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

Project Downfall

Project Downfall flash update 0.9.14.4 is up and a few notes...

Greetings Citizens!



The final flash update for 0.9.14 just went live. It includes a collection of smaller tweaks, fixes and polish.

First of all: thank you for all the awesome feedback! Please do keep em' comming! :D

One of the most important factors we noticed: based on community feedback and reviews, we changed the initial tutorial info on the pills and removed the warning about consequences*, since many players were simply avoiding taking them. This was not our intention...on the contrary we expected you guys to go nuts with them and use whenever you see fit:) I recently addressed this in a dedicated topic, so if anyone would like to know more, here's the link:

https://steamcommunity.com/app/992730/discussions/0/2944746708989941293/

* the pills consequences text might be making a comeback sometime later in dev upon successive playthroughs opssibly with an alternate/slightly modified intro.



The 15th Early Access is expected to go live late Septmember / early October and will focus on HUD cleanup/accessiblity, reworking the combo notifiaction panel, tweaking the stamina-finding the sweet spot to avoid exploiting melee but not interrupting the combat/combo flow, update to the awareness indicators (possibly with variations), new achievements and of course the regular polish and refinement to existing levels.

What's new in 0.9.14.4:

-Code: fix missing calendar issue (this could block the game from running for certain players from Asian countries

-akimbo pistol and pistol new tracer

-synched train pass sound to COD last stage and added new train station ambient

-added new uzi/zac10 tracer

-fixed collider for overpass in cab/post witness/pre shortcut to avoid enemy bullets passing through (Thanks: -Nachtmahr-)

-changed order of COD/BLOWHARD (now BLOWHARD will be first/ahead of COD)

-created and added new enemy tracer for precision AR (to avoid impression of shooting through environment ie train in COD).

-muzzle flash and gatling balst added alpha fade to remove afterfacts after muzzle flash animations end

-restored old PrEcisionAR tracer for enemies. New version needs more work (seems now like a regular caliber weapon instead of deadly one hit kill projectile)

-restored old pistol tracer (new one needs a few more tweaks and internal feedback before going public)

-gatling blast modded speed slightly (slightly faster now)

-updated zac10 tracer size and spawn/creation distance

-updated intro initial tutorial on pills. Removed warning of negative consequences (to be added soon: an alternate version of this info will show up after beating the game one now informing of the pill consequence). Players relied too much on this info and tried to limit pill consumption resulting in the game getting much harder than it has to be.

-removed pill consequnce info entirely from loading screen tips

----



So that's all for now. Thanks for tuning in.

Stay and stay vigilant!


The Downfall Team,



Mike, Dawid

Project Downfall 14th Early Access Update now live!

Greetings fellow Citizens,



The 14th 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.

The full game will be 40% off from 28-08-2020 to 11-09-2020.

Update 31-08-2020 Added flash update 0.9.14.1 These changes will be in highlighted bold in the change log further below

Update 02-09-2020 Added flash update 0.9.14.2 These changes will be in highlighted bold in the change log further below

Update 08-09-2020 Added flash update 0.9.14.3 These changes will be in highlighted bold in the change log further below



So this month we got some new features as well as the regular batch of tweaks and fixes. Finally we got the adrenlaine system acitvated in-game and will be tweaked and improved further with coming updates. Hopefully the new batch of achievements will make it easier to recognise which endgames you have achieved and how many more you would be mssing. Some levels also received hefty updates like Fill'er up, updated destruction from Man of Faith Church scene, home destruction with consequences and a lot more. For more detailed info check out the notes further below. Currently the next major update is planned for late September 2020 and will be focused on further polish and refinement to existing content, with some possible additional new stages/story logic and reowrking the combo notification panel/style/system. Possibly some smaller updates will be dropping in the meantime.

As usual: we greatly appreciate the community feedback! Your input is helping us prioritisem pinpoint and address issues faster and more efficiently. You guys rock! :D Do please, keep em commin' ! Special shoutout this month goes to Kaz, Werewolfskumm, Wra1thSML

Worth noting: due to some new logic systems (ie the shop re-opening logic) old saves might sometimes work incorrectly in certain regards. If you would notice issues which were not present before, please let us know where- most likely a simple fix would be to start a new/fresh save.

There was also a bug with a certain level „Empire of dirt” which had a few bugs (incorrect level connection as well as incorrect leaderboard name-was „Fugitive” which is a different level on a different route). Hopefully these will be fixed with this update.

As a backup, version 0.9.12.0 (soon will be updated to 0.9.13.0) will be available on the Beta branch „previous public”. To access it use the password " PreviousBuild ". Please remember: activating this build is not recommended unless you would be having issues with the current version 0.9.14.0. Also Switching between these versions is likely to cause bugs due to certain new logic systems (ie the shop re-opening logic or home destruction). TLDR: if you would be having issues which were not present before: a new save slot would be likely fix said issues. Otherwise it would be recommended to switch to the aforementioned previous public build and let us know what's up (prefereably with how to reproduce said issue).





Now moving on to what's new on the menu:


0.9.14.0 Includes:



New Features:

-New achievments: 22 to be exact. inlcuding all possible endgames (12 altogether) as well as related ones to optional and obsucre routes (ie discovering the Old Capitol). So now we got 43 acheivements altogether. With more to come (ie Olga dumping you for being a slob;) in coming update

-Adrenaline system : initial implementation. String flashy combos and build up the adrenaline meter. Once full you can unleash adrenaline mode with a blood curdling, primal yell and a free bullet time/focus mode (does not affect the players sanity). This will be tweaked further (especially in regards to making it more rewarding/slightly easier to obtain without focus mode). Pro tip: easiet way to get it without using focus mode is stringing quick combos, so a quick way would be to stun a enemy with a weapon throw(Striker bonus), up the combo with a quick melee kill and grab the enemies weapon before it hits the ground. If done perfectly it ought to fill 3/4 of the adrenaline bar. I'll be posting a short clip to steam with an example soon.

-New stages:

.Low sanity downtown: once you cross a certain threshold ain't no coming back...Descend down into the mouth of madness.

.Tengu second floor: Highly destructible scene with many pill variation for mulitple improvisation possibilities. Just watch out for the gatling shotgun wielding enemies and the flying debris;)


-Home apartment destruction logic with consequences. Destroy the windows,Tv, vase, but don't go overboard or someone might not take to kindly to you deeds...

-Shopkeep substitutes with cooldown. Killing store owners now will not cause the store to be closed permanently but will be closed temporarily until new help is hired, hence store re-opened.

-Weapon select icons. Helpful to display the order of your current weapon selection. Keyboard implementation included so you can switch to responding wepon showed with 1-4 (1 default is always fists)

Multiple avatar damage variations: will be updated further. More damaged variation of the players avatar. Ripped jaw, smashed skull and a few others.


General updates and fixes:

-increment game ver to 0.9.14.0


-updated resolution choice and added refresh rate selection to resolution change (thanks: s1N) 0.9.14.3

-Docs office added collider to glass screen to avoid glitching behind screen 0.9.14.3

-fixed and removed unwanted chats in ratrace start (Thanks: Argus) 0.9.14.3

-exodus fixed glass screen issue to avoid clipping (will likely still need to be tweaked to avoid players who run possibly ahead of spawn area) 0.9.14.3

-Gutter condition added on finish to avoid providence being still available resulting in plot/story/consistency logic issues/conflicts/bugs (Thanks: Argus) 0.9.14.3

-fixed hole in wall and chats in ratrace (Thanks: Argus) 0.9.14.3

-Its Personal start: fixed conditions for harold and gift in dumpster as well as alternative one for hard and nightmare difficulties (Thanks: Lothric) 0.9.14.3

-updated witness first chav body weght mass to make superkick/ragdoll more dramatic 0.9.14.3

-streets/azur downtown added exit back to apartment (Thanks: Lothric) 0.9.14.3

-updated streets hell elevator/optimised meshes, reworked/recreated to avoid hollow/inverted meshes (used before) 0.9.14.3

-Fix combo points exploit with weapon throw. (Ultra Mega Thanks: Kaz) 0.9.14.3

-fixed chainsaw attack sounds (assigned to according mixer group) (Thanks:strongboy_47 & ALRIAR ) 0.9.14.3

-multiple othe mixer sounds fixed and assinged in early levels (all stages from initial ride back home have all sounds assigned to designtated mixer groups) (Thanks:strongboy_47 & ALRIAR) 0.9.14.3

-addressed invert issue not saving between stages (thanks: TheStupendusMan) 0.9.14.2

-Add missing mouse header to settings. 0.9.14.2

-fixed placement/interaction of optional chats in casino/less than zero final stage (Thanks: Argus) 0.9.14.2

-removed unnused WIP chats in less than zero start stage (Thanks: Argus) 0.9.14.2

-fixed Shopkeepers chats in cloudbreak point (sometimes alternate shopkeeper chat would be displayed) (Thanks: Argus) 0.9.14.2

-fixed Docs office no exit bug when under pill threshold and no Oxi (fixed and added according conditions) (Thanks: Argus and GManLives) 0.9.14.2

-added optional chat for new condition to Doc when gone psycho but no Oxi 0.9.14.2


-fixed tester incorrect achievment (was asylumkiller "K" now should be correct "L") 0.9.14.1

-home apartment exit bug tracked down and fixed. Melee attacks will no longer disable exits 0.9.14.1

-streethell tweaked music switch on madness start 0.9.14.1


-SAR pickup fix (was precision rifle) on throw

-Slumb block providence chat interaction fix at end of bridge (will now only show in correct places) related to Tyrese and Harold

-Implement fade to black before deat after fatal falling down.

-logic sewer and level id and leaderboard fix (wrong name "fugitive" and connection before)

-fixed hitgroups lowballer (was using temp super sniper wip)-sewers(empire) level id fixed

-fix enemy minigun mixer sounds-fix Doc Arlovskis office out of bounds hole in wall (thanks Kaz)

-fix Sabotage club wall dancefloor clipping issue (thanks Werewolf Skumm)

-fix going polaces hole in floor after mp5 (thanks Werewolf Skumm)

-fixed errors in escape/brainfreeze. Made exit drop collider bigger/higher

-Fix issue with B on gamepad launching menu in start scene. Adjust translations to match new buttons. (thank G.I.T.V. Legendary Villian)

-Implement hands jump, fall and grounded animations.

-adjusted logic for new endgames (asylum killer and tester) with associated possible scenes

-changed logic for topdog endings (canal boss shares TDending2, but also achievement for finishing fugitive/canalboss)

-added according achievent unlock on start to endgame scenes

- changed TD3 ending to Asylumkillerending scene (need to adjust, make GFX, logic, text etc. to be done soon)

-changed canalboss next level from TD3endgmae to TD2endgame (now they share the same endgame but fugitive will also unlock extra achievement)

-added asylum killer ending (logic, text etc)

-ethnic start added details and overpass, fixed car meshes and made obstacles

-added brunout 3d sound event car steal in filler er up in station enter event

-passing through blocked/fixed hole in contatiner section part of map

-Allow throwing weapon while reloading.

-Fix issue with thrown pickp colliding with bullet casing.

-update subhub work (pre diner) and connected substation stages and exchangstart to current visual fiedlity and details

-fix intro train audio source mixer assign

-fix subhub audio source mixer assign

-added home destruction logic and assets (currently windows and tv. windows currently permadestroy and add 1 point to overal home destruction. will add interval events soon)

-added Clyde shopkeep npc subsitute when larry killed after few ingame days

-fixed certain logic in lev sel hub cloudbreak point for shop closed cooldown (slide door pills) and chat added to clyde (clyde dedicated text will be added soon)

-added Clyde idle animation and override

-fix destroyed home props olga chats logic and related bug/priority/hierarchy fixes

-Fix gamepad invert settings(was not saving)

-added shops closed/help wanted sign with associated logic

-mg bullet updated with dedicated hitgroup effects

-tengu update, polish close WIP (second floor added, tweaked surface sounds, added physical tables, destructible barier, adjusted AI etc)

-filler up added tunnel texture to tunnel on opposite side (Exit)

-updated ethnic first stage details, destructible adverts to provide cover from exit gunners and more detail/polish to stage

-updated navmesh for ethnic first

-updating large claiber casing bounce sounds

-new tracksuit ripped run animation

-sabotage final update and polis/details

-personal both stages updates polish tweaks and details (ie destructible physical lamps, update visual to exterior bg, fixed holes in maps etc)

-destructible impact damage to include door layer

-added gatling shotgun for enemies with pickup (gameplay prefab modified)

-updated Wawa details and logic-updated destruction statues to mansion small time

-added new destructible door (sabotage final, however currently unused)

-tengu updates and polish and second tengu interior stage added WIP

-doc asylum killer ending logic stage added

-safe exit to streets hell

-streets hell level added leading to asylum killer/endgame (also addded to project settings)

-evil duck enemy added

-trauma first gatling added to enemy

-revelations fixed hole in wall start level with block navmesh logic (obstacle)

-knife thrown damage 100 to 150

-doc office, streets hell and safe acid trip camera effect added (to be modded when camera event trigger script updated)

-added more details to Brainfreeze

-mansion added slinghsot pill-added trip hellish music to street hell

-updated church destructibles to new system with according logic with variations and replaced

-updated man of faith stages

-Created and added gatliing enemy bullet (same effect now as player bullet with explosive destructible values)

-luco final updates

-luco hell dancefloor updates (new maze from SM npcs)

-chav main unit hit update with gatling body hits (WIP and to be separated from sawn off)

-luco final update/polish/layout/AI/tweaks etc-luco top closeup start front door and exit-street hell temp disabled (for on start )acid trip camera effect for this stage

-update gas station interior (details/textures/props) in fillerup

-petrol detail update (destructible wall behind thug in station and destructible door)

-new destructible door for petrol (with light flash)

-petrol adjustments to station explosion (rising flames and larger collision hit trigger)

-adjustem cloudbreak point for new integer cooldown shops closed logic

-added clyde chat to second pills shopkeep

-Implement empty mag text blink.

-Add adrenaline effect activation hint.

-Add wait for skip buttons release before closing chat.

-Add selected weapon HUD.

-fixed supersniper enemy bullet impact (was changed to low ball instead of supersnipe)

-updated adrenaline bullet time effects/time/ease

-Implement ordered weapons in weapon slots.

-added flame animation for adrenaline full

-Add face damage presets.

-added jeff enemy and body typ /animation (to be used for other shopkeeps in azur freeroam as well as triad tengu enemies)

-added idle jump animation

-Implement updated outro stats. (will show headshots, nutshots, longest combo etc)

-added apartment start screen fixes to clipping puke

-added streets details WIP to shops in azur downtown

-gatling bullet force updated (300->600)

-added new threshold to avatar damage high/very high

-added 2 avatar damage variations (full range)

-streets Jeff npc fixed (old version hass rendering issues causing major slowdown/crash)

-new explosion and muzzle flash animation sets (blastfx)

-new gatling muzzleflash

-doc conditions to hell pyshco fixed and adjusted and related events(ie psycho acid vision and exit to deidcated endgame logic)

-start screen tester ending logic added

-avatar damage variation gfx fixed

-shotgun blaster new muzzle added and tweaked

-rectum dungeoun tweak pistol drop ammo count to make level more challenging (miniboss could be cheesed with precise headshots

-newsfeed tv home update for 14th EA update

-added tester endgame with dedicated text and graphic

-fix ethnic start tweaked and further polish (fixed incorrect spark spawnfor destructible ads which would block bullets

-home apartment logic tweaks for ayslum killer ending and tester to work correctly (tested) with working exits, spawns(ie madness) etc

-fixed destructible mass to not block player in package first stage

-Disable adrenaline time input hint if we can't use it (we are in regular bullet time).

-Turn off adrenaline UI in Chaingun Harry game.

-added adrenaline mixer preset to sound effects (so will slow down with bullet time)

-updated adrenilne player light (created dedicated one for adrenaline:stronger and brighter)

-asylumk killer final added red volumetric ambient light start

-created minigun muzzlelast (not added to weapon model yet)

-npc chick freeroam death physics model added

-slum block details added and enemy tweaks and destructible kios (WIP)

-street azur small update (added npcs to first alley)

-added metalhead slumblock providence updated gore model (fixed chest and head cavity damage model, still need to update for hands and legs and body)

-made large shotgun buck shell for popshot

-added popshot muzzle animation

-updated minigun blast animation material

-mg bullet updated radius (0,75 to 0,6)-slumblock bariers added


-------

That's all for now. Thanks for sticking by and take care in the streets of Crimson Tide!

Cheers!

The Downfall Team,

Mike, Dawid

Project Downfall 14th Early Access update ETA and info

Greetings Citizens,



The 14th Early Access update is just round the corner and expected to go live around 27-29 August. Those who have access to the private Beta will be able to check out a preview around 24-25 August.

This update will focus mainly on tweaks, polish and fixes to existing content as well as a few new features including but not limited to: a batch of new achievements (included for all current endgames), initial implementation of adrenaline system, updates to destructible environments and more.




A heads-up regarding the Brainfreeze level: some players reported issues with not being able to progress to the next level. Hopefully this issue will not be present in the 14th update, however if you would be experiencing it until it goes live please check out this thread with temporary solution/fix:

https://steamcommunity.com/app/992730/discussions/0/3969311271673935122/

So that's all for this brief update. Stay safe and stay vigilant and we will see you soon!


Cheers!

The Downfall Team,

Mike, Dawid

Project Downfall 13th Early Access Update now live!

Greetings fellow Citizens,



The 13th Early Access update is now live on Steam and ready for download!



PLEASE READ! This Release features a new build method which ought to noticeably improve performance and stability. After many hours of testing and adjustments, this is the first public release of this new build method. Your input would be greatly appreciated here! In case you would run into any issues in this regard ( certain aspects working worse than before, worse performance etc) please let us know and we will prepare and add an alternative download with the old build method.

Other than that, this update includes the regular batch of new features, tweaks and fixes. For more detail, check out the notes below.



The 14th update will put a heavier emphasis on polish of existing content, especially the later levels as well as possibly a basic implementation of the adrenaline system and finisher. However this will most likely take a little longer than usual. Long story short: I will be having groin hernia surgery next week , hence will be out of commission for a while- but I think it is safe to say the update ought to be ready by the end of August. Of course, in case of any changes I will post an update asap!

And thank you for your feedback! It is proving invaluable and immensely helping us fix and adjust multiple issues in a short amount of time. So please keep them comming!

Now moving on to the good stuff :


0.9.13.0 Includes:



New Features:

-Audio transition system implementation: should greatly improve flow and transitions between scenes, with dedicated audio events insted of sound brutally cutting off on the loading screen. This is the first itteration of this feature and currently has been adjusted manually for a few scenes (inlcuding, not limited to the home elevator to lobby/cloudbreak point, journeyman carsound event and transitions between majority of action stages) and will be updated along with development.

-Enemy Hit reaction: First itteration of enemy wounded reactions. This will be updated further. Currently in this base version enemies will do various little jigs after getting hit. If they get hit whilst attacking, depending on the state of the attack, the enemy will either be thrown completely off aim, or his attack state will be interrupted and have to repeat the sequence again giving the player more time to react. Currently this makes certain encounters slightly easier, especially the thrown off aim state needs to be adjusted since currently it is a bit extreme. If possible a smaller update will drop in a few days tweaking this accordingly.




General updates and fixes:

-Game ver 0.9.13.0

-New build method: performance and stability optimisation

-Add cross scene SFX mixer and use it for Player death.

-Add unit hit reaction based on animator.

-Make sure to stop loading music when we exit main menu.

-Add playing loop music to SceneSwitch and LevelSelectInteractable.

-added transition sounds

-updated gameplay and home and lev sel hub transtion sounds

-cloudbreak point /levsel hub updated start exit elevator event

-test body hit anim and walk new base

-tweaked fog jman 1 and visible azur plaza area added

-jman 2 cleanup mixer audiosource assign

-fixed wieght physics for priv_0-0

-jman 2 fixed trashbags sound distance

-Add randomize to body hit blend tree.

-updated minigun player ROF and created dedicated bullet model with higher velocity

-updated trashbags 3d audio

-lowered weight of blend for hit reaction

-Decrease enemy accuracy after getting hit.

-added faster melee non fatal attack (like player fist attacks) for regular/friendly citizen npc's (added to Ali, Boy and Girl subhub npcs and Barrista)

-Fix displayed score after level is cleared. It was adding stage score twice for a moment.

-lev sel cloudbreak point added clinton expressway neon

-station curfew update (details, polish, backgrund city elements, lighting details etc)

-cloudbreak point start elevator position and event tweak

-Fix issue with gamepad not using delta time for input value.

-Implement DieOnFall script.

-home buildings bg outermap madded to balcony and front

-Optimize characters by culling animator updates when characters are not visible.

-Kill player after falling more than 20 meters.

-updated bg elements for curfew station and jman start and polish to stages

-station curfew bg tweaks lighting (fix light swtiching off on getting close to barrier)

-home details lighting to bg buildings added and tweaked light for shutter event

-update fix to CREDITS scene timescale for animations (should fix animations not playing)

-lev sel hub / cloudbreak point update to exit logic to work/blueline subway. Updated and cleaned up conditions (still WIP and will need further conditions)

-start screen aircon and pipes materials update and bulding bg clipping behind clouds fixed

-player updated with new footsteps for streets

-updated gatling bullet with explosive values (radius, force, damage layers and masks etc)

-fix MG pickup (was gatling)

-streets Azur square update with WIP Hotel behind CTPD

-updated surface step sound with new surface

-updated TV news anim for 145hupdate info





That's all we got for now. Thanks for sticking by and take care in the streets of Crimson Tide!

Cheers!

The Downfall Team,

Mike, Dawid

Private Beta signup and Update 0.9.13.0 ETA

Greetings fellow Citizens,



The 13th Early Access update is just around the corner but before we release it we would like to make sure that one of its key features would provide everyone(or at least as many vaired GPU's as possible) with a performance boost. For that we would need your help! If you'd like to join in, let us know and we will send you a password for a private Beta, which should go live in the afternoon hours 2nd July CET.



This private Beta will also be updated soon with the other planned features for the 13th update including dedicated audio transitions (which ought to make transitions between levels and stages much smoother and be less immersion breaking), enemy hit reactions as well as other mulitple fixes and tweaks.

Due to the multiple smaller updates throughought last month, the major 13th update will be somewhat smaller but will still have a considerable amount of good stuff.


If all goes well with the private Beta and new build method will prove to be the more optimal solution, we aim to drop the major 13th Update somewhere between 8th-10th July.

That's it for now.

Till the next one!

The Downfall Team,

Mike, Dawid

Celebrating Steam Summer Sale with Early Access update 0.9.12.4

Greetings fellow Citizens,



The Steam Summer sale is now upon us! And to mark the occassion, besides a 30% off sale, we got a new update. This one focuses mainly on an updated Azur Plaza area and a new map but most importantly on the feedback of the awesome community! Really appreciate it :D This speeds up the bugfixing and tweaking process immensely, Thank You! Special thanks go out to Gasol, Truan, Luc!us, Dazdinga. So please keep the notes and gameplays coming! :D



The next update will be the Major 13th update coming early July. This will focus on an alternative build method which will likely give a noticeable performance boost, as well as dynamic audio transitions between stages which ought to help keep the flow between intermissions instead of ending so abrubptly. Possibly also we will be able to add the basic adrenaline system. And of course, we will continue to focus on and address the issues and possible requests reported by the the Crimson Tide Community.




0.9.12.4 Includes:


-Huge Azur Plaza area update, including but not limited to: new assets, polish, new layouts, rootftop terraces, crowd animations, skywalks, lock n load weapons in shop, Azur Square with expanded area leading to Azur Plaza South and Azur Plaza North



-New map: Azur Plaza South with own tweaked Dynamic Tune and settings. Connects with pleasuredome district leading to Tengu

-Update and polish to Azur Plaza north map. Added connection to Azur plaza South-added

--tweaked uziside material and textures

-azur map collect update tweaks and fixes (ie hole in alley in streets hub)

-rectum intro added signs (clinton expressway, azur sout and pleasuredome), and fixed hole in gate

-Add post throw weapon priority (after throw can choose ranged or melee or unarmed priority)

-updated precision AR bullet force to work similar to how it was beofre npc weight update

-Add interaction filters to VG scenes/Chaingun Harry to keep minigame specific mechanics and avoid conflict with mangame mechanics.

-added npc freeroamd dude and chick with animations to azur plaza area

-updated shotgun double bullet force to be more similar to pre npc physics mass update (WIP)

-ratrace/contractors mass fix for destructible elements to not block player but still react to physics

-car3(lambotype) material udpate

-sawn off bullet force udpate

-Implement MusicPlayer, that can be used between scenes. Not integrated yet.

-fix for mixer assgn for multiple player and enemy weapons

-fix audio mixer assing in multiple levels (ie ambient and sfx in azur plaza areas, home, cloudbreak point and a few more)

-removed unwanted chat It's Personal final

-fix casino roof navmesh

-added filler er up textures to tunnel and fix navmesh (WIP)

-gatling tweak shot sound

-thug thick yun separate walk animation created and assigned

-passing through added event bool to disbale eavesdrop event after first interaction (like jman2)




0.9.12.4B Includes:

-fix typo Ali in subhub (thnx WeChillAllNight!)

-Fill'er up reverted/disbaled AI obstacle (possibly caused issues with enemies move to position event-need to test to verify)

-DT/Azur North shadow fix

-Fix bug with dying after throw. (Thanks Faclonhoof !)

-fix Call of Duty train collisions (bullets and throws will no longer pass through them)

------


That's all we got for now. Thanks for sticking by and take care in the streets of Crimson Tide!

Cheers!

The Downfall Team,

Mike, Dawid

Project Downfall 0.9.12.3 Early Access Update now live!

Greetings fellow citizens,



Project Downfall 0.9.12.3 Early Access Update for both the Demo and Full Early Access now live!

Featuring : Chaingun Harry! The first of a few minigames inspired by cult classics. This particular stage is inspired by the original Alien Versus Predator 1999 Marine Demo by Rebellion(Dang, I really loved that one!).



Check out the what's new notes down below on how to unlock and play! *Right now Chaingun Harry shares the main heroes speed/movement but this will be eventually tweaked to be more similar to doomguys speed and movement. Also these minigames will by final release unlock retro graphic filters (which are currently all unlocked in Early Access). Changun Harry uses/will unlock VGA256.

I'd also like to take this opportunity to thank you all for the valuable feedback! Some issues have already been addressed with more to come. Special shoutout to: Truen, Professional Liberal, Gasol.



We also noticed during certain recent playthroughs on youtube a lot of people are missing the weapons lockers in the second Genesis stage, which would make the stage a bit harder than it should be (since the only other available firearm would then be the mp5 with its crazy spray radius) Hopefully the adjustment in this patch will fix this.

So please keep the gameplays and info coming! This really helps us evaluate what needs to be addressed :)

Also worth noting that some of the materials used in the Chaingun Harry map come from Philip K (Klevestav) free texture packs and have been modified to fit the style of the game. http://www.philipk.net/

And finally: we are focusingon a new build method which ought to significantly improve performance. This will hopefully be ready by the next major update ETA early July.




Now without further ado, let's move on to what's new!



-Chaingun Harry minigame with deidcated dynamic tune and sounds: Your base has been overrun by aliens. Make your way to the exit with your trusty chaingun in hand! To unlock: You need to take the funny games route in the final Genesis stage and picking up a copy by throwing a weapon at the override switch near the exit. Another gate will open next to the escalator leading to the arcade parlour. Here, next to the end of the level on the left, you will find a physical copy of ChaingunHarry Lost levels. Pick it up and proceed to finish the level and get back home. Now you will have the game selectable from your mamebox console next to your TV. Worth noting this is the first version so some bugs and issues might occur: a known one is that the only firearm enemy is dropping the incorrect weapon (he shouldn't dop any actually;)-this will be fixed soon)

-Reworked Chat GUI. Still Work in Progress and will be udpated with upcoming larger and smaller patches

-Added custom intro for Mamebox console for use currently with Chaingun Harry

-CAB, Curfew, level select hub and apartment exploit map fixes (thanks Truan) with minor details added and polish (ie death fall blackout event added, supoprt beams and girders to street in level select hub etc)

-Chaingun Harry avatar animations with damage overlays

-Chaingun weapon logic and sounds

-Xenomorph enemies: 2 variations with animation sets

-fix tengu exit bug

-station WC door replaced with new system hinge door

-subhub navmesh update to avoid enemies clipping through walls

-weapon locker visibility update in train care genesis

-deathfall tweak lev select to cover whole area to avoid no balckout on fall.

-fixed lev sel cops to be immune to headshots

-disabled collisions between enemy weapons and player projectiles which could sometimes block enemy getting hit including headshots (needs feedback and testing!!! Possibly will need to do the same between player melee and enemy weapons for next update)



So that's all for now. Possibly some smaller updates might drop before the next major July updates.

In case of any issues, feedback, ingame possibilities or whatever else, just fire away!

Til the next one!

The Downfall Team,

Mike, Dawid

Project Downfall 0.9.12.1 Early Access Update and free Demo now live on Steam!

Greetings fellow citizens,



Project Downfall 0.9.12.1 Early Access Update and free Demo now live on Steam!



We are happy to finally be able to share the demo with you. To find out what's new in the 0.9.12.1 update please scroll further below. We have a pretty cool feature coming in with a smaller update around 10th June...We can give a light hint: you can find it going down the „funny games” route and if done correctly it will show up back at your house...that's all we can spoil for now ;)

Oh, and due to not implementing the adrenaline system yet, the slide is still way overpowered so make the best of it while it lasts. ETA for adrenaline system and dependencies is around late June/Early July.



Update 03-June-2020: Flash update 0.9.12.2 just dropped both for the full Early Access version and Demo. These changes will be highlighted in bold in the update notes below

Demo notes



This Is going to be A long night....

A trip back home from the office will take a rather unexpected turn. Guess that is what you get for staying overtime...

After the slowburn intro, there are 2 ways to end the feral night and get back your safe haven: once you arrive at Cloudbreak Station, you can either proceed down the most obvious path to the Les Autres bar or via the Stations arcade parlour (though this one might be a bit harder to find;)

Also worth noting that self-medication usage will affect your sanity which might manifest itself in a few scenes. This mechanic, along with a few others plays a much stronger part and impact in the full game.

The demos ends after the first day of the games timeline. Check out the full game to see how the second day plays out for you. Your choices, sanity and actions will define how your path progresses until it reaches one of the multiple outcomes.

The last level available is one of the possible routes during day 4 of the games timeline. So that generally means when you play the full game, depending on your choices at a certain point you won't necessarily have this same level during your playthrough but a different one.

Please do take into consideration that the game is still in Early Access with major updates dropping every month. For more info I recommend checking out the Project Downfall announcements on the community forum, which keeps all the most important info and details regarding progress and upcoming updates.

Welcome to you Downfall, we hope you will enjoy your stay…



0.9.12.1-0.9.12.2 Update includes the following:




-Added analogue sprint to left analogue on gamepad (on by default, can be toggled off)

-Finally added brightness slider (under settings/graphics) :D

-new bullet tracer variations

-knife update idle and attack, complete rework (2 hand anim now) and new graphics and animations

-separated slide from crouch. Now the slide has its own dedicated button. Keyboard Ctrl, Gamepad B

-added Polish translation to demo

-added dash effects to UI. Varied on direction (sideways and forwards/backwards) with dediacted sound

-adjusted headbob synch with analogue slow movement and footstep synch

-Add transition to headbob run animation.

-updated chat typing sounds

-updated text animations

-COD level final stage AI adjusted to new AI logic from previous update

-bullet time mix update

-rectum lobby whitesuit tweaked for aggro catch

-cleanup old default unarmned hands png seq animation

-LargeCal casing sound update(louder)

-Gatling smakcsound on hit

-Alistart updated animations for walk and attack

-Arcade chaingun harry videogame pickup logic unlock for home

-Added chaingun harry videogame to home with logic unlock (minigame coming soon!)

-update madgore_bite for train intro

-fixed size text mesh pro for polish font in last infobox intro train

-updated polish settings translation

-added info override for alternative arcade exit to final genesis.

-updated tips (info on new slide syste, upcomng adrenaline, weapons switch and other adjustments)

-optimised steamblast partciles (shortcut level and lev sel hub)

-Physics tweaks and update (smaller max radius push and alternate for other enemies ie Sauna variations, tracksuit etc)

-Precision AR bullet force tweaked to new enemy bodymass system from 300 to 1200

-Blaster shotgu nstronger impact added from 100 to300 per bullet

-added surface footstep sounds to bar and rectum level stages


-closed up out of map border for curfew and intermission Cab (between witness and shortcut). Needs testing

-fixed color ref for key in change weapon tip

-added mamebox console with gamepad to apartment hub/startscreen.

-Fix bonus points for weapon caught in mid air. Now it doesn't consider weapons thrown by player. Fix accumulated points text position for tutorial levels.

-updated throw switch event for train throw tutorial genesis with new layout and animations(arrows)

-Show unlocked levels as "NEW".

-Fix language fallback in builds.


-----


So that's it for now,

In case of any issues, feedback, ingame possibilities or whatever else, just fire away!



Til the next one!


The Downfall Team,

Mike, Dawid

Project Downfall 12th Early Access update is now live!

Greetings fellow citizens,



Happy to inform that the 12th Early Access update has arrived and is ready and waiting for download!

[previewyoutube="Y5p68Xfs-DM;full"]

This update introduces, besides the regular fixes and tweaks, a significant physics overhaul, new levels, animations, destructible elemenents, enemies...and more. Next major update is estimated to drop late June.

A heads-up: the dash slide has been reworked and is now more easily accesible by pressing crouch while moving. We will most likely move this to a separate button (Considering we will be able to free up a button on the gamepad. We are currently considering the run button L3 to be moved simply to the analogue tilt. This will clear up within the next major update. Of course, let us know if you would have some suggestions here).

Also, prefer to put this out there: As mentioned in last months update, due to the games content going beyong our planned scope, proportionally more work will be needed to finalise and polish. Due to this, as mentioned in the previous major update announcement I was supposed to not add any more levels/stages but rather focus on polishing exisiting content. However, after giving it a lot of hard thought, I decided not to compromise on content and will add all remaining planned areas for the map to be more coherent and believable/non immersion breaking. This of course will extend dev time, so as of now we would prefer to postpone our estimated full release. The game will remain in Early Access as long as it needs to be until it is good enough. This unfortunately will take a hit on releases on other platforms (Xbox, Switch).

But rest assured: progress will not be halted and slowly but surely, the game will visibly keep improving with every update, which I hope todays update will also prove as a reference.

So without any further ado, let's get on to what's new!

In case of any issues/unwanted behaviours etc, please let us know. This helps us pinpoint what's wrong and address/fix what needs to be done faster and more efficiently. Gameplays and screengrabs help the best, since then we can see more precisely what's up.

New Features:

-Overhauled physics system. This was needed to get the doors reacting realistically with the player and other objects to actually represent their actual mass instead of giving the impression of being weightless (and hiding this with various tricks). So no more paperclip weight cars and trash containers. Majority of objects will now react accordingly to their weight and what's better can be used adequatelly so:)

-New levels:

Yun Fan Bazaar: a part of one of the planned freeroam areas near Oude station. Accesible from the chinatown metro line and once you finish the chinatown level.

Last Resort: A Work In Progress sniper miniboss level. Eventually you will be able to reach the top of the tower to face off the sniper: should be ready in an update or two. Currently accessible once Azur plaza opens up fully (after the „less than zero” level) by the only bus avaialable in the stage.

-New Unarmed run animation. We needed to emphasise the sense of urgency and what better way than to have a dedicated over-emphasised animation for running as if your life depended on it.

-New unaramed animation variations: this will be a another visual hint for your mental state. You start with regular FPS clenched fists, after a certain threshold it will switch the the old default (strung out animation) and so on.

[previewyoutube="RuYJWi4j7is;full"]

General updates and fixes:


-incr gamer ver 0.9.12.0

-multiple new assets (including not limited to mutltiple new street ads, created with the help of the AE Juice plugin for after effects, which made it possible to create them much more efficiently and faster)*

-multiple updates to existing levels

-superkickable object logic reworked for physical objects. Meaning that ie a superkickable barrel will fly in the direction your are looking/crosshair.

-added collision sounds with environment and player for above mentioend objects (ie for metal objects heavy, small, boxes, plastic etc)

-Multiple updates to ingame text and chats( new chats, dialouges, descriptions, edits etc).

-Updated slide mechanics. Enjoy it while it is overpowered;) Now a slide (defualt by pressing crouch during moving) will give a slight bullet time and speed edge adding to the fun factor but keeping it challeging at the same time. Will be tweaked further and we are aiming to move it to its own dedicated buttong, considering we will be able to free up one on the gamepad(currently all buttons are being used).

-Prepared fullgame for Demo version export. Free Demo coming to Steam on the 30th May.

-multiple updated buildings(new assets) in train intro to work

-fixed destructible water distributor in sub work hub

-longer fist attack range from 1.7 to 2.0

-updated bullet spark for hit props to be more varied/random on spawn

-updated weight for destructibles in genesis (every stage), journeyman (tweaked weight of stool and garbage container and bariers)

-new street ads and related materials (variation of additive blend strong) in jman2

-intro train added new ad after tunnel exit (WIP)

-added destructible hydrant to jman2

-update crate and cardboard box mass destoyed

-updated can burst destroy with spin and rigidbody mover

-jman2 new anims and mass override for cops

-train tutorial update optional infoboxes to be more visible with new atract anim

-adjusted weight of objects for newspaper/shop item stands and other multiple objects and elements for new physics system and destructible logic

-updated grid scanlines with new filter and settings

-updated weight of destructible doors in fillherup

-added destructible and superkickable shelves with items to fillherup and replaced old versions in gas station

-jman0 added new ad in bg (starcorps)

-jman2 update wieght of bariers and barstools

-lev sel updated shelves in qucikcefix

-updated subway hub details side barier/rail to exit office and wood pannels with sound for cosy corner in topfloor passage and updated stair texture and material

-added new grid filter scanline

-casino entrance door locked event with aggro enemy on lock destroyed

-new conditions for gate to pleasuredome from levsel to avoid conflict with demo

-removed alpha intermission between rectum and home (will be re-added once new intermission is tweaked up and made)

-Stop tweens that might cause exceptions when we change scene.

-added SpecAr pickup and enemyspecAR

-Implement better audio source settings.

-Add change rain target intensity.

-hero AR bullet trail update

-Apply new leg joint limits for all characters. (this will fix enemy joints turning at a wrong angle after death)

-updated skullspray with sound effect crush variations on spawn/call

-updated mg bullet hit sound

-enemy pistol base new sound

-new gatling shot sound

-intro train fog update

-update witness details neons with anim and polished final room GO event door slide open

-triad thick helmet enemy added

-new punch variation animations.

-chick fat biker death scream added

-supersniper bullet explosive damage added

-casino topfloor polish and more destructibles

-kitchen update home

-hell end intro train post volume

-apartment kitchen and balcony tweak and polish

-new casings for pistol and rifles. Shotgun casing eject with sound full change

-apartment details update(sound col lamp)

-intro train update updste gore tween timing

-muzzleflash enemy updae with new light emit on shoot to brighten up enemy(emphasis of shot and enemy visiibilty)

-throw weapons destroyed on hit for remaining weapons

-added casings and smoke to enemy pistols

-rectum dungeoun fog start tween added to add more tense mood to start (will transition to default when near first npc)

-Fatwhitesuit enemy (replaced Pietro model with fatwhite suit in rectum)

-tweak rectum lobby-Fatwhite suit animations idle shoot walk

-Change melee weapons to single attack instead of auto attack.

-casing eject adjustments for player guns

--------

So that's it for now. Some smaller updates might drop until we drop the demo on 30th May,

Until then stay safe and healthy!

Thanks for sticking by,

The Downfall Team,

Mike, Dawid

Project Downfall 12th Early Access Update ETA and DEMO coming soon!

Greetings fellow Dystopians,

Dropping in with some fresh news regarding the upcoming 12th major Early Access update. If all goes as planned it will go live 17th-19th May 20-23rd May .

EDIT UPDATE 19-05-20 There'll be a 1-3 day delay here. We just discovered a small snafu with one of the new features and need to patch it up. Hence new 12th Major patch ETA is 20-23rd May

Additionally we wil be releasing a demo of the Early Access really soon! :D

You can wishlist here and download the demo when it goes live on May 30th:
https://store.steampowered.com/app/992730/Project_Downfall

This will include the slowburn intro along with the the ride back home from work. As an extra there will be one of the optional levels from the fourth day of the games timeline (so when you play the full game, depending on your choices and stats, you might actually have a different level on the fourth day).



As for the update:

This includes both some good news and bad news. The good news is that the physics will be receiving a major overhaul. Bad news is that this change will add to dev time and pushed some of the final features to the next major patch (includig adrenaline and finishers). We believe the tradeoff will be worth it though, because the whole world will feel more physical and immersive. No more heavy objects acting weightless. Now all physical objects will react accordingly with the player and the world analogically with their own mass.

We also came to the conclusion that due to the game growing to a much larger scale than initially planned we will postpone a final release estimate. Rest assured, Project Downfall will remain in Early Access as long as it needs to be, until is worthy to have the "v.1.0" tag.

Going back to the update: it will also include a bunch of fixes and tweaks and polish to initial stages, a pretty cool sniper boss encounter, some pretty sweet new assets, including multiple street advert animations, props, destructible elements and more)….

But we will get into the fine details when the update finally goes live soon :D

Till then stay positive and healthy!

The Downfall Team,

Mike, Dawid