Neckbreaks spiritual gothic-victorian successor just went live in Early Access today. So if you got the itch to break down some more doors in stylish slomo fashion, look no further.
And better yet, if you've already got Neckbreak, you'll be able to grab Unbroken in the Doorbreakers bundle at a higher discount (25%).
Unbroken will take players to the realm of Crests Edge in search of the traitor Nielsen. As with Neckbreak, expect over the top carnage, stylish and unique combat flow, a large world to explore with way more freedom and new moves like melee countering. The game structure is more of a semi-open world, interconnected with smaller action focused levels. And of course, choices matter and will impact how your game will evolve and play out, ultimately reaching one of the 4 endings (more to come throughout Early Access).
The Unbroken Early Access is currently planned for around 6 months. The game is about 80% complete, with achievements and a roadmap for planned updates.
And if that wasn't enough, Neckbreak will still have some incoming goodies: A PC exclusive level should be dropping later this year.
Thanks for tuning in!
Mike, Dawid
Neckbreak 1.3 is now live
Greetings Everyone!
Neckbreak 1.3 just went live. And with it we are happy to announce that the game is now available en français! From the full of scope of the settings, to the tongue in cheek dialogue of the characters, every detail has been carefully localized to ensure French-speaking vigilantes can fully immerse themselves.
Huge shout outs to the translators who made this possible: Alexis Barroso, Joël Dongmo Dontia, Mickaël Vaz.
You guys ROCK!
Another minor change was updating the M4Dbox (unlockable) vinyl cover to the newest logotype version. And speaking of, I'd like to take this opportunity to give a further shout out to the awesome music contributors!
M4D-Box: You can find all his handy links here. https://linktr.ee/m4dboxofficial Highly recommended for some entrancing, trippy electronic vibes. You can find his tune "Fall" in the game in the cinema after Azur Plaza has been unlocked, or at the players home if you find the vinyl somewhere in the game world.
Marcin Benesz: unique mix of ambient, electro and rock, really good stuff here: https://soundcloud.com/kolorize1 You can find his tunes in Neckbreak during Azur Plaza lockdown as well as the street level shootout of Benefactors.
Jakub Diego Tokaj: now this dude rocks, literally! Check out his sweet riffs and tunes here: https://www.youtube.com/@JakubDiegoTokaj/videos In the game you hear his tunes during the headbanger club in Going Deep, Azur Plaza lockdown and as one of the possible random tracks in Rectum final stage.
Hats off to you Gentlemen. And hope to collaborate with you again in the future!
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Edit update: Forgot to mention another rather important option we added which would hopefully resolve the boot issue described here on the steam forums(game not loading/working at title screen with only visible options), especially those who played the game in the early stages of Early Access and recently switched to post 1.0. The aforementioned issue could be the result of game save compatibility and the only way to resolve this would be to clear all data. So for this under general settings, at the very bottom is a new button "CLEAR ALL DATA". This button will wipe out all save data for the game, so be warned and use this as a last resort, or if you would like to restart the game from scratch (ie reset E coins, unlocks, etc).
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That's it for this one. Will be getting back to Unbroken to finalize that one for its upcoming release, but that doesn't mean no more good stuff will be dropping for Neckbreak, because something might be coming in Q1 2025 if all goes well.
Thanks for tuning in!
The Neckbreak Team,
Mike & Dawid
Neckbreak
Hello Everyone,
First off, we are very sorry for the whole mess and confusion over the last few days. The game was supposed to be relisted under the new name on July 5th, 10AM PDT. I already reached out to Steam support multiple times over the last days in the matter so hopefully the game will be back up soon.
We really worked hard to keep that date and had everything synched and set up (or so it seemed) and it breaks our heart with how it turned out. But it is what it is. We promise we are doing our best to get the game live.
As for the title change and cosmetic changes to the game: sadly I am not at liberty to go into details.
I can share we had to make some cosmetic changes and the core of the game and gameplay remains unchanged. It is the same game, which I hope you will enjoy just as much as before.
Thanks for sticking by,
Mike & Dawid
Project Downfall 1.0.6.1 is Live
Greetings Crimson Community!
Today marks a special occassion. Project Downfall has been released on new platforms: The Xbox and Switch via publisher Red Deer Games. So to mark the occassion, Project Downfall will be on sale on Steam for the next week.
We've worked hard over the last year on the ports and what proved to be the main challenge was the optimisation. Getting the games to run at a playable framerate was no joke. So we dug deep and found some solutions to get the game working better and we are bringing these to the fresh new Steam Update.
Not only that, but the update will also feature 2 new languages:
German (by Dennis Hainke and Paweł Jamro)
and
Portugese Br (by Christian Mäder and Felipe Medeiros)
HUGE shoutout and thanks to the translators!
And last but not least, the update also features a significant number of smaller tweaks, polish and fixes.
As usual we would like to give a HUGE shoutout to the awesome community who stuck with us throughout Early Access and were/are part of forming Project Downfall in what it is today.
Special shoutouts go to: Merzbow, g_, Nekromorg, ShreksSon64, Sinth, TF2NoobPlayer64, Mister Reqiuem, Milkman, Superfreak, Donkeyman, Hardwater, Cris Rolan, Kaduk, BONES, McMarius11, Ghastly Trench.
And in case anyone missed this one: check this out now!
https://www.youtube.com/watch?v=CurrVAg_njQ
Oh, and if you are looking for something for that Project Downfall itch, then look no further and add Unbroken to your wishlist.
Expected to drop in March, fastest way to describe it would be a spiritual successor to Project Downfall, where Bloodborne meets Superhot, served in Tarantino sauce.
The game is currently in Closed Beta, with near finalised world structure, core mechanics, features and content. Currently focused on polishing as much existing content untill deemed good enough for release.
Since the community again will play a key role in balancing the gameplay(hence balance will be subject to change) the game will be released in Early Access until majority of active community deems it is good enough to go 1.0.
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So that's it for this one. I'll be getting back to crunching on Unbroken. In the meantime, enjoy the new update and till the next one!
Cheers,
The Downfall Team,
Mike, Dawid
Unbroken. New game coming late 2023
Greetings Crimson Community!
Todays a big day. Revealing a brand new game: Unbroken. In a nutshell: Project Downfall as a Castlevania Bloodborne Grindhouse.
With a more open-ended world form the get go, rouge-lite elements, a robust destruction system, weapons that carry over... that's just a small tasting of what's to come.
Unbroken is expected to release in late 2023. It will be a relatively short game, but with the multiple possibilities, routes and so on, replayability is expected to be high.
A unique blend of adventure, action and roguelite. Set in the realm of Crests Edge players will have to brave through the hostile lands to reach the ascending Township of Westfall; to find the traitor Nielsen and bring him to justice by any means necessarry.
Roland Redwood is making a comeback and producing some more hypnotising dynamic tracks, specially designed for the game this time with a rough jazzpunk vibe.
That's it for this one. See you in Crest's Edge!
Project Downfall 1.0.5 minor update
Small update which sets the default Bloom and HDR to soft.
Happy hunting!
Project Downfall now fully playable in Italian.
Buongiorno!
Project Downfall 1.0.4 has just dropped with a full Italian translation.
Huge kudos and thanks to Federica C, Gamba and Garyou Tensei. We owe the translation thanks to you!
We also got a Portugese (Br) build up for preview. It will be added officially to the game once it gets proof-read and thouroughly checked. To access the build with Portugese simply join the open public beta (no password needed) and your download should start. In case of anything let us know!
So that's it for this one.
Grazie & Obrigado!
The Downfall team,
Mike & Dawid
Project Downfall Original Soundtrack released along with update 1.0.3.
The OST for Project Downfall is finally available!
Over 60 tracks breaking the 2 hour mark in total, created over the course of the last 5-6 years.
The OST should now show up as a separate download for those who got the game during Early Access. Thanks for your support and hope you all enjoy!
And along with the Soundtrack, dropping a smaller update 1.0.3. A few bugfixes and tweaks and more notably:
-2 new stages for the Proving Grounds level
-2 new ecoins
And finally a Project Downfall OST Edition bundle (Game +OST) should be up in a few days.
So that's it for this one.
Thanks for sticking with us throughout Early Access.
Till the next one!
The Downfall Team,
Mike, Dawid
Project Downfall 1.0.2. Christmas Special is now live!
Greetings Crimson Community,
The 1.0.2. update just dropped with an all new level with a randomised layout. No 2 runs will be the same. Are you up for the challenge?
The new level will substitute the original Going Deep level unlock. Going Deep is now available from the start of the game. If you have already previously unlocked Going Deep in Azur Plaza, Proving Grounds will be playable from the mamebox in the apartment from the getgo.
That's not all...
The Christmas content is now a go! Meaning all sorts of goodies will be showing up in the game throughout the holidays. Be it either snow falling in Cloudbreakheights, to a special gift under the Christmas tree, or possibly even... a free ecoin? Don't miss out and get back to Crimson Tide for an all round fun, albeit gory time!
The Soundtrack is still being worked on (due to the game being significantly larger than originally planned there is bit more work here) and is expected to arrive early 2023, most likely till mid January.
Other notable changes of 1.0.2 include:
-101 SD added condition unlocks for Goign deep (updated and blocked for demo)
-default HDR changed from full to medium
-fixed audio mixed door docs office
-fixed chat shops distance (Thanks: Red Twister)
-tengu legacy chainlink removed
-start screen fixed titan prog phone call ring audio event for varied olga states
-providence updated purchased elevator atsil.
-fixed gate unlock azur dark secrets (thanks: DCX)
-fixed purchases multi nitro in ashton and azur plaza (thanks: DCX)
-changelog update
-improved cop hearing gunshot area azur plaza
-package free fixed missing exits and OC, holes in mesh etc
-blowhard improved final gate unlock
-bazaar blocked holes
-paintings doc unified style
-videogame lsit updated for new uno game unlocks logic
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So that is it for this one. Have a great, safe Christmas and let the good vibes carry on to 2023!
Cheers,
The Downfall Team,
Mike, Dawid
Project Downfall has left Early Access !!!
Greetings Crimson Comunity,
This is it. Project Downfall has left Early Access and has gone 1.0. We hope you enjoy the game as much as we enjoyed making it!
Shoutouts to the awesome community with dedicated ones to 12OVER12, BONES, DCX, Donkeyman, Hardwater, Gamba, Nekromorg, Sinth, ShreksSon64, TF2NoobPlayer64. You all truly rock! Without your constant feedback and support we wouldn’t have managed to get as much done as we did. Ideas, detailed bug reports, balance suggestions, features….the works. We owe you all our utmost thanks and gratitude! Hope I didn't forget anyone (sleep deprivation is slowly getting the better of me;) So if I accidnetally forgot a mention, let me know and I'll update accordingly.
Speaking of gotta share these awesome edits sent in by Red Twister and LeShittoEditore. Really well done. Also you can chceck out the games discord for some fanart made by Mister Requiem and other cool stuff: https://discord.gg/h8TAUNacuK
A full list of what’s new will be in the 1.0. update further below.
But first we would like to thank you all for sticking by these 4 years. The game grew to something much bigger than originally planned thanks to your feedback and we do hope you will enjoy your trip, whichever ending and route you may get. We put a lot of heart and soul into this project and we hope it shows. No updates are planned now for the time being with the exception of gameplay critical bugs and issues. If these are reported we will try to fix them asap. A general update with some additional axed content might come some time down the line.
And a heads-up regarding the OST to anyone who purchased the game during Early Access. You will get it for free and should become available in about two weeks. We will keep you posted in this regard via announcements. The OST after Early Access will be available for purchase shortly after Early Access backers get access to it.
Now without further ado, let’s move on to the final Early Access update breakdown:
V.1.0. Final Early Access Updates includes:
-Final larger community request has been fulfilled: Jukebox with unlockable tunes available in apartment after completing the intro. Other tracks can either unlocked or found ingame.
-Reworked Projectile logic. Now with penetration. In addition to the slammer, another new benefit to encounters is that players projectiles will penetrate dead enemies. No more meat shields for the enemies.
-mansion interior materials updated to contrast better with enemies
-passing through added detials to loading area and fixed paper float order material -azur hub fix cop station aggro logic
-akira controller physics hit events updated and fixed nakeda idle anim (from new logan anim)
- fixed dodge bullets translation RUS(thanks: Kristina B)
-passing through fixed wall to container area with details and props and trash in loading area
-ashton plaza added borrrn pickup album
-home unlock conditions added for m4dbox and borrrn
-azur south and north tweaks polish and updates (azur plaza main in background and props details on map, mood pevents, nitro etc)
-slumblock speical pickup added
-pleasurefree with special pickup
-azur south details and ai update
-street hub optimised AI NPC
-Run kiosk vinyl purchase added
-gatling barrel updated
-tengu pill kiosk updated and pluhhed conditions
-azur north ambient light updated and added music kiosk
-mansion interior ambient occlusion tweaked to not be too intense, slightly higher ambient lighting
-101 SD updated position text
-updated remaining jukebox tunes in apartment conditions
-azur hub updated AI tweaked for certain npc/cops in free unlocked
-tengu level details and trnasitions imroved, new detail posters, wall art etc
-pleasure fixed stair platform lower near exit and added PSX kiosk
-sewer enemy 2material fixed
-endgame text font improved
-ashton plaza slight mod to psx pickup condition kiosk
-KC grunt dedicated hit event physics added (either chooses old defualt or new chav based)
-sawn off akimbo fixed left hand shader
-Added nitro in multiple levels (providence, casino, benefactors etc)
-yun moved start positon to more believable one in conneciton with previous exit
-resort updated and polished exit
-fixed hole gutter wall dunwall cuts and updated explosion druglab
-tengu added base chainlink pickup distributor
-tengu 2nd stage added ambient lighting to make enemies stand out more and fixed/polished previous exit updates
-fillerup distributors explosions updated
-azur north details added to multiple parts of map (ie roaming crowds next to azur south exit, store front on right hand side building etc)
-rising high start fixed holes in ceiling first stage exit area -azur hub and cloudbreak heights hub updated with new exit enter logic and from logically connected player spanw on enter/exit map
-updated interview sane conditions, details and exit(now leads to azur downtown with according start point)
-docs office exit added front door option to azur except for asylumkiller condition met
-slum bottom gutter updated OC
-oc newsfeed anim updated info for 1-0
-changelog 1-0 update info
-azur hub exit doc adjusted player spawn not to collide with trigger near docs office
-game end panel updated accordingly
-smalltime empire ending gfx reverted to old style version but updated
-smalltime sewer endgame gfx updated
-modded intro headphones on warning to be less intrusive visually (thanks: Kristina B)
-airport kc kiosks added , removed old pills, chainlink moved pickup to bench in 1st section
-lev sel fixed font ref esp timeline (thanks: Guido)
-fixed train tutorial genesis tmpro text font popups in all languages (pl, esp, rsu)
-main menu disclaimer and others fixed font display for other languages
-lev sel cloudbreak heights added ecoin unlock purchase nitro event
-tengu added unlock kiosks with logic for jailbreak and judicator
-start screen fixed jukebox unlocks and added covers to jukebox screen
-added nitro pickups to multiple maps
-added lp pickup to chinatown with kiosk
-updated loudmouth store textures and details
-added tengu unlock judicator and jailbreak kiosk
-nitro pickups added to 4 scenes with logic
-equalizer fixed start scene on restart
-sub hub added exit arrow on first pill take
-added moving platform to long section equalizer (temp disabled, prepped for debugging)
-intro train office entrance animated arrow added
-lev sel cloudbreak heights updated nitro kiosk (added layout and buttons)
-start screen added vinyl player WIP
-azur hub added deatils to titan prog entrance, various smaller details and tweaks
-updated exit confirm layout and font and game over activites
-level names spanish added (thanks: Guido)
-package start nitro coin pickup added with logic
-sabotage final details and tweaks to level
-updated cop start aggro wanted for new gang variations azur downtown
-start screen destroy ceiling lamp logic added
-deflect bullet effect particle updated and tweaked
-sabotage final navmesh tweaks
-sabot dancefloor exit updated and polished, new OC
-intro train second ent station monitor added to replace 2nd legacy/obsolete version
-sabot start updated exit area and polished
-fixed baseball bat controller hierarchy for improved hit collisions
-bus azur resort updated material to make sign destination stand out more
-audiofix: Play grounding sound only if fall was long enough.
-azur plaza added gang multiple variations/gangs, encounters, ambushes on full downtown unlocked
-updated and polished pakcage start exterior and new OC
-slumlow prov stairwell updated lighting, added end event transition, replaced old boxes and crates with updated method and destruct
-fixed static setting for multiple destructible walll prefabs
-updated hitgroups for pistol
-magnum blood and popshot kill evetns updated
-fixed typo crossroads cop PL and missing translation
-package free updated with crossroads update map
-crossroads intro polish and gerenal update to map WIP (gate lock event on adanger area enter etc)
-package free large update (added duct system with secret and how to avoid combatWIP) added shinji mikiami encoutner second floor, magnum wielding enemies etc)
-genesis PGA train section updates (look at event armory, box destroy weapons, fixed train door descript etc)
-fixed crate destroy for genesis armory
-fixed molo water texture, collide barrier bridge and death fall event
-fixed escape level break bug chat (added door block logic until condition is met)
-intro train updated PDF logo skyline visibility (Thanks:Donkeyman) and lowered manic man sfx volume
-lev sel added PL fonts to timeline popup
-train start genesis added first door footprint
-Hide unsupported languages. Remove language preview warning.
-added magnum enemy
-Add discord QR Code to main menu.
-multiple updated to lexington terminal for all variations (terminus, speedbump, freeroam)
-fixed jman bar flicker (Across all related maps)
-udpated ambush pre empt OC
-upated rising high exit to next stage transitions
-doc controller fix limb spritemesh
-thug npc fixed and replaced with new panic anim
-package final updated to that from curfew (thanks: Tamir Adas)
-matrix and going deep start barrier top start to avoid exploits
-fixed collision wall glitch in ethnic 2, rising high final, gd 2
-fixed amb light new blood
-fixed mesh glitch stairs new blood (thanks: Tamir Adas)
-fixed barin jman tip missing ref loc-kit
-fixed subhub intro PL font
-added pl translation for blue pill
-removed impact force component from legacy prefabs and replaced with current main methods and logic
-fixed chinatown subway audio mixer refs
-tweaked MArcin B intro lockdown amient to not overblow main aggro tune
-Fix settings font localization.
-Enable occlusion culling by default.
-Add interpolation to player rigidbody for better movement smoothing.
-Add press any key to warning (disclaimer in full game).
-Update blind spot calculations so it will not show for enemies one floor above.
-Format points with thousands separated by space.
-updated EC2 OC and general optimisation and elevator hole fix (thanks: Donkeyman)
-updated important pickup info and added to multiple scenes (yun, gutter witness,start screen etc)
-updated ROTK pickup to be available in toilet with olga dialogue in ng + condition
-fixed canal boss exploit for all difficulties (thanks: Sinth)
-multiple fixes and tweaks bas on Sinth priv build reports
-fixed and optimised boyz in the hood galls destruct start and other tweaks, new OC, fixed name for leaderboards (changed to Boyz b Boyz)
-ambush and pleasurdome hub fixed blacony clipping and details, new OC and navmesh
-blowhard and pleasuredom fixed flickering vol direction light at elevator area
-going places fixed holes in walls adn added detailed lighting variations to lights, fixed double door to hinge system and multiple smaller details
-yun fixed alley solo enemy no aggro(now aggro activated when climbing stairs to second part of map)
-journeyman fixed car underside texture and mesh, added enemies for hard and nightmare
-gliwice fixed skybox hole in mesh
-lucos fixed holes in walls see through skybox, new OC -fixed luco loading area details and holes in ground, new OC
-fixed warsaw central underpassage hole in walls/see though skybox
-lev sel fixed station door intro condition to be disabled after intro complete, fixed skip morning commute mag to have same condition
-wawa train added random clouds and updated mood to scene
-Fix slammer stun with dead body.
-gamecover update uno1
-azur hub updated music end event on aggro lockwodn finished, added Lantan by MArcin B as optional random tune on lockdown, tweaks to post lockdown intensity
-updated safecode lockit update
-package safe updated
-added new hdr setting minimum and updated bloom minimum
-updated logic for minigame going deep and gfx, replaced uno in cinema with uno2 going deep
-reworked logic and evetns for package (safe code for package cloudbreak station) WIP with uno game pickup as bonus
-updated vg list with uno2 going deep
-casino roof added moody ground vol lights
-added info pickups to new items
-updated ambient lighting in cloubdbreak station exterior freeroam, casino roof(updated navmesh as well), crossroads
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Phew, so that's it for the last Early Access update. So one last time: Thanks so much for you support and sticking with us all these years. Project Downfall was a pretty wild ride and the longest, largest game we have made to date. Now, time to get some sleep! :)