-updated paintings in apartment and added lamps to bed with small halogen bulb flare

-Make line of sight check more reliable if enemy will cover it's line of sight with own body parts.

-menu settings update font-pistol enemy pdate ROF

-Uzi Enemy ROF update fix

-shotgun blaster enemy update difficulties

-subhub door train event open

-sub work fix diner street exit : Thanks: John Videogames

-COD final update and fix reflections, added KC gear final room exit and other smaller details

-Fix: Play next level audio if we don't show outro UI.

-fixed subway work condition for exiting to diner when meeting set up (Thanks: John Videogames)

-added post volume to train intro before leaving first tunnel

-updated player hitblood over gfx

-updated avatar animation speed(slightly faster)

-updated start screen and main game settings font to the same as main logotype, stylised accordingly to fit

-updated slim suit red death impact behaviour and logic: will be more brutal and effective

-updated and made shelf destroy prefab variations from fillerup

-placed destructible shelf with cans in kitchen area of first bar in jman2 (very often enemy killed there will effectively fall into and affect it via physics)

-updated avatar size

-fix boyz final condition bool for being marked as finished to close off less than zero

-subhub updated transition sound to genesis

-blowhard start updated movement of AR enemy in peepshow

-genesis final updated with train halt sound and fixed first enemy not catching aggro if we walk around him

-work office post COD/LIB fixed holes in walls and materials of glass panel frames-sabotage dancefloor updated OC and new barier added on staircase (Still WIP)

-genesis train scenes updates: transition sounds and train halt event (now train will slow down and enter tunnel a few seconds after killing final enemy)

-updated main menu font with subtle animations to fit the same as currently used in main game

-added journeyman first stage bus terminal mandatory note pickup in back with aggro enter call event

-fixed endstaircase fist sabotage colliders and tweakd to connection to next dancefloor stage

-updated flying kick additive speed (temporariliy changed from 4 to 1 to avoid player passing through enemy). Will reenable when flying kick logic updated to be more effective and worthwhile

-eatpill anim speed slightly faster to synhc better with eat pill event

-baths rectum updated destructible vase by baths so shotugn enemy will see through it when destroyed and adjusted material for GPU instancing

-tunnel fixed chat thug not to be activated on other diffulties than normal. Otherwise enemy would catch aggro before chat. In harder difficulties chat is not needed hence dropped here to not bug combat

-changed font in level intros to be the same as main and in gamesettings and logotype font

-added jman 2 car obstacle so ai wont pass through it

-tweaked timing start stop/enter tunnel to station in genesis final

-added e1m1 mag at office interaction and (screen and description)

-Added Stylebender fanart ad: Iz So Real. Currently in intro train scene Morning Commute

-update newsfeed tv animation for 18th update

-subhub tweak door open final event (including pause, steamblast etc)

-train intro further tweaks-strees azur downtown added Iz Sor Real advert

-genesis final updated start door detail

-updated changelog for 0.9.18.0

-sabotage final stage speed to firsth thug agrro tweaks and AI adjustment for all enemies hard and nightmare

-update and tweaks to morning commute train ride: megablock on right side updated as well as exit station end event (still WIP, more details will be added when according scripts will make final events possible)



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So that's it for this one. We will most likely be dropping some smaller updates within the next 10-14 days, but unti lthen, have a good one!

Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 18th Early Access Update Release ETA and notes

Greetings Crimson Community!

The 18th Early Access Update is just round the corner and estimated to drop both for the full Early Access and free demo versions sometime between 29th January-3rd February.



It will feature multiple level updates, including but not limited to: Big Trouble in Little Tokyo, Witness and the following overpass pre Shortcut intermission, Curfew, Azur Plaza downtown, Rektum and many more!

Besides that it will also feature multiple optimisations including a new experimental feature: Occlussion culling. This is a big one! This greatly improves performance, however due to still being debugged it will be off by default. But we encourage you all to try it out and let us know if and where you would find some bugs so we can fix it asap so it can be on by default in the near upcoming future.



Also as planned the remaining difficulties (Hard and Nightmare) will be getting a noticeable boost, although this is still Work In Progress and will take a few more months.

And sadly, one of the planned features will most likely not make it: the Field Of View slider. This turned out to be more problematic than expected. Actually getting the slider to work was ot an issue but unfortunately due to the specific graphical solutions, the players weapons would either be too small, have incorrect placement, bullets (which are real 3d projectiles) would spawn in incorrectly...TLDR: we will need more time to work out the kinks on this one.

And last but not least, the private Community Beta will most likely get a preview of the update a few days before the the planned public release. We will update this anouncement when it goes live so stay tuned!

Thank you for your attention!

The Downfall Team,

Mike, Dawid