Project Downfall 23rd Early Access Update Release Date ETA and info
Greets Crimson Community,
Project Downfall 23rd Early Access update is getting finalised and if all goes well should be going public next week, 27th September. Lots of polish, tweaks, details, refinement as well as a new level and some other new fun stuff:)
Gotta say, you guys and girls rock! Thanks for the continuosly incoming feedback, which is helping immensely and speeding up bugfixes, priorities, balance and all things that reqiure fixing, attention. Please do keep it coming ! https://discord.gg/h8TAUNacuK
A preview of what is in store: we got a reworked slide system, updated gore and strike effects for certain weapons, start screen home interior upgrade, loads of community fixes, updated and expanded sublots and related levels (including not limited to the "glorious view" ahcievement, or the PSX Extreme mag scavenging). So that's just a tasting. full list of changes will be arriving with the according anouncement when the update goes live.
See you next week!
Stay vigilant and stay safe,
The Downfall Team,
Mike, Dawid
Project Downfall 22nd Early Access Update Realms Deep 2021 Special is now live!
Greeting Citizens,
The 22nd Early Access Update is now live and ready for download. Came a bit earlier than the planned end of the month to mark the occassion of Realms Deep. Be sure to check out the show!
And have we got some goodies for you! An all new cinematic camera for achieving finishers: Reaper Time, loads of smaller tweaks and special Realms Deep exclusive timed content. This content will only be unlockable and playable in the demo till August 16th . As for the full Early Access, once unloacked will remain unlocked and also the special content will be making a comeback sometime later in the dev.
As usual a full breakdown of what's new can be found further below.
As usual, ultra kudos to the awesome Crimson Community over at Discord for the continiuos feedback, reports and support. You ROCK!Join the Discord to learn more about the deep lore and multiple secrets and alternate events the game has to offer.
Next months update will continue focus on refining existing content and some minor smaller additions. So please keep the feedback, gameplayclips, reports coming so we can address and prioritise all issues asap!
Now on to the main course:
0.9.22.0
Main Features:
New Level: Realms Of the Keep (Timed Exclusive Realms Deep content): descend the neon lit street guarded by the Minji Shikamis to annihilate the abominations in the sewers down below...
Reaper Time: a special cinematic camera and effect for achieving the Reaper combo bonus/finisher. Time slows to a crawl with impactful sound so you can admire your handywork in all its gory glory
New level: Wild World. Alternate intro sequence level path on NG+ and beyond.
-Death splatter. Now depending on where you got hit when killed you get a nice chunky and juicy blood splatter on that part of the screen as your head rolls in different directions.
General updates and fixes:
-Add sound slow mo effect to bleedout slowdown.
-Intro train sequence can also be skipped in another alternative method by reading newspapers in station on start in NG plus before getting to work
-added reaper spawn prefab with dedicated post volume effects and anim with sounds
-bleedout head reactivated scream otherwise it would be hard to notice bleedout state. Disabled bone destroy head otherwise enemy with no head and scream would give bad impression
-updated bleedoutgorehits conditions (ie MP5 disabled particle hit wound to make holes stand out more)
-add random prefab to spawn for enemy and player during reaper slowdown.
-added graphics used for certain ads from shutter stock by StonePictures and Second Syndicate
-updated vista AI and post profile
-knife new attack sound
-superkick new hit sounds
-Add translations for restart level confiramtion dialog.
-pighead hurt decals added
-vista intr post update
-skinpunk bleedout addad
-kick punch sounds updated
-SAR gfx pseduo3d sprite update
-Slow down pill effect timer during reaper slowdown - use player time scale to avoid scor/combo issues
-enemy mini model range updated (possibly request from D weapon range override to spawn point or other ext component object in scene)
-updated toliet 3 with ai and destructibles
-created new destructible prefabs for toilet3
-updated reaper post volume 1 (was too dark red)
-chav main hit event for katana added
-skullsmash sounds updated with ogawa mixed
-chav olimp added bleedout
-ninja turtle mutant enemy added
-Disable crosshair/pointer after death.
-toilet intro new level (80s gotham alley and cypunk avenue)
-toilet 3 tweaks and cleanup (ie difficulty, closed up holes etc)
-updated stone puff hit to 4way to look more effective
-updated puddle depth materials to be cutout to fix layering order bug
-added new intro ng+ level wildworld stage connection and to project
-added toilet rd lv (ROTK) connection stages and tweaks and details to the level
-updated collision for pickup (so thrown weapons dont get stuck,smaller chance of annoying throws not colliding as inteded)
-updated demo scene list for RD2021
-added toad lick with conditions to levsel NG+ wildworld
-added skip morning community mags in lev sel intro station
-updated toilet intro ROTK with details, map closeup and other smaller tweaks
-added VG 4 ROTKRD2021 pickup
-updated conditons for BK witness( includes now arcade unfinished otherwise finishing arcade would make BK a witness even though we haven't met him and enable the witness check)
-updated lev sel with conditons for wild world new intro (needs testing)
-Add hit groups to melee weapons. will make certain weapons more visualy impactful
-Improve melee hit detection.
-changelog removed old text to not bug out
-updated fists controller with new audio/visual sets (hitgroup), prop hit sound+vfx, enemy hit sound +vfx etc
-fillerup detail garage update
-kick controller view update so kick dosnt clip with start idle fists
-fillerup fixed hole next to tunnel
-lev sel hub updated light for mag read skip train intro
-lev sel updated (positions of certain trash props, bitten apples etc)
-updated adrenaline yells
-added kick hit vfx (WIP) with sfx
-updated spritedetail props
-added details sprited to train tut start area
-added adrenaline time variations
-COD- sprite details added
-train tutorial sprite details added Genesis
-Fix 3-handed bug with quick pickup of two items.
-canal fugitive updated ar sniper first to be slightly more aggressive and po shots when player is behind cover and seen taking cover
-train start updated sprtie material details
-cod start details exterior added sprite
-added WIP 1010 self defense virtual tutorial
-COD fixed collison gate obstacle carve so enemies wont walk through it unless destroyed
-hotel fixed exit
-updated newsfeed anim
-added vr test 101 to home console mamebox list (always unlocked)
-kick prop sound fixed
-brick ricoechet sound destruct update
-SAR disabled 3d pseudo effect due to buggin out with varied FOV
----
So that's it for now. Thanks for stopping by and we will see you at the next one!
Cheers,
The Downfall Team,
Mike, Dawid
Project Downfall 21st Early Access Update is now live!
Dear Crimson Community,
The 21st Early Access is now live on Steam. Both for the Demo and full Early Access.
Update 18-July-2021: 0.9.21.2 is live. Read the details further below
We are happy to announce that we finally added the last planned Early Access major feature from the roadmap: the bleedout states and finishers. This is a really cool one! With the Punch Through system you can freely deform the sprite based enemies for one gory finisher. Cut him in half with the katana or rip a large gaping hole exactly in the point you hit him with the high cal Howler, or tunr him into see through swiss cheese with the vulcan...
[previewyoutube="yraQQo3-OCU;full"]
This is the first itteration so you can expect some more spit and shine here, since from now on we will be shifting focus from adding new content in favour of polishing and refining existing content.
This month ultra kudos and shoutouts go out to Sinth(mega props for helping out with setting up Discord), B O N E S, Gamb, Merzbow, Nekromorg, PepperonVice, TF2NoobPlayer64. Gotta say we have a pretty awesome community over at Discord <3 Be sure to drop by if you would like to learn more about the many secrets of the game and its lore, gameplay suggestions, flash bug reports and fixes and more.
[previewyoutube="pzeRi7ythk4;full"]
As a bonus dropping some FREE tracks from the Soundtrack for Download. Enjoy!
Currently working like crazy to get some Realms Deep 2021 content ready, so without any further ado, let's get in to what's new:
0.9.21.0
New features:
-Bleedout State and our Punch Through Finishers!
Bleedout states: Style up kills and combo with your weapon of choice for an enemy to enter bleedout state (bleedout state will depend where enemy was hit, ie shoot his arm off and he will catch the blood gushing stump screaming in agony, or yelling whilst spilling his guts and falling to his knees after a shotgun blast to the abdomen. Now it's time to FINISH HIM!
Finishers with our unique Punch Through system! Depending on your weapon and caliber the finishing blows will rip you enemy to shreds...literally! Turn your enemy into swiss cheese with the uzi or vulcan minigun; rip gaping holes with the howler; disfigure them entirely with the various shotguns or cut them in two with the katana and more. So many possibilites, so much fun...
-New lifehacks: Ultra Core. For those masochists who found nightmare mode too easy and are doing full combos for every stage.
-New levels:
Ashton Plaza (don't want to spoil too much about this one)
2 levels inspired by Hitmans classic „Traditions of the Trade” (won't be easy to discover them though)
Secret level: The Ascent
0.9.21.2
Changes include:
-Fixed critical bleedout bug which could sometimes disable level exit on lv complete if bleedout was activated -Fixed COD final stage enemies health pool for hard and nightmare (thanks:Gamb) -Update COD final stage with small details and changed tune to dynamic one -Subtle change to player jump height to make jumping on platform in COD final slightly easier. -Added headstrike damage multiplier for nightstick and lead pipe
----
0.9.21.1
-Fixed audio mix in Sabotage club stage (thanks: Gamb) -Fixed bugged meshes and unwanted alley access in crossroads second stage (thanks: JubJubJubilee) -Added/activated Steam Trading Cards
----
General updates and fixes:
-updated adrenaline system visuals: new animated neuron overlay with activation sounds to immerse the raging moment.
-Improve evade and shoot for enemies. It will now try to get into weapon range more often - not totally random. AI should feel smarter.
-Make sure input works after pause during fade in.
-Allow opening menu after dying in main menu.
-Add scale up on fire effect to Crosshair 5.
-benefactors final AI and clouds from roof view update
-Hall small time updated OC (fixed bugs with transition room) and fixed related exploits and added personel only gate call/lock off event on final room enter
-Make EvadeAndAttackWhenInRange work more like its ranged version (wander very often, charge when player is 8 meters away)
-pleasurehub fix wall texture glitch (mesh positioning) in sub level
-hall miniboss updated uzi minoboss with radius player behaviour with according waypoints, values etc
-benefactors final street level fight shotgun move shoot enemy updated move and shoot values for miniboss.
-cod station updated AI final part melee for evade/move attack behaviour
-hall smalltime small update uzi minoboss behav
-updated benefactors fog high level exterior before drop event and general lighting as well as AI and miniboss encounter (minigun) at street level (WIP)
-memento safe update with descent hell drop
-Fix weapon not always visible in the UI after quick throw and grab.
-updated Casino midfloor firearm AI pre midroom to new system with flank and retreat logic and updated stair melee AI accel for less chance of stack up (to be replaced with evade melee subtle when added)
-added Redhand rig graphics and armored version
-Fix how we pick up weapons if we don't have enough weapon slots.
-added reload animation for gatling howler and minigun and updated hierarchy of gunbob (due to reload transform position)
-updated minigun and howler reload animations
-blowhard added details to axel keycard back alley and reactivated regular interaction to peepshow door
-added hotel pavlovich WIP scene (perpping room prefab)
-azurhub updates: obstacle navmesh to construction block wall and titanprog neon entrance (WIP) to building
-added WIP level access room to workday exit office oude station
-updated subway work transition to lv2 and reverse and details from main subhub
-redhand enemy controller with anim idle override added
-Added Redahnd Armored enemy controller with destructible armor
-Added Redhand miniboss confrontation level (WIP) with according AI and waypoints
-cops holding cells added Redhand
-home interview phone call with according logic added (prepping for moving interview to freeroam)
-added brain end run KC sweep chat event
-lv2 room office udpated (ie included monitors including top OC employees/discord users)
-updated lv2 port installationarea (reception, receptionist, chat events, polish, etc)
-added bacground logical connection to hotel topdog to connect have visible other lore /important POI (ie Lanq Airport, Ashton Suites etc), udated map with details, terrace, etc)
-updated Hotel Ashton Plaza hub with according connection (preparing for connection with Topdog route and moving from start screen. Start screen will take player to Ashton hotel hub)
-fixed missing mesh(fall through map) in speedbump and added missing meshes to other variants (terminus and cleaner) (Thanks: Nekromorg)
-fixed jman civie enemies (Thanks: gamb)
-fixed navmesh bug azur south (Thanks: Bones)
-fixed mixer assingment is Rising High first two stages (thanks: gamb)
-fixed unused door in curfew (thanks: gamb)
-Fix akimbo with weapon that was droped when there are no empty slots.
-added interview logic and conditions to azur main hub with elevator exit and block off gate
-updated condition for interview to show up in car lev sel ( will only be accessible once interview is unlocked and titanprog office has been reached from freeroam first)
-teddy and personal final audio mix fix (thanks: gamb)
-fixed memento enemy weapon bug (thanks: BONES and gamb)
-added multiple new details to memento (gore floor, glitch out, shutter open event and other smaller details)
-memento updated with multiple events (safe apartment with gf chat events, teleport and updated encounter post teleport)
-multiple mixer fixes based on community feedback (ie Blunderbuss, Pumpmaster, Slugger dry sounds, multiple level door sound fixes etc) (Thanks: gamb)
-fixed train collision for liberator final (was same issue as previously in COD. Now uses COD trains and should work correctly) (Thanks: gamb)
-mutliple tweaks to redhand uno hotel details and bariers to street exterior
-subway work updated lv 2 port install event (installation progress, glitch effects, sounds, room etc)
-added redhand hotel encounter event lockdown and conditions
-Fix not being able to consume pils when avatar was disabled.
-added eye armor glow to redhand hotel encounter so he would be better visible when light shutout event
-updated shutter closed redhand uno hotel and some other smalller details
-fixed teleport trigger panel in work station to lv 2 office
-doubleduke fix mixer (thanks: gamb)
-update subway work port install event (modified gfx for multiple sprites and new tween for neck install z )
-redhand ashton plaza updates, curbs, zebra crossings, elevated pave segments, street segemtn paves etc
-moved providence access to freeroam with all reqiured conditions (and adapted/modded lev car conditions to be accessible once reached in freeroam)
-large udpate to old providence start. Now will be prelude to Providence (warming up) and added multiple elements from curfew/package maps and bar interior along with olgierd/sanity condtions and events
-fix typo pre interview tv (Thanks: Nekromorg)
-added new secret LV2 Tengu level (singlestage) WIP
-updated redhand killed conditions for exit hotel uno
-fixed privdence start new OC
-updated pavlovlich hotel sidemission (details, polish, destrctibles, materials, layout, AI etc) todo and note (AI new method evade doesnt open/interact with doors)
-hotel room prefab updated and fixes (ie doors and walls) for pavlov hotel hit
-pavlov hotel hit ai updates and further polish
-hotel pavlov event hit added (temporary workaround until dedicated method is added). Fixed navmesh, added hitman kamikaze with pavlov go to and kill event
-fixed bizzare bug with crufew thug chat (chat was attached to footsteps collider / generally chat cloud is attached to collider in sounds)
-added further detail to hotel hit pavlovich and polish (ie destructible bariers, columnt second floor hotel rooms corridor and other tweaks, updated AI base ground floor encounter etc)
-updated hotel hit pavlov further details and destructibles (ie GPU inst destruct columns 4 sided with rebar material beneath, hotel sign/neons, weapon and pill layout etc)
-added level id for hotel hit pavl with conditions (unsung), added to proj
-added hotel unlock conditions to freeroam (replaced placeholder in jman freeroam now with pavl hit info unlock-hotel key) with respectable timeframe for level to be active (keycard is only valid for one day)
-added pavl saved and talked unlock conditions to thuglife
-Added OC to Unsung and Ashton Av/Plaza
-hotel rooms numbers updated accordingly (depending on floor as well)
-azur hub added access entrance to hotel as well as according conditions for opening and new OC
-oude lv2 receptionist new with new bg anim behind to make him stand out more
-updated event pickup for pavlov hit in jman free.-complete overhaul update to jman free from current version jman 2 (jman free was missing mulitple polish, details, etc, ie alley, adverts, destructibles, etc)
-added letter and hotel keycard pickup
-added home clipping to clipboard interaction with conditions and according text for pavlov hit
-updated substation work lv2 office with port installation info poster with shine material
-updated tengu final with VIP exit (lv 2 access) to new secret (ascent)
-Add ablility to disable all UI elements at once.
-Hide adrenaline bar if hud is disabled from settings without scene reload.
-memento safe large update to second/final part of stage (the descent, with AI layout, tweak,s maze, bottom of the hole encounter, events etc)
-updated memento safe events, with endgame scene in dark corridor and according chats/events to endgame
-further updates safe memento final encounter (idle anim hero, blood gush and sounds, block off final enemy encounter to avoid bugs etc)
-updated curfew with correct direction (vista avenue instead of azur, lower atsil block sign, whole azur sign on opposite side etc)
-fixed guts collision with enemy bleedout
-added pighead rectum bleedout condition
-providence intro new udpated signs from curfew
-fixed homies/westboys bleedout (removed from controllers with modded bones from default)
-slum block providence fixed harold kill perm condition
-optimised railing hotel and tengu (for lighting layer-optimised tengu start and new scent lv lighting-optimised lighting hotel
-added sign for lv clearance answers
-fixed multiple text issues in endgame texts and updated curfew cop chat directions text (switched azur plaza with vista avenue)
-added hotel alternate level access minuteman from condition
-arcade fixed and updated AI for hard and nightmare (Thanks: Nekromorg)
-setup garage added bariers to top floor to avoid possibility of falling off roof/out of bounds
-added WIP text chat (not implemented yet) for brain ic trauma chat (keycard etc)
-subwork secret area lv 2port added ecoin
-fixed incorrect global var for interview in start screen (disabled global flag)
-----
So that's it for this one. We will most likely be dropping some smaller updates within the next week or so, but unti lthen stay vigilant, stay safe and have a good one!
Cheers,
The Downfall Team,
Mike, Dawid
Steam Summer Sale 40% discount and 21st Early Access Update ETA and info
Greetings Crimson Community!
Steam Summer Sale is now live: Project Downfall will be 40% off till 08. July . 2021. Before diving in to the full game you can check out the free demo here on Steam : It's got quite a nice amount of gameplay and replay value (ie secrets, alternate routes to finish the intial way back home, alternate events based on the players sanity , actions etc).
Now moving on to the 21st Early Access Update. It is expected to go live sometime between 11-14 July 2021. This will be a BIG one.
[previewyoutube="gu4gKWD0Szo;full"]
We will be adding the final planned major feature from the Early Access roadmap: THE FINISHERS. The finishers in themselves open up new combo possibilites and score multipliers but will reqiure a certain strategy. Once an enemy enters bleedout state you have a limited window in which to fully execute him/her -resulting in ultra violence (custom, full dynamic body damage and destruction with new dedicated gore system) and the JUICY combo multiplier.
Besides that we got loads of other stuff coming: loads of fixes (thanks to the awesome community feedback over at the games Discord*), new levels, subplots, minibosses, encounters, optional routes, refinement, polish and much more. As usual we will be dropping the detailed notes with the dedicated announcement when the Update goes live on Steam.
----
*join the Discord for up to date news, challenges, sneak peaks, an awesome community and more: https://discord.gg/h8TAUNacuK
----
That's it for now,
Stay safe and stay vigilant!
We will be seeing you soon...
The Downfall Team,
Mike, Dawid
Project Downfall Discord Server and flash update 0.9.20.1 is up!
Greetings Crimson Community,
We finally got the Discord server up. Click the image or link below to join up.
We also got a flash update with some noticeable tweaks, fixes and polish. Full notes below. Shoutouts go out to: Estacado_04, Tf2NoobPlayer64, Pepperoni_Vice.
We are aware that currently the start screen is pausing during settings and input won't work during initial scene fade-in. This is a temporary measure used to avoid the recent falling to death bug on incorrect plot logic spawns for alternate starting areas. We will restore it back to the regular method most likely with the 21st Update and introduce a better implemented failsafe in case the aforementioned bug would re-occur.
Now, moving on to the details:
0.9.20.1 includes:
-fix life hacks unlocking in settings.
-slight update to tarkus game mode (raised tarkus player run speed to slightly slower than default player run speed)
-added new sounds for chatter kyoncha for use in mutliple situations (multiple ie man down, friendly down, $hit, go, flush him out etc )
-added chatter dedicated to blue kyoncha spec
-updated regualr kyoncha chatter with additional hurt and added new on other enemy dead
-chav /slav thug breathing distance by circa 35%
-airport downtime fixed borken navmesh, updated OC for destroctibles and lsight AI update for new system (WIP)
-fixed journeyman OC glitches with gates (thanks:Estacado_04)
-run final fixed /closed off new starting balcony area interior
-Handle death chatter only if unit is attacking the player.
-Add on Squad Death to Unit Chatter.
-updated kyoncha chatter base with new move in and catch aggro
-fixed mixer for kyoncha chatter in controllers
-updated airport KC for new AI system with multiple AI based events based on player position
-fixed kc blue slim walk and shoot animation
-crate push sounds added
-added pervert panting sound variation for idle/idle aggro/hunting
-kyoncha blua and cadet chatter updates
-updated chatter mix to be same as sfx for bullet time
-updated AI airport KC with locked gate event
-gatecrasher larger update to AI and added glass panel destructible box on left side and various AI tweaks and balance. Level is hard as heck but it is only 1 stage and satysfying if done/stringed combos right
-updated doc materials corridor post interview and updated elevator to current state(new panel, materials, refelctions, lighting) with according logic to exits (based on sanity and oxi)
-kyoncha specops regular added chatter squad death sounds
-updated kyoncha cadet chatter (smaller squads) and other modifications compared to regular kyoncha operators
-tengu final stage optimisation (all destructibles exchanged for prefabs, lighting modified to destructibles, lighting optimisation) and random directional light variations
-Fix cheats serialization and deserailization issue.
-fixed missing wall in sewer king ending on new start screen
-tengu start fix (lighting for destructibles)
-----
----
That's it for today. Till the next one!
Cheers,
The Downfall Team,
Mike, Dawid
Project Downfall 20th Early Access Update is now live!
Dear Crimson Community,
The 20th Early Access update is now live on Steam. This goes for both the Demo and full Early Access. This one features multiple refinement and tweaks to existing content and a few new goodies, which will be described in detail further below.
The next (21st) Early Access update will continue on polishing existing content with tweaks, balance, cleanup etc as well as hopefully adding the last missing feature from the initial Early Access roadmap: Finishers! We are aiming to have this one ready late June / early July.
Once again we greatly appreciate all the feedback coming in as well as the gameplay videos. Please keep them comming! These really help us prioritise what needs to be addressed.
We will most likely be adding a smaller update by next week with some updates to the enemy chatter and further details, polish as well as setting the games Discord server public. If you would happen to notice something that would require immediate attention please let us know and we will be aiming to get it done by then.
Now moving on to the main menu:
0.9.20.0
New features:
-2 new lifehacks:
.Shinobi: Go full ninja with much faster movement and very low stamina drain at the cost of extremely low health.
.Tarkus: Tank mode. Take more than double the regular damage at the cost of slower movement and higher stamins drain
Both can be unlocked from the Lifehack machine in the Quickefix store and then activated in the main screen/apartment under settings\lifehacks\
-Enemy chatter. Mainly used with higher tier enemies. Enemies will use military lingo depending on current situation. Inspired greatly by HL1 grunts and F.E.A.R replica soldiers. Other enemies mostly used for 3d breathing sound. Planning to add more to other enemies in time.
-New AI behaviours for higher tier enemies. Now the higher tier enemies will react and adapt to their current situation dynamically: flanking the player, providing covering fire for other units moving in, moving to or falling bac, moving between strategic positions and more! One of the first examples at a basic level can be seen with the new slavic thug variation (blue suit) in the rektum lobby stage. Much more can be found in most levels with higher tier enemies (ie kyoncha adepts and specops, assassins at the mall, the luco dungeon etc)
-pleasurehub sublevel updates and details to alleys, upper level yokatta banner and fixed sublevel steam clipping etc
-wawa updated patelnia encounter with cover and physical objecta/superkicable garbage containers with dedicated damage models and sound, added 3d burning faint sound from PKiN fire, added magnum pickup in tipped over garbage bin, and other smaller details
-garbage container updated physical object
-casino updated AI for new system (exec chav added for this) updated materials and new cover, new navmesh, etc
-pleasurehub updated with cops that will show in with timeline along with objects in store and other smaller details
-wawa lucos entrance exit transition created for better transition between levels
-casino first stage details and ai updates, updated sauna area and polished multiple aspects of surrounding area
-luco connections updated and transitions between stages for better logical connections, multiple new details and AI updates, tweaks and fixes and polish
-pleasure hub lower lev further details to alleys and tweaks
-Implement character updater that will move Audio to view instead of controller. (in other words: fix to 3d audio for other enemy sounds besides footsteps like death, stun, chatter etc, which will fully comply with npcs current position and change with movement)
-casino first stage further updates (updated explosion force of first room, added new details to second area and lights, updated AI etc)
-pleasurehub updated with new lighting variation chosen at random at start and exit from maintenance tunnels (connection with shortcut level)
-blue pill and chainlink material updated for better visibility
-Fixed cracked concrete material
-updated superkickable door cod station (fixed material closed)
-interview bridge area updated and polished and added exit transition area and related event for better transition to next stage
-glass spray effect updated distance sound and new one for complete destroy to warsaw DTZ glass walls
-contractor first stage final area updated with new enemies with evade behav and mp5's (Still needs tweaking and balancing with final set of knife enemies)
-pleasure hub updateed with constant npcs
-updated AI in Gatecrasher
-fixed pill position luco dungeon
-added newer map elements to highrise from EC to final Rising High fore more details and logical conenction with alternate correpsonding routes and previous stages
-cab intermission updated AI speed to be more forgiving on normal difficulty
-updated intro subway section exit in Warsaw patelnia centrum. Updated materials and new details etc
-gate destroyed COD station updated
-warsaw fix navmesh for DTZ ambush right enemy
-fixed and updated destruction of new superkickable gate in COD station
-church and prechurch AI updates and details (ie crate destroy event to reveal precision rifle:if destroyed by explosion of nearby van force will be added to rifle)
-luco 2 temp adaption for render lighting on start (only after first death on scene will be displayed)
-COD start fixed cop melee animation, COD station interior updated new superkickable door/gate along with dedicated destructible parts on destroy
-luco hell dancefloor further polish and tweaks (ie door behind player perm locked, added bariers to stairs between floors, updated AI placement etc)
-kyoncha district AI further slective updates (new falnking points etc) and updated navmesh
-pleasure hub updated lower level and main level with details and polish
-kc district updated AI for flanking and retreat to cover new AI
-luco final multiple tweaks, polish and updates to AI, miniboss encounter, events, final foorm encounter trigger etc
-warsaw lucos entrance u with exit to packing areapdated and details to subway rotunda passage (dirt decal garbage on floor with according surface sound, rotunda neon etc)
-lucos hell dancefloor updated to loading area(still WIP)
-lucos final updated navmesh and fixed final aggro group attack and holes in ground and missing meshes
-luco dancefloor hell updates (updated lower stage,added new dancers, updated OC and navmesh etc)
-lev sel cldbr point updated lifehacks cost of shinobi and tank
-Implement disabling not combining cheats. (used for mutually exclusive ones like shinobi and tarkus)
-Luco final AI update with pathfinding and final ambush pickup key to loading area and other smaller details
-further details to warsaw map and new OC
-luco hell floor added new lighting fitting mood
-luco final updated AI to new system (for flanking and ambushing tactics),still WIP
-COD start details added and COD undergound 2nd stage updated lighting and alternate superkickable entrance with new junction and slight final melee AI tweaks
-WAWA details added, crowd before lucos, closed up holes, dirt decals, updated security gates to newer model in underground area and more
-concrete bench destructible updated with pre full destroy instances.
-updated intro to COD and transition to next stage (updated AI, added details to interior, updated destructible wall to first cop poster, added turnstyle gate to exit working physics with sound, updated OC and other smaller tweaks)
-topdog final large update to AI final part of stage and initial part with new AI logic /behav
-rectum lobby updated AI with VIP using new AI updated behav (strafe, evade and retreat waypoints)
-added appropriate effects and mix for bullets and casings (varying in bullet time and maingame)
-run final kc tweaks (charging shotgun with melee behind)
-Lowballer, Ar enemy and DMR enemy updates for difficulties (ie longer reload times on normal, )
-mall and run KC final updates (various AI tweaks, details, events etc)
-slumblock start closed of back area
-updates to kc area run final, possible kill initial kc event drop crate from balcony, aggro ai calls, ai selective tweaks and destructibles. Cloud variations for better mood and fixed skybox.
-mall AI and details update (new weapons, difficulty differences for normal hard nmare ie placement of lights emergency switch and ai aggro reaction and paths, etc)
-fix bloom minimum threshold (was too bright)
-run updated foodstall shelves and 3d shader depth for destructible food and added alternate KC first encounter models with glowing eyes to be more visible in initial dark areas
-added destructible glass panels to foodstalls in kc run and destructible food prefabs (all sets on display, noodles, burger, pots, fruit etc)
-mall light switch updated to second floor
-run kyoncha updated with destructible food on stalls and updating AI covering fire and charging tactics
-Add level unlock condition check in global variables - used mostly by Video Games.(fix to master from flash fix in 19.3)
-added closed stores /storefronts to mall stage, updated ai to new methods (flanking, evading events etc), updated materials and general polish (still WIP)
-updated Gatecrasher level: added evade and shoot behaviour to AI and updated speed movement (orig behav was too fast)
-updated Run KC encounter with new AI behaviours and smaller details (ie bariers so player will not fall off map during heat of combat)
-Run level kyoncha stage initial encounter updated with new AI behaviours (still WIP) and multiple other updates to level (details from providence, ie bg buildings, girdings and polish still WIP)
-updated trashbags collision audio-update wawa centrum area. Added bg buildings behind PkiN (still need positions tweaked) and fixed materials for fences near Domy Towarowe Centrum. Fixed light trigger to permanent in DTC passage area. Added details to patelnia area
-Airport smalltime added destructible mutliple stage galls panels/screens/windows (cops will continue shooting until it completely break, but fiirst with 3 different stages of destruction and will still provide cover). Added event laser personel only wall and shutter before entering upper area to avoid exploiting AI and will result in more impactful final shootout in this stage
-old capitoal further details and tweaks to patelnia area and domy towarowe centrum/rotunda area
-old capitol warsaw central details added (Adjusted lighting, added textures and materials for Palace of Culture, updated overpasses, added new ones, added neons to underside, added volumetric clouds in sky for better mood, brining car, garbage on floor and trashbags in patelnia are etc)
-street azur hub shopfronts new update and city runner store wall material update and fix
-passing through seedy storefornt with light added and graffiti and seedy details
-streets azur hub added storefronts and fixed replaced store window materials to not flicker
-ethnic 2 details added to railing and top of megabuilding with iinside stairwell material and advert updates etc
-gridsoft scanline updated (birghter and sharper-scnaline bright and dark changed to point filtering
-updated fillerup further details and tweaks so map can be opened up behind bars, updated chick facespace anim in bg etc
-ethnic start area update and polish (added curbs and details
-support girding, structures, freeway etc to sub skylevel area), tweaked lighting
-fillerup updated OC, added new details to new opend up map area (ie street bariers, curbs, road, physical object boxes, moveable rigidbody bariers blocks, graffiti and torn posters etc)
-ethnic all stages details and polish added (bariers to ethnic 2, cubrs to rights side ethnic 1, cleanup edges and sticking out meshes etc) still WIP
-added new ads to fillerup and details, ie replaced temp placeholder building for enemy ambush event to exit from to pubs and shops with gate open event
-created multiple and added news adverts garphics sets. Also added a few from Shutterstock by StudioPix
-topdog final further tweaks and details to stage (ie new enemies chav exec suites, updated ai final part placement and got to logic etc and final room event to elevator tweaked mood and event end light toggle)
-genesis armory train added destructible crates and boxes and on motor thug killed bill particle burst with sound on box collision behing for more effective shootout and death
-new destroy particles dust for boxes and crates
-Fix Witness nav mesh, so enemies can't get out of the map.
-final topdog updates (AI, details, final part of stage leading to answers for better logical connection, lighting tweaks, glass for statues materials etc)
-added new sets of ads (facespace, g-mobile, modnation etc)
-canal mech boss further details and tweaks (girding to destructible, destructible events etc)
-canal boss scene update with new details (new bg buildings, new post profile volume tweaks, cables hanging set tweaks, materials, etc)
-Add possibility to disable lower aim accuracy after hit for enemies.(fix for canal boss otherwise could be exploited)
-canal boss updated details alley and boss area (new materials, buildings etc)
-canal boss events updated (post volumes, gate block open anim and close, cables etc)
-fans canals material and normal maps update
-mech canals map update with end gate block and open kill enemy event and cloud variations
-mech charge shot added with dedicated particale animation and sound buildup
-fixed bandaged face error logs, replaced anim in hud with main face override for bandaged
-updated lighting events for topdog final with closedoff final level part and specops flanking with tactical lights and closing off area event bariers and sounds etc
-intro train izsoreal flame hand anim added-first hit graffiti added and fixed missing closed front shutter on target killed (which would result in level and AI exploits)
-Add warning to loading panel when fov camera is enabled.
-Show FOV camera warning all the time.
-Pause game when menu is opened in MainMenu.
-Don’t show demo complete in video game list. Show empty list item when video game list doesn’t have games.
-Make adrenaline time input text always fit on the screen.
-fix disable weapon drop for enemy in spawn point. Disable all weapon drops in VG_1-0 and VG_2-0.
-cod entrance turnstyle updated visiblity for open entrance-updated train genesis destructible crates and boxes
-mall update for security room and light override
-updated level gfx for luco dungeon
-added second floor with transition events and corridor and penthouse office to Boyz final and chat with Harold Jones Jr
-fixed mall first enemy aggro-benefactors updated start of stage. ONly one KC in front of window with other one coming aroudn from corner on friendly killed
-made kitchen home flare softer/weaker
-boyz final harold death and chat logic added
-updated newsfeed-pleasurehub fix npcs at start foodstall
-----
So that's it for this one. We will be seeing you soon with next weeks update. Unti lthen, have a good one!
Cheers,
The Downfall Team,
Mike, Dawid
Project Downfall 20th Early Access Update ETA and notes
Greetings Crimson Community,
The 20th Early Access update is getting the finishing touches and if no issues turn up in the meantime, is expected to go live on Steam around the 10th of May.
This one is going to focus on major updates, tweaks and polish to existing content and levels. As well as a really cool AI update to higher tier enemies. Now you can expect more intense encounters with foes that will dynamically ambush, flank, retreat to and move between strategic positions, hide behind cover and more!
Multiple levels will also be getting large updates, some including major overhauls ie the Pleasuredome hub, Run Kyoncha encounter and much more. A full list of detailed notes of what's new will be dropping along with the update when it goes live.
We still got one more feature to implement and will focus to get it in the game along with the following 21st Early Access Update: finshers. After that we will be focusing on polishing, tweaking and balancing exisiting content until deemed good enough to leave Early Access.
Thanks for tuning in!
The Downfall Team,
Mike & Dawid
0.9.19.3 flash fix
Short note today,
There was a bug related with the update of the collectible system from the 19th update, which resulted in minigame unlocks not showing up on the mamebox console in the apartment/start screen areas, if picked up after the 19th Early Access update.
They should be working correctly now, meaning that once you pick them up, they will remain premanently active throughout all your saves and mamebox consoles.
Major thanks and shoutout go out to Casual Raecchi and Pooshkin for reporting this.
The downside here is that the minigames picked up via the old method will have to be collected again.
----
Adding also a short note on the upcoming 20th Early Access update. Progress is going well and we got some cool new stuff coming up! The coolest one by far are the updated AI behaviour patterns and logic. This is mainly for the higher tier enemies. Now you can expect the Kyoncha to pose even more of a challenge: flanking, covering fire mixed in with charging assault...this should get the adrenaline pumping even more.
ETA: the 20th Early Access update is expected to be ready to go live on Steam by the 10th of May.
That's it for today,
Thanks for tuning in!
Cheers,
The Downfall Team,
Mike & Dawid
Project Downfall 19th (2nd Anniversary) Early Access Update is now live!
Dear Crimson Community,
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="ehDtz5I_rOk;full"]
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.
----
**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="0234uet9Jj0;full"]
Now, on to what's new:
0.9.19.0 Includes:
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)
-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
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**
Greetings Crimson Community,
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!