Project Downfall cover
Project Downfall screenshot
Genre: Shooter, Adventure, Indie

Project Downfall

Flash update 0.9.18.1 is up!

Greetings Crimson Community!



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="_3wEvH5uPqY;full"]

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!

Dear Crimson Community,



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.

This is a big one

, 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:


0.9.18.0 Includes:



-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

Project Downfall 17th Early Access Update is now live!

Dear Crimson Community,



The 17th Early Access Update for Project Downfall has just dropped! And with it loads of goodies for the holidays, including time limited Christmas content (including the new minigame „New Blood”) as well heavy updates to existing content and much more. For a detailed breakdown please check the notes below.



The next 18th Early Access update is planned for late January / early February and will focus on updating and polishing levels and stages which need it most as well as refining and polishing mechanics and making adjustment for the new difficulty setting updates (the general difficulty system update has already been added with the 17th update but has not yet been added to the levels)




Now without further ado let's move on to the good stuff:


0.9.17.0 Includes:

-New Time limited level New Blood. Fight your way through these grim land and up the scaling Township to reclaim what is yours. With your trusty blunderbus at the ready you will need to adapt to a different playstyle.

-Added DayByDay calendar to the apartment. Keep up to date with your upcoming tasks and errands.

-Large update to timeline system

-New combos: air kick, melee headshot, melee nut shot, sliding kill, environmental kill combos.

-updated Corpo worker subplot with associated events (reqiured to visit work after liberating Oude Station)

-Possibility of snow at cloudbreak point hub

-Add camera shake on damage.

-Implement difficulty unlocking. Finish the game at least once to unlock remaing difficulties

-Large updates to mulitple levels(and associated stages) inlcuding not limited to:

Apartment, cloudbreak point hub, curfew station, Blowhard, Providence, Omnicare office, I'll Be Back (CTPD) and much more

-new lenny and larry idle animations

-new chav low tier thug:lowest tier olimp tracksuit will have mid tier reaction time /aiming time (currently in jman2 and blowhard)

-bear alternate WIP controllers (for tweaking new base neutral animation)

-new pop pills animations

-level sel hub cloudbreak point updated with variable ads after intro levels and refl probe post witness, detials to obey advert support beam, bg building cleanup etc

-lev sel hub further updates with new random spawn logic, car material mustang, wall texture subway new etc

-lev sel hub shop updated with new texutres/materials and details etc

-lev sel hub update ad with frames collect, new thick cables, skywalk construction with protruding girdings etc

-Implement flying kick. Give slide kick more damage check duration for better precission.

-Homeboys added rebard 3d depth decals-home updated corridor to elevator with marble material and details

-updated lev sel cloudbreak point hub shutter details, shops details, lobby lights etc

-station curfew new doors (material texture effects etc and details around door)

-cloudbreak station details and tweaks as well as home

-station curfew further tweaks

-blowhard multiple detials added (building ads, Tengu skywalk WIP, buildings bg etc)

-blowhard final details added (hanging cables, building background, lights from bg buildings, neons etc)

-lev sel cloudbreak point further tweaks added to left building (quickefix back, view from ledge part of map)

-blowhard final, further tweaks and polish and details (upper end region and hanging cables, support beams, chav olimp tracksuit for variation etc

-Scroll combos in outro screen if they don't fit the screen.

-weekly calendar with logic added to apartment hub. Will change depending on which route was taken and show according task on according day. OVer the coarse of the game timeline

-updated gates security curfew and some other smaller details

-tweaked reaction time for olimp chav thug

-changed wod panel texture material at home corridor to elevator

-curfew new security gate tweaked top

-blowhard new seucrity gate closed off to back area and new materials / textures etc

-station tweaks to door size and pipe floor alley

-blowhard multiple new details (new canal water stream amterial texture etc, new buiding bg, reflections, lighting event for first npc, trippy camera on start before intial brain chat to indicate hammered state, new bariers, 3d canals and undeprass sounds etc)

-blowhard further tweaks(mostly to curb canal blocks)

-work lobby multiple workday logic added and reworked monitor screen elements, added desks to other parts of office, added daily work task window with confirm event and unlokc conditions based on timeline progress, if work done on current day, ali phonecall logic updated to be on workday2 only etc

-lev select cloudbreak point added subway station information stand (WIP: soon info on story/plot related elements will be shown as interactable text popup)

-Fix melee pointer.

-blowhard start skywalks overhead added, random green light, new ppeshow door texture and material, detials to rooftops etc

-blowhard final added details to rooftops

-Implement monitor cursor.

-blowhard further tweaks, ie brain glitch event with audio on start chat and adjusted trippy visual acid values

-lev sel hub added news interactions to infobox stand with logic depending on station status (game intro, closed for different conditions and liberated after COD or Liberator)

-subway workhub after work logic and conditions for unlock on 2nd day for arnies, trian ride home event door open, updated textures lighting and reflections etc.-police station made detectives office, close with level 2 access card

-fixed redshirt slim casino topfloor who would get stuck often in/between destructible wall and updated navmesh

-subwaywork fixed floor texture/material mesh

-work office added working printer behind desk WIP

-added police lv2 access key gfx to pickup and condition to detectives office open key

-better wittnes added more visible police CTPD key with gfx-talltrees reomved unused test chats and other cleanup, made darker more looming skybox and added condition WIP for key to dicks office

-added calendar open up event to start apartment hub screen

-updated text on KC gear for finishing COD or Liberator

-added new final thugs level WIP

-updated cloudbreak point station infobox layout

-home apartment calendar more event added to timeline with logic (Setup ,workdays and correpsonding wth COD or Liberator acotive or not/corrsed out etc)

-button press accept sounds and glitch sounds new-open door event updated with kc uniform pickup and new sounds etc for police start-mall olga final endlev gfx added (WIP) and fixed holes in map

-mall olga englev event updated (WIP, elevators with explosion sound and transition to endlev etc)

-talltrees added endlev hut with interior light and moved endlev exit to interior

-updated explosion mall event with Olga and splatter effects and explosion (still WIP)

-updated downtime condition for updated levels from previous update (have to finish Answers now)

-talltrees dick office key event added according with timeline restraints ( before boyz or casino, after that no dick or key and safehouse on fire)

-added bomb countdown timer to mall end

-fixed timeline dates in lang lockit keys

-added according text to date of opening in freeroam hub of lexington bus terminal, azur CTPD an Cloudbreak Station and Azur Plaza

-added infoboxes to Azur downtown area

-added interact highlight material to news clippings on pinboard home

-work lobby updated logic for final workday pickup lv2 with chat events with Alistair (inlcuding logic if last day but some wokrdays ommited hence wont activate lv2 pickup event)

-updated bullet board home with logic and fixed missing gfx etc. Updated with logic for remaining game events (still WIP, currently inlcudes ie saboatge evidence, package pickup, lucos note etc)

-created chat variation of notes without brain for news clipping summaries-added new gfx for elevator panel to make selectable floors stand out more

-added outline glow for calendar so it will stand out more

-slumlow providence final new details added (WIP, girdings, support beams and cables bg, advert sets etc)

-cod start more detail and bg buildings added. Replaced old gate with new security gate models

-updated credits: Still

-large update with details to slumlow (final providence). multiple new support beams, adverts, lighting, textures, smaller details, fences, girdings etc

-updated privdence final : further details and tweaks (this time focused on initial part of stage:details and beams girings etc on start buildings, further polish etc, still WIP)

-Disable input by default for teleport with fade panel. (used ie when working)

-slum providence start further tweaks and polish added(updated material, further support beams to other platforms added, WIP balcony for WIP secret etc)

-work lobby work event updated with typing fade event with text and sound. Updated and fixed logic for other related diner conditions, ie phoneoff event, and started work on day of phone ring etc)

-cod intro railing and curb updated

-start apartment fixed wrong text on evidence post sabotage note on bullet board

-cod intro further tweak (added roablock cross X animations-street downtown hub added cross X animations to roadblocks

-Fix combo notification text in first frame.

-new enemies for newblood added: judge, hunter and wolf

-implement Aggro observer. Don’t allow enter car when we have aggro.

-Add null fix to BaseRainScript caused by missing camera (Player not spawned yet).

-chagelog updated

-updates newfeed animation

-police detectives office key sign panel added ( to highlight how the pickup key looks like which unlocks door)

-lev sel hub update elevator buttons updated

-start screen pickups to shelves added (lv2 , police key, dick key), added daybyday calendar logotype with animation and layout of bullet board

-added varying random enemy sets for new blood

-homeboys final pavlovich save event added (AI layout, chats etc). stage still WIP but can be completed

-added blunderbus weapon icon

-updated thugz final with eavesdrop event and further tweaks to layout, AI etc

-changed locked difficulty icon to red to be more visible

-curbs added to varoius part of downtown hub and updated Construction BlockWall material

-fixed bullet board messages (disbaled unused or not ready ie package rectum and added text for gutter find)

-added christmas tree for game newblood pickup-updated health size and placement for new blood





So that's it for the update but before I sign out, I'd like to wish you all Happy Holidays. Stay safe and healthy and let's take a symbolic day to appreciate what we have and those closest to our hearts. And here's to 2021 to proportionally crank up the positivity and good vibes! Have a good one!


Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 16th Early Access Update is now live

Greetings fellow Citizens,



The 16th Early Access Update for Project Downfall just went live and is ready and waiting for download! For a detailed breakdown please check the notes below. One of the new features inculdes various framerate settings. Since this is the first itteration and various monitors/setups please let us know of any issues and how this is working for you. To enable these options go to the graphics settings and disable v-sync and a new batch of setting shoudl pop up.



The 17th Update is estimated to drop round Christmas Eve and likley with a limited time Holiday event. Besides the regular further tweaks and refinement to existing content, optimisation and so on, it will most likely update and tweak the awareness system further (we'd appreciate your feedback here, ie if you would like an optional 360 degree awareness update which would indicate aggro enemies behind cover) as well as making the flying kick stand out more (and with its dedicated combo multiplier) and updating Hard and Nightmare difficulties for mulitple levels(inlcuding enemy reaction times, which should also benefit normal difficulty: more lower tier enemies are planned to have a slightly but noticeable slower reaction/aim/shoot time).



Thanks again for the awesome feeedback! We greatly appreciate it and do please keep it comming:D

Now on to the main course:


0.9.16.0 Includes:




-Updated awareness system: now it will display correctly on the sides and not only on the bottom edge of the screen so it will be easier ti pinpoint incoming danger. Of course, if you would rather depend on the 3d audio and incoming footsteps, you can also turn it off completely in the settings.

Please let us know if you would like an additional option for a full 360 degree awareness update which would come handy with indicating aggro enemies behind cover in front of you.

-large update to the GUI chat and man menu interface

-new level: memento down the Brainfreeze route you might get into another reality with a stroll down memory lane.

-Disable mipmaps for scanlines, so it's quality will not drop when quality settings are low.

-Add selectable sounds. Applied them currently only to main menu

-Initial implementation for frame rate settings. Implement initial version of frame rate options.

-small unused chat fix streets azur hub

-titan contractors final tweaks

-change main font english

-dowtime intro updated

-details, road to airport, ai etc.

-new assets /neons etc

-updated longroad

-titan contractor final updated details and ai layout and logan intro chat

-multiple avatars for npcs (harold jones jr, lenny, larry, logan )

-updated chat activity details and anims

-chat update (avatr anim, text anim etc)

-dowtime connected with intro level

-dowtime start scene updated with ai logic/aggro call, gate open event, kc perimiter etc

-topdog airport entrance updated

-canal tweaks for first enemy rifle to be more dangerous and fixed scene music bug (double file, unused removed)

-apartment connection to downtime new adjusted

-Fix navigation for gamepad.

-Hide advanced frame rate options when they are not needed.

-updated canal fugitive and mech boss scenes and events , polish (ie mech drop and fog cover, gate open start event, bool save if mech dropped, connection and closed up canal first etc)

-Updated Brock D avatar graphic-home painting destructible on wall added (WIP-to be added to home destructiob logic)

-new material posh ceramic large marble pattern

-olga chats display only once to not break logic in certain instances

-contractor finall elvator bottom event added with end level fall event with audio. Also polished upper area with AI, destructible vases etc

-multiple updates to brainfreeze route (update contractor elevator fall event, witness conditions to brainfreeze levels both version, added end lev elevator event glitch to brainfreeze and chats,tv etc)

-Add more screen mode options.

-levels for asylum madhub (witness alternate and office alternate memento levels WIP)

-downtime start gate left KC barier event added and level closeup

-exodus fixed corrirdor run outside during asylum spawn event

-witness fixed lamp obstacle on right next to dumpster

-update to memento levels (still early WIP)

-added chats memento first witness variation

-HUD update ammo size color and material

-outro asylum brainfreeze multiple fixes and adjsutements(new level conditions, start screen condition and connections etc)-fixed outro asylum restarm main level name

-memento levels added to asylum andgame logic

-titan final contractors added details to stairwell and closed off

-added connections and conditions WIP to outro asylum level hub to connect with memento levels and unlock final

-added vr set and exit to level event and logic with asylum brainfreeze endings

-fixed correct ending conditions and updated with memento levels conditions

-Update UI scaling. Fix image anchoring.

-updated picture destroy home unlock condition and destroy screen

-Implement dynamic layout for ChatActivity with max size.

-fixed chat avtar missing localmove tween X value (missing from change from regular "Move") and small tweak to outline topchat bottom

-fixed connection answers to downtime (new intitial stage)

-updated logic for trauma post setup in start screen logic and hospital room.

-Add fixing blind spot awarenes size after resolution change.

-Implement combo mixer for combining 3 different combos.

-added elevator home event (panel, floor panel LED display and floor button interaction, etc) Roof to be added soon

-terrace topdog closed off entrance to airport

-added multiple new street ad banners WIP

-brain chat fix typo trauma start

-background gui frame bar updated

-updated fence material-updated hell outro to witness and contractor memento levels and closed off map, added details, enemy event spawn on final room open, pull out vr event, etc. Still WIP

-updated condition for bad ending asylum (if final memento unfinished and at least one initial memento level finished and returned/pulled out of vr)

-Change combo mixer so it will activate after 4 different combos.

-updated home newsfeed-updated changelog

-added elevator panel floor selection to ground floor elevator

-fixed a few typos in apartment TV

-Add localization for combo mixer stat in outro.


---------------------


That's it for the November update. See you in December!


Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 0.9 15.3 Halloween Special is now live!

Greetings Crimson Community!



The Halloween special Build 0.9.15.3 is now live on Steam. Biggest new features include timed exclusive content, a new level, weapon and the usual fixes and tweaks. More detail on that further below.

The Halloween special level "Deat Heat" can be unlocked for the next 12 days (till 10.XI.2020). Once unlocked, you will continue to have access to it after that date. But you need to find it first;) Once you do, you will be able to play it from the Mamebox console at the apartment



Next update with be the offcial 14th update and should be ready around mid November, focusing mainly on updating the awarenesss system (especially visibility on the sides) and further refinement and polish to existing content.

In the meantime, a small update might be going live in a few days to address a layer order issue with one of the new enemies and name of the Magnum.



Now on to the fun stuff!

Edit 03-11-2020:
Flash update 0.9.15.3A added. Cahnges will be highlighted in bold below

---

0.9.15.3 inlcludes:



- Halloween special theme at the apartment

-Halloween exclusive level: Dead Beat. Take on the living dead in this prototype arena/wave style level. Available also for the Demo version but with limited content (no Magnum, smaller level, ends on wave 2)

The living dead in this map pose quite the threat: much tougher than regular enemies, you will need to blast through 3 layers before you get to the vital parts. That, or find a weapon with explosive damage:) Another bonus is that these dudes will have stunted and longer reatiion/aiming times-after all being braindead has to have its cons, right? ;)

-New weapon: the Magnum (official name pending). Time to go Dirty Harry! Only available in Dead Heat

-New enemies featuring robust destruction, the Livind Dead! Blast through 3 layers to get to the vital parts!


-fixed azur plaza downtown hub unlock progression post thuglife and boyz (Thanks: Still)

-fixed no spawn of final enemy in dead heat and removed unused condition for final enemy

-fixed Alistair incorrect spawn work lobby (Thanks: Still)

-zombie map new props, neons, updated refelctions

-updated Magnum (Mag NM) name, correct weapon pickup icon name and graphic, cleaned up logic

-fixed pumkpin head layer order glow

-witness level new neon props and destroyed decal ground concrete with depthmaps


-Added to base low tier slav thug override for slower aim (hence slightly slower reaction time: get feedback). Should make the initial early game encounters easier,

-updated material for pillars Fugitive

-larger updates and polish for fugitive level (new elements, bariers, AI tweaks, Boss fight mech, NPC post fight area, npc chats etc)

-updated mech cannon to have small explosive damage to chip away cover a bit faster and make fight more dramatic

-topdog start updated final part of stage escalator encounter (destructible ads, new enemies etc)

-removed old glass elements from exhibition stage of top dog (caused major performance hit)

-new car skin for Canal Fugitive outro

-Setup first stage puddle updates and small bugfixes (unused chats etc)

-new enemies: armored KC grunt (in terrace), kc operatives blue, new shoot animation armored grunt etc

-answers further tweaks and plish, closed holed etc,

-topdog final entrance area updated

-bullet impact sparks fixed not despawning (should help performance)

-new slim kc grunt white

-nightstick updated to be destroyed on 0 uses thrown (was destroy on hit before enemy throw hit deduct usage was implemented)

-downtime intro stage added and text (warning of Crimson Reaper in area and KC sweep) (temporariliy disabled to since level is too unpolished to go public yet. Should be reactivated by the next update)

-fugitive slight tweaks to materials and slight details added

-nightstick pickup grab collider expanded

-mech canon explosion bullet smaller 0,25->0,15

-Answers updated glass materials and meshes set to static to enable dynamic occlusion (possibly increase performance)

-added halloween pumkpin destructible for home with new destructible (action levels have more gore/blood oriented destroy)

-updated newsfeed home animation

-added Dead Heat Demo version map with speific tweaks (removed slugger and closed off second part of map and wave 3, info popup) and added to demo scenes

-added new halloween decorations

---

This is all for now,

Till the next one!


Cheers,


The Downfall Team,

Mike, Dawid

Project Downfall Early Access 0.9.15.2 Update now Live!

Greetings Crimson Community!



0.9.15.2 is ready and waiting for download!

Major new feature are the 2 new midgame levels „Thug life” and „Boyz from tha Hood”, with its own new dedicated dynamic tune. These will be alternate routes for the main plot branch levels It's Personal and Less Than Zero . These are the initial iterations of the levels so expect some updates here soon.

[previewyoutube="8GgzNdVQgWM;full"]

Also got quite a bit of polish and tweaks to Top Dog along with a new initial stage (starting in a parking garage to make the level progress more coherently).

Besides that the usual healthy dose of tweaks, adjustments, polish and fixes. For detailed info please check the notes further below.

Next update is planned around Halloween, 29th Oct and aiming to get something special done here :)

Besides that emphasis will be put on the Top Dog route levels and further polish and refinement of that route as well as getting community request/bugs addressed on the fly, so do please the feedback coming!


Now moving on to the main course:


0.9.15.2 Includes:



-2 new levels:

Boyz from tha Hood
Thuglife

With dedicated tunes and a 90's Hiphop Hood theme in Dredd sauce;)

Currently there are 2 ways to get access to these levels. The easier one to discover will require sparing some certain dudes along a certain route

-Implement pill name showing as weapon name

-shotgun slugger updated: explosive damage and radius and adjusted ROF

-updated wall destruction dust time size and material

-trauma start material bed update (no smoothshine)

-homeboys second stage added with fully destructible walls, AI, layout, lighting etc

-Reduce chance for blink in MainMenu at first frame.

-lowballer enemy bullet lowered from 100->80

-updated scaling stone big cloud bullet hit

-updated lowballer material

-added kingston start stage

-updated hombeoy soft post profile volume

-updated pill names

-lowballer player bullet model updated impact hitforce 100->450 for more dramatic impactful deaths

-slugger dedicated bullet created

-homeboys and kingston maps updated

-4 new homeboy enemies created (fat white and black suit, 1 red vest thick, 1 leather vest sunglasses slim)

-precision enemy fixed rof slower to act more like player rifle

-specar fixed bug (depleting ammo from player ranged model). Will be working correctly now

-added and reworked midgame conditions to accomodate thugz and boyz logic (needs thourough testing. currently tested on default route and works). Added related events (ie home phone call harold if conditions met etc)-baseball drop airgrab collider expanded to make it easier to catch

-level list updated for car lev select hub for boyz and thugz levels

-added thuglife intro stage with tune and event

-enemy post death physics push changed layer to ignore player to avoid bugs/glitches with movement

-updated pill swallow sounds (new gulp and pill shake)

-new homeboy ripped with armor

-new quality settings for testing

-crossroads condtion unlock updated for thuglife (if finished crossroads unavailable)

-AR updated for enemy (different material to be more clearly visible and distinguishable)

-precision ar enemy new reload sound and 3d to not be too loud but also give sign precision OHK shot is coming

-updated intro anim nohero with intro flash sound

-Demo: Show demo activity after Rectum.

-Arside enemy updated material to stick out more

-terrace topdog exterior heavy update (polish,details, lighting, new area, ai tweaks etc. Still WIP)

-topdog interior tweaks

-topdog new intro scene WIP station-intro scene sounds added

-new kyoncha Spec operative white variant and with flashlight

-home news updated for next update

-enemy minigun sound update

-blowhard updated surface step sounds

-changed pill popun name color

-Precision AR impact force higher (to test and see if in commuity gameplay if it looks better, otherwise revert)

Project Downfall Early Access 0.9.15.1 is now live!

Greetings fellow Citizens,



0.9.15.1 Just went live and with it more good stuff!



The major feature of this update is a reworked stamina/ kick system and dependency. Now you will never get locked out of kicking even when very low on stamina but there's a catch. If you spam the kick it will result in a kick with longer windup, same goes for the superkick. If you wait for a brief moment however between kicks you will be able to do continiuos kicks at regular speed.

Also, some other tweaks to the avatar, including a pills swallow animation, highlight of currently selected pill and layout tweaks.

And last but not least loads of updates to levels and bug fixes, polish etc. For more detailed info please check the patch notes below. Major changes were added to the Trauma related levels.

We will most likely be dropping another patch next week(circa 22nd OCtober) focusing on further polish to the Trauma related levels (heavier emphasis will be put on the Top Dog level but Trauma, Setup and others will still be getting some love) as well as addition of a new important midgamelevel/route. And of course addressing as much community feedback/reported bugs etc as possible!

Seriously though, you guys rock! The reported feedback helped speed up fixing issues so much faster, so please keep it coming! Major kudos go out to: NickyBfudd, Still, Insomniac.

We will still be working on updating the awareness system to be visible on the sides but this will likely be ready in 2-3 weeks




Now moving on to the good stuff :




0.9.15.1 Includes:

-incr game ver 0.9.15.1 to both full Early Access and Demo. Updated changelog with basic info.

-fixes and polish to trauma (new chat events, tv, other props, fixed hole floor to garage etc)

-setup start fixed missing colliders for chainlink fences

-fugitive start brain chat event added and closed exit to gutter and added exit to canals with chat sewerfolk (Brock)

-Terrace Top Dog first level tweaks (broken mesh obstructing passage/skywalk as well as surface step sounds to skywalk)

-new tv news Early Access info animation

-Fixed Alistair avatar in related chats (was regular Cop)

-bazaar post diner further fixes and tweaks (ie blocked hole in back of map, replaced important npc with regular street npcs etc)-canal fugitive fixed mass of physcial object for new player system (to avoid object blocking path with weight)

-multiple fixes to out of bounds (all from outofbound4 besides chinatown anz azur plaza levels which are still early WIP, Thanks: Insomniac)

-added baseball bat to ethnic start for normal and new enemies for hard ad nightmare repsectively

-updated texture interior container ethnic start

-homeboys new dynamic tune

-added door/shutter with open event to mall setup start

-tweaked penalty kick duration for private community beta

-added eat pill animation for avatar

-Add current pill highlight. pill outline for highlight HUD

-When we have akimbo and pickup weapon, it will always add ammo. Previously it was switching to normal weapon.

-Reduce melee weapon durability after enemy hit when thrown.

-nightstick and baseball bat sounds update for strike and destroy

-crossroads 1 stages fixed level id used for intro and restart logic

-run kyoncha fixed floor layer to avoid weapons falling through and added surface step sound

-Added low stamina kick animations for regular and superkick

-added new bloom preset: minimum (WIP, soon to be added, lighting settings to graphics settings which will make bloom intensity more useful)

-trauma final optimise lighting and breakable windows (replaced destroyed version to particle instead of 3d objects which would cause perfomance issue-might reenable these later with custom destroy/dissolve etc)

-lowballer player updated to stand out more. 3 bullets pre magazine in quick succession with explosive damage (if shot quickly will almost be like 3 simultaneous bullets)

-trauma start post effect update(added Chromatic abberation with custom texture and acid trip shader fo more tripy/delirous/post surgery effect)

-airport downtime updated with new elements from grounded (supermarket, bariers to main flow etc)

-terrrace/start topdog updated with destructible ads and updated AI lowballer and fixed platform sticking out on stairs lowballer sniper

-mall setup fixed collider for new player system to acitvate trigger lights mall off and AI move into position

-kyoncha SO added physics effects to controller for more dramatic and varied deaths-updated AI timing and placing for trauma 2nd stage, general AI update

-trauma start further optimisation

-Answers updated/fixed pickup dmr and light trigger events. Removed unused pills (to add adjucator pill description). Fixed door final so AI wont open it on hit-lowballer visuals and placing update, effects, sound etc (WIP)

-fixed teddy conditions trauma start (Will only show if snaity v low)

-trauma final optimised lighting

-setup condition updated/fixed (has to be unlocked from freeroam if olga chat condition met) and adapted for car

-answers added to leaderboard on completion-lowered enemy MG firerate 1.5->2.5

-altered trauma start post effect bloom overlay dirt to more stylised lowres

-airport KC Downtime added connection direct to canals

-topdog final fixed exit to answers direct instead of home and removed old exit to test endgame 5

-trauma 0 lightin update events and optimised

-Canal/Fugitive fixed level start for intro visible

-trauma final KC mid enforcer lowered stun time (WIP) for new kick system

-Show demo activity after finishing genessis.

-Implement intro override in Gameplay updater (what this means all scenes should use the new intro/outro system now. If you would notice any bugs here, or something that is working worse than before please let us know where)

-Implement run penalty after kick. (seperate for high and low stamina)

-Add pill swallow sound.

-updated avatar animation speed for alternate timescale for pill eat logic

-added pill eat sound and updated pilleat event and pill layout,scaling/spacing etc

-homeboys texture update

-trauma fixed bed collisions

-package free fixed conditions for crossroads exits to be active pre its personal and disabled for freeroamd (Thanks: Still)

-new concrete wall textures-updated post diner bazaar shootout. Fixed Chat npc greet disable on display, fixed AI aggro (Will now attack if go too far from car), fixed disable car interaction if enemy killed in level(will soon be made permanent per playthrough) and multiple other smaller tweaks for this level

-new Fugitive first stage (WIP) and connect accordingly with remaining stages/levels

-kick updated with superkick for low stamina

-boyz2 layout update and bath surface step fix

-small time mansion exterior new start music track

-added wind effect audio 3d to old friends, updated and polished balcony exterior and bocked fall to lower platform without actiavting event first

-start screen added condition for exit between grounded and empire

-updated kick run stamina penalties

-trauma first area updated exterior and slight cleanup

-fix trauma final interactable unused for old chat

-updated kick model to avoid spamming of fast kick (older version alled fast kick to be repeated too quickly, still WIP)


-------


So that's it for this weeks update. We will get back to you soon.

In the meantime, please take care and be ever vigilant in the streets of Crimson Tide!


Thanks,

The Downfall Team,

Mike, Dawid

Project Downfall 15th Early Access Update now live!

Greetings fellow Citizens,



The 15th Early Access update is now live on Steam and ready for download! This includes both the full Early Access version as well as the Demo.

[previewyoutube="sFZZnrk6pE8;full"]

This update focused on updating the HUD as well as its accessibility. So there is a whole new set of options in the settings. Also, completely reworked multiple elements including the combo notifications. Apart from that, major updates to the Smalltime ending route. Most of those levels got a hefty upgrade. Also finaly got the witness system implemented. The logic was already there for quite a while, but now finally there will be a pretty important plot related encounter if you take a certain route. Also new weapons: with the long overdue....pencil;) And the usual hefty dose of tweaks and fixes. For more detailed info check the notes further below.

Thank you again for all the awesome feedback! It is helping prioritise issues and address them more efficiently! Major shoutout and kudos this month go out to: Insomniac, Bellarose, NickyBfudd, Nandrews0100, Ozymandias, Nachtmahr, Argus, Lothric, 1979.

We also wanted to update the stamina system but it we will have to postpone this for the next update. Unfortunately cool ideas here don't work well in practice, (ie a cooldown only for the kick and not the stamina results in multiple kicks during a full sprint possible which simply looks bad). So we will need to tweak it a bit more until we hit the sweet spot.

Also we are aiming to update the awareness system to show enemies coming from the sides and not only from the back (which could sometimes be misleading).

So the 16th Early Access update might be coming along in smaller chunks throughout the month. This mainly depends on the two factors above (Stamina/kick and awareness), so if we get these done earlier we will simply be dropping small-medium updates every week or so. Either way the game is expected to hit 0.9.16.0 around early-mid November,.




Now on to what's new :


0.9.15.0 Includes:



New Features:

-New achievments: Heartbroken, Et tu Brute?

-New stages with the witness system:

holding cells in „I'll be back”

The lower Atsil Block safehouse in „gutter rat”

-New stages and events to the „Empire of Dirt”. 3 full stages

-New intro and outro system (full animation and font effects)

-new unarmed idle animations for low and very low mental state.

-HUD accessibility options. Toggle it to your own preference

-New combo notification system

-New weapons: nightstick, baseball bat (use its range!) and ….the pencil:)

-New crosshairs: 3 new variations

-Add changelog dialog to game. Will show most impirtant changes on first boot of new patch.


------



General updates and fixes:


-added Pencil weapon and pickup, mini for weapon slot

-updated knife collider on thrown and angle

-added pencil pickup on table diner

-removed aggro for diner enemies if not attacking AI (for consistency for diner exit encounter)

-COD surface steps sound added

-COD final slight tweaks to AI on Hard, Nightmare and Normal (Precision AR AI behind platform on right)

-created and replaed SAR tracers-added pencil destroy prefab

-exodus updated exit condtions to account for ali killed in diner or start-fixed provdence bar chats logic/conditions bug/placement (Thanks: Lothric)

-gameplay added pencil-updated base muzzle flash fade (longer)

-added specific AI and tweaks for Hard and Nightmare to Passing Through

-fist idle animation new for drugged high states (idle 1 and idle 3)

-fist controller updated pill threshold for animation switch

-jman enter the spier advert added

-removed outline from avat animation sets

-added bg with tween to hud avatar (only main game, no chaingun harry)

-updated low sanity idle fists animations with separate hand movement/float

-updated gatling howler blast fade (to not end so aburptly but also not end up blinding player in lowest time multiplier in chainlink pill combo

-new splatter added WIP

-Gatling blast update (removed timescale game)-same for popshot muzzle update

-diner fix with intro call and added cookie light to second part of scene coming from exterior

-diner tweaks, added destructlbe glass panels and physcial stools with sound and removed intro music on action start event, fixed AC distance sound dropoff

-slum bottom tweaks (gutter)

-diner tweaks to decal tearing fix

-smalltime final conditions for exits fixed and tweaked (hitman was not displaying correctly)

-updated position glowbg avatar

-slightly smaller spread sawnoff 18->15

-casino all levels update

-casino topfloor polished areas, added new amient lights, tweaked AI and final room and destructibles

-casino roof polished roof area, backhround elements and buildings added, updated AI, added exit to helipad (WIP), added level cleared elevator open event with volumetric light, door close event on roof enter etc)

-updated van physical object with correct dedicated sound on collision

-casino roof further tweaks

-prechurch added intro encounter with destructible cars and updated navmesh for larger area

-new carforce value created for new physcial object

-mansion start update to layout, AI, effects, lighting, etc

-prechurch tweaks

-higher damage for thrwo npencil to OHK slimjims

-mansion interior update (added side corridors ground floor, added destructibles, details,post volume, polish, etc)

-crossroads updated (multiple details, polish, etc to both stages. Second stage also updated AI, destructible cars with updates models, details, fixing holes etc)

-added slingshot pill description

-crossroads update with details

-mansion exterior and interior updates (sideway corridors further tweaks/polish)

-flame adrenaline added additive material and changed order (now will display above adrenaline bar)

-new destructible particle effect prefabs

-updated new bullet impact on hit/destroy prefab (removed old dust which has too strong alpha, might need to tweak further and reenable eventually)

-smalltime final update (destructible ceiling with gatling enemy, new miniboss event, details, polish etc)

-added chairman OC boarmember avatar (also to Topddog confornt ending text chat)

-updated minoboss fight hall smalltime final (added post volume, and other details)

-added painting and multiple other details to old friends standoof (multiple fixes/polis, ie destructible balcony, statues, lights, props, etc)

-hall and mansion start tweaks

-old friends reverse hitman event added

-hall miniboss fight updated with second enforcer with short series shoot and allow move when shooting

-added framed paintings to mansion interior

-added new paitning gfx

-added train station to old friends (to leave to airport if condition met)

-airport ST / grounded update (added WIP supermarket ground floor, train BG, event action music fade on stair cross trigger etc, escalator to back part of map etc)

-added sewerlow new map with new water surface texture/material

-airport from smalltime update (added supermarket with details)WIP

-mg enemy added explosive values and changed shot sound to players as well as firerate faster (but still slightly slower than player)

-airport ST grounded further details/polish(updated supermarket height)

-sewerslow small tweaks

-sewerslow/empire of dirt ull update with miniboss encounter/ post, nemies etc

-sewers low descent level added

-fixed 3d audio distance for chasaw enemy big

-updated all stages for Empire of Dirt with multiple polish/events, logic connection ie start bathroom etc)

-added lights to escalator in airport ST Grounded

-chainsaw big further tweak-SAR enemy updated to be more similar to player version (sounds and firerate )

-Grounded polishtweaks and updates, closeup of map, AI to back section etc

-Smaltime elvator event added with light fog trigger to station

-sewer stages smalltime updated (0: new waterfall effect and tweaked volume fog bottom, 2: final go and ambient chant

-Destroy arrow when pickup is destroyed.

-Implement possibility to set pickup normal and thrown state. Apply it to knife.(so knife will not be sideways when thrown but sharp end towards enemy)

-sewers start empire end fall event added

-run start fixed hole behing player and trigger ambush chat larger to avoid enemy catching aggro earlier

-sewerslow vision distort on vista exit event

-new variations of fonts to be more stylised and fitting to games style

-sewers low further tweaks and details (ie collsion sound for grating, tweaking post, adding water flowing down walls, light wall first enemy etc)

-further updates tocombo and points notification

-added WIP new intro alternates

-updated smalltime with elavator event conditions and unlocks related to actions

-new animated sequnece intro added with new font and anim

-new intro added to fillererup, witness, grounded, funnygames, oldfriends,rectum and empire

-contractor fixed ammo count in second stage (hard/nightmare ammo count drop was on normal)

-new outro animation

-added new intro to small time level intro

-new intro sequences (no hero)

-changed default intro level sequence (made backupof orig)

-genesis alternate intro

-going places fixed restart bug (was incorrect level name)

-fixed teddy and BurgerKing points count in Witness (0 and deduct respectively)

-witness dialogues updated

-witness gutter stage added and connected with gutter rat WIP

-added witnesses to Gutter with logic-slumbottom gutter updated and fixed AI alert bug (still WIP)

-sewerslow heavy gate sound fall added-updated default anim speed intro(slightly faster to avoid incorrect fade)

-added gutterwitness to proj settings

-added new heay metal thud sounds and created asset lists for heavy and light variation

-illbeback witness second stage added (WIP) with redhand and witness events (WIP)

-added illbeback 2nd stage to proj settings and connected full level

-pencil fixed /cleanup rouge pixel above tip

-airport grounded added variation enemies based on sanity (cops if sane, manimals is mad)

-longer tune aggro fade for grounded level

-cops holding cells update

-fixed exit for Funny games final stage cab(was active despite not showing when level wasnt cleared) (Thanks: Insomniac)

-cops holding cells update(light trigger, AI layout, tweaks, second floor etc)

-whiteboard at CTPD with witness/crimescene locations adn conditions for text on whiteboard

-fixed elevator timescale bug(fall through) in Ehnic final

-added other test preview for avatar bg in combonotification scene

-lowballer range enemy from 40 to 80

-cops holding cell scene updated textures and jaildoor open sounds and ai first attack aggro logic trigger

-contractor fxied hole in wall (wasnt spawning correctly)

-gutter witness updated scene with logic, enemies, layout etc

-explosion small mg fixed light/prefab not timing out/getting destroyed

-slum bottom updated gas canister explosion force and radius

-gutter witness updates/polish

-casino hell roof fixed color sky trigger (was not working due to new reworked player controller)

-apartment logic witness adapted for post casino: changed Joy to Mistress to keep her subplot intact

-slum bottom multiple tweak, new destructibles, and multi destruction event at end of stage in drug lab (if gas canister shot/destroyed). Adapted AI , tweaks etc. reomved old conditions for finish and adapted to connetion with gutter witness-gutter witness adapted details and conditions for finish as well as level id changed from freeroam to gutter rat (since level can be completely finished now)

-added destructible radius on spawn for destructible props

-updated explosion with more stylised lowres flames

-updated mansion start small time destruction statue

-update gutter witness interaction computer (witness memo case info)

-Added new option AvatarBackground Toggle to HUD accessibility

-added small radius destruct impact

-destroy radius small udpate (radius from 3 to 1,5)

-mansion small time start updated with post volume to make glow/bloom less intense in main shootout area

-updated Credits text and scene time durations

-mad stage 4 idle unarmed pixel cleanup for anim

-face idle cleanup

-added navmesh obstacle marker to barrel

-player updated closecall height tirgger

-update to obstacles AI in grounded as well as AI tweaks and lighting tweaks and fix (flicker light glass ceiling)-journeyman start navmesh obstacle added to second table so AI will walk around it

-mansion post volume courtyard update with trigger for following floodlights to lighten up area and make enemies more visible

-mansion interior update to post second part

-ill be back start added computer with email about witnesses-start screen fix hole back bathroom (thanks : Insomniac)

-witness added obstacle for street lamp and barrel to AI

-Wawa train small tweaks (still WIP)-credits further tweaks

-added 3 new crosshair variations

-lowered mag size of baisc pistol enemy 12->8

-fixed big explosion loop in benefactors final and updated textures to be more stylised and fitting

-gatling bullet enemy slower velocity

-pistol side enemy bullet changed to slightly slower model (will make initial levels and encounters slightly easier

-benefactors final multiple updates and tweaks and polish (still WIP and a lot to do)

-added fall platforms to avoid insta death in benefactors final: (Thanks:NickyBfudd)

-added gate end stage open events to package stages

-temp disabled exit in 2-1 package freeroam until correct freeroam exits/maps are created

-fixed navmesh obstacle witness barrel

-Pencil name fixed to display correctly

-Big Explosion updated with sound (benefactors roofs)

-metalhead boosted druggie fixed colliders (so brain headshot one hit kills, other shots demolish head with gaping hole but still alive)

-gatling enemy tracer updated and weapon model info (lowered ammo mag from 12->8, lowered firerate from 1,5->1,8 , bullet precision from 0(perfect) to 0,8

-diner updated with exterior detail-mansion startchanged destruction spawn prefab (ceramic lowpitch)

-slum bottom /gutter added surface sounds and ai trigger for gorehead booster behind corner/restroom

-gatling enemy fixed RoF 1.8->1.2

-Benefactor final tweaked lower area

-skinhead bomber jacket updated footstep loudness and mix

-update to Passing through (mutlpile fixes, tweaks, polish, AI,events including not limited to: main gate can be opened with panel from other side, train interior with trash and makeshit beds. Fixed train interior npc hobo npc values, fixed visibility of last skinhead on opposite platform, visible buttons to train doors, changed table in passage to new physical system, light fog tween to make first shotgun enemy more visible, physical object barrel to initial encounter and more...)

-updated credits with new Steam community

-pencil destruction re-added

-smalltime events elevator update (sound ride on stop)

-cleanup for ethnic final and rising high final, as well as polish and tweaks for ethnic (Surface sounds, elevator evetn sounds, texutre updates, etc)

-added new weapon: baseball bat full set (icons, pickups, player and enemy model, animations, sounds,loc-kit etc) player animation WIP

-faster katana attack rate 2->3

-passing through baseball bat enemies added

-further face avatar cleanup rouge pixels

-updated baseball attack animation speed and range

-dedicated desctruction prefab spawn for pipe and baseball bat (spawn broken baseballbat/pipe)

-subhub blocked top platform jump exploit out of bounds jump (thanks: Insomniac)

-cops holding cells updated conditions for witnesses

-police I'llbeback added detail with servers (WIP) and surface wlk sounds

-benefactors fixed missing elevators (thanks: NickyBfudd)

-lev select cloudbreak point removed Ali Blowhard phonecall and moved whole event to apartment with physical phone and 3d audio)

-slum bottom gutter fixed animation for exit sign

-gutter witness: updated superkick locked door event, added destructible security kiosk to exterior part, added CTPD keycard pickup in saferoom area, updated AI etc)

-Added new achievement: Et tu Brute?

-added new weapon full set Nightstick (pickup, player model and anim and material, pickup etc)

-reverted destroy on hit for lead pipe otherwise tutorial train throw would be rage inducing and seem bugged

-lockit export nightstick

-COD intro replaced lead pipe with night stick for cops (same goes for all police I'll be back stages)

-Fixed hole next to elevator providence intro (thanks: Insomniac) and added surface step sounds and fixed AI aggro opposite block to have lower walk distance otherwise he would aggro us to platform breaking audio event and mood

-gutter witness added achievement unlock event and for holding cells with conditions-added according avatar to witness chats

-updated mamebox level select graphics to be more obvious it is for home console (still WIP)

-added final endgame event to sewerslow (with audio fade, graphics, open gate with sound, crowd and background etc)

-Fix mouse cursor locking on start disclaimer

-updated chagelog version-going places added surface step sounds to both stages and slight material updates and tweaks and few enemies now have baseball bats

-updated smalltime empire of dirt endgin text and graphics

-updated sewers final graphics crowd and throne with shading

-updated Wawa train event with music/end

-fixed baseballbat small animation end glitch frame

-baseballbat hitforce 400->900 for more effective deaths

-new tune for passing through

-passing through overpass surface steps, new tune implementation and dynamic audio background tune 3d

-sabotage final lowered double snipper room volumetric light as not to blind final room if door blasted open

-terminus multiple AI navigation obstacles added to avoid ai clipping through dynamc physical objects and added surface step sounds and fixed hole iin wall and no ceiling in final area

-terminus final multiple tweaks to initial encounter and added baseball enemy

-old friends removed unused bugged car in background

-ehtnic final made final exit collider bigger since it was not obvious where exit was


And that's all we got for the 15th update.



Thanks for sticking by and your support!

Cheers,

The Downfall Team,

Mike, Dawid

Project Downfall 15th Early Access Update ETA and general info

Greetings Citizens,

We are closing up major tasks for the 15th Early Access update and if all goes well it should be going live sometime between 30.09.2020 - 05.10.2020. Private Beta should be available to those who signed up at least a few days before that.

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This one will focus mostly on HUD updates and refinement, multiple Community feedback tweaks and fixes, major updates to the levels along the Smalltime route (certain levels will be getting a really significant boost), a long overdue weapons, new animations, detail, polish and more.

Stay safe and stay vigilinat and we will get back to you soon!


Cheers,


The Downfall Team,


Mike, Dawid