Flash update 0.9.7.1. ready for download, Halloween sale starting soon.
Greetings Everyone,
UPDATE EDIT part2. 29th October: a quick fix update 0.9.7.1B. New AI system had issues with AI footstep system. This has been fixed and 3d audio enemy foosteps ought to be working again. Also slightly lowered Assault Rifle recoil.
UPDATE EDIT: Just added another update(these changes will be highlighted in bold) and also happy to say the Halloween sale is now on. The game will be available at a 40% discount till the 1st of November. Original anouncement is below:
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First off a shoutout to Yura from Sad Cat Studios for the recoil idea. Speaking of which I really recommend you check out their game Replaced: it's shaping up to be an awesome game and ought to scratch that "Last Night" itch.
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As promised a quick update with a few new features. More to come soon. Halloween sale will start soon and Project Downfall will be avialable at a 40% discount for a limited time.
Currently melee minibosses are still not working as well as with the previous player controller, but nonetheles should be fixed soon.
Also, a smaller update might drop later today/tomorrow with a few tweaks/fixes (in example the exit collider to the first journeyman stage)
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So as for what's new:
-game ver 0.9.7.0->0.9.7.1.
-Added weapons recoil (First version, will be updated and tweaked from now on)
-Make melee weapon sphere cast little bigger (meaning hitting with melee should require less precision and be slightly easier)
-enemy AI fix: Stop aiming when stunned. Don't deal damage with melee weapons when stunned or dead.
-thrown weapons collider slightly adjusted to make them less likely to get stuck on walls (still WIP)
-updated animation for Ali in station start hub
-added interactable stove to apartment
--added shutter open event after leaderboard hint home
-multiple updates to station hub / cleanup / details including but not limited to: new lighting, new details to second platform, new props ie arcade machines, airconditioners, added cosy corner with interactable microwave and more...)
-Updated cloudbreak station first visit with new assets, visibility indicating azur plaza exit etc.
-updated train tutorial clouds bg and details. added Work in Progress restaurant section in train, updated enemies to avoid conflict with Bruger King NPC
-updated collider for oxi booth
-fixed issues with camera vertical rotation in new player controller
-fixed rain event so it would rain when walking under passage in final jounreyman stage
-updated AI moveto pattern. One of the early mobster in final journeyman stage will now not start at street level to avoid getting hit with stray bullet from initial corrupt cops encounter and hence calling too much aggro. Now fixed by event triggereing AI to move to his original prior position from second bar, after cop encounter
-Fixed journeyman exit stage collider
-added new enemies(svoloch geezer and biker) to genesis second stage to avoid conflict with Bruger king NPC
-removed unwanted cab navmesh from cab intermission
-fixed missing enemy footsteps audio
-lowered AR recoil
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That's it for now. Let us know what you think and in case of any issues, please let us know!
Cheers,
The Downfall Team,
Mike, Dawid
Project Downfall 7th Early Access Update is now live!
Greetings Everyone!
The 7th Early Access update is now live! Please excuse the delay: due to some pretty significant changes and upgrades, additional testings, tweaks and fixes were needed.
First off a note regarding the available languages: to avoid misunderstandings only English will now be shown as the available language on the Steam store. We recently received a review which hurt the games overal rating, with the biggest crit being lack of Chinese, whereas on the Store the game only has(up until this writing) „interface” listed to be in Chinese (which to my understanding would not be the game itself but only GUI /settings/etc), with the other options (full voice & subtitles) not being available. Despite this, the review indicated the game was expected to be fully translated into Chinese, hence to avoid similar situations in the future, only English is going to be displayed as the playable language. New languages will only be added to the Store description when they are complete 100% (which in Project Downfall's case would be „interface” and „subtitles”).
We will most likely be dropping a few updates between the next major 8th update. Due to the new, rewritten core systems this build will be a case of 3 steps forward, one step back. For example, the rewritten AI logic ought to greatly improve AI in nearly all aspects, besdies a few instances(ie shotgun wielding enemies wont have a reload animation or melee enemies will attack without moving), but generally the positives outwiegh the negatives by a huge margin. We will be addressing theses smaller issues within the above-mentioned smaller updates.
Last weekend we recently showed a Work In Progress build of the 7th Update at Poznań Game Arena and gathered valuable info/feedback/observations. Unfortunately, most likely due to the new, rewritten systems, we noticed a few new issues
Known issues:
-The station after the Genesis mission would sometimes crash. Possibly this has already been fixed with todays tweaks, but please let us know if this would happen to you and at what point.
-The start of the „Another Day at the Office” mission would either black out or have serious visual issues when close to the first self-medication hint popup. This was most likley due to the PC running on stock GPU drivers. Once updated on the following day, the bug did not reoccur. If you would, happen to experience this issue, please let us know where/when.
-Melee wielding enemies are a bit easier to avoid now, especially minibossess due to the melee attack working a bit differently. This will be addressed soon with one of the smaller updates.
-New player controller doesnt work well with oxiprofen booth. It is still usable but the headest will clip through player(as if the player could walk into it). This will be tweaked/adjusted soon.
-Once again, unfortunately, due to non linear logic expansion (especially after the witness level), old saves might act out and make the home apartment extremely buggy. A new game would be recommended in this case. To avoid further similar issues, currently the project has been adjusted for remaining non-linear logic including remaining 6 endings/endgames(1 is currently available). So now we will be focusing on tweaking and adding the remaining content as well as further improvements/tactics/behaviours to the AI, special moves, crouching, improving GUI and so on.
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Now on to the fun part, with what's new!
NEW FEATURES:
-Completely rewritten First Person Controller: significantly improves player movement and fluiditiy and collisions. This will open up further possibilities for some cool adjustments (ie hopefully we will be able to soon re add the post-death physics to dead bodies similar to DarkSould/Bloodborne which we had to disable before the release wince with the old conroller, it would lead to level breaking moments, effectively blocking the players movement). This was also mandatory for implementing crouching and leaning, which can now be worked on.TLDR: this was a long overdue and much needed update.
-Rewritten AI logic: this is another big one. Although still quite a way from perfect, this one ought to prove a significant improvement over the last itteration. Now AI will no longer have the aim loop
-New levels with dedicated dynamic audio tracks:
-Cab (post Witness branching stage): one of the first examples of effects of your choices in the game. If you crossed the pill threshold and vomitted all over Olgierd's bar, he won't call a cab for you so you will be forced to take the longer route home via the small overpass to the maintenance tunnels leading to Cloudbreak Heights...home.
-Shortcut. Directly connected after the Cab level. Travel through the manitenance tunnels to get back home from the initial night out where it all started. Can be initiated by corssing the self-medication threshold when reaching the bar (the barman Olgierd will be angry with the player for vomitting all over his place and will order him to leave).
-Pleasure dome hub: You will be able to access the pleasuredome entrance hub connected with your apartment. If you would like to proceed to the Pleasuredome from this entrance, you will need to discover and finish th Blowhard level.
-Benefactors: Another brnaching level, this one is after The Exchange. In the final game, once completed it will be only possible to progress to the Benefactors level if the player picks up a level2 clearance at the police station level (i'll be back). This is currently WIP, so as of now, both the exit back home and to the Benefactors level is available
Multiple new languages! Still Work In Progress, but for the most part the game ought to be fully playable in Italian, Portugese (Br), Spanish (latin American & European), French. Japanese has most of the initial ciritical game text added should be playable until completing the witness level. Polish has a bit more translated but less chronologically. These translations will be contiuosly worked on and new languages added with time
-Footsteps surface audio: Now depending on the type of surface footstep sounds will vary. This is done manually and selectively so will still take some time but ought to work in most places in initial levels.
-The throw. A crucial element to combat is now ready to be fully used. We encourage you to try it out! :)
GENERAL UPDATES:
-increment game ver 0.9.6.0->0.9.7.0
-added new bg ads anim
-General update to initial levels/stages. Including but not limited to :
*new interactables at apartment, including flushable toitlet and shutters *witness details and props *updated level select hub to extend to pleasure dome with logic *added surface type sounds to mulitple levels *another dya at the office added mutliple smaller details ie camera that tracks player, signs, layout etc *station lighting optimisation *detail to interior of train in genesis level and updated layout an AI tweaks *and more more more
-new chats/interactions (ie in shortcut level, blowhard etc)
-Add akimbo to combo system
-Updated combo system both in visual and audio
-added posterize shaders with variations (not implemented yet. Will be added soon. Final game will have this as an extra/unlockable)
-added BurgerKing death/show conditions
-updated weapon throw logic
-multiple adjustments to AI logic
-multiple adjustments to new First Person Controller
-Update enemy animator. Reorganize ai behaviour trees.
-created animator overrides for all selective idle anims
-updated enemy conrtollers with animator overrides
-updated newsfeed in tv news anim
-added Call to Action dilaogue after 4hours of gameplay.
GENERAL FIXES AND TWEAKS
-Remove old PlayerController and related source code.
-updated DMR pickup positon in slumlow
-Fix AI Walking Distance condition abort.
-Fix weapon range measuring.
-Updated Score font
-station tweaks (ie hint event toggle off to avoid constant repeat on triger enter, lighting optimisations, visual tweaks ie train bg, sound ground update etc)
-kc lobby added exit to benefactors without level2 keycard (to be re-adjusted when lev2 keycard pickup active at police station)
-updated kick and fist range-updated hub post volume brain chat fade
-blowhard sniper ammo amount fix
-cod final music switch on end event
-bar remove chick pipe-added throw hint to witness event
-multiple fixes in cab (exit home cab not working, fix fallthorugh map start, sounds etc)
-removed pipe BK in tunnel to avoid chat bug/exploit at chav chat trigger
-fixed nut shot combo registration
-fixed petrol first gate mass/physics
-Make state machine observing easier and more generic. Fix AI stop after aiming start.
-Fix combo kill observer null pointer.
-Fix bug with wrong projectile spawn position.
-Fix COD problem with shooting through doors.
-Change AI line of sight check logic.
-Fix combo notification NullPointerException.
-Don't count combo points from kills made by other enemy.
-Fix enemy melee attack and missing ranged sound.
-Fix starnge weapon reloading after switching to weapon.
-Change mele seek distance from weapon range to min attack distance.
-Fix default AI speed.
-Ignore thrown pickup collisions with projectiles.
-Fix weapon throw position.
-tweaks to intro brain introduce event
-updated combo bar layout
-font selective change for point not possible (overrided by loc-kit reference)
-added new combo activation sound
-Fix combo system injection.
-updated train tutorial sounds 3d and footsteps sound
-passingthrough height stiarwell fixed, otherwise player would get stuck with new controller
-level select hub updated with passage tu pleasure dome details
-Fix menu and tutorial dependencies.
-updated pipe attack anim to avoid clipping
-journeyman 2 surface update
-updated bonus highlight audio/visual
-extended combo time to 2
-Add throw to input hints.
-Optymize AI target finding.
-Add shape sprites. Fix bullet time bar.
-Fix AI corner shots.
-updated conditions for witness first branch
-updated connections between levels
So that's more or less it for now. Hope you enjoy and let us know what you think! Thank you for your patience and your support,
Till the next one!
The Downfall Team,
Mike, Dawid
Project Downfall 7th Early Access ETA and info
Good day Everyone,
UPDATE 18.OCtober.2019: There will be a small delay with uploading the update. A pretty significant change/overhaul to the AI has been made which ought to be a huge improvement over the previous version. However we will need a few days to test/verify everything is in order. So please give us a few more days. The update ought to be ready by the 21st October. This is on us, since we usually avoid adding last minute changes and fixes, but we decided this one is important enough to make an exception but believe the extra wait will be worth it. We apologise for the inconvenience and thank you for understanding!
Currently finalising the 7th Early Access update which should be available for download between 14th-17th October.
Besides the regular new content, tweaks and fixes, major new features include:
-Completely new, rewritten First Person controller. This will address quite a bit of issues, ranging from improving reaction of AI towards player, to significantly improved movement (both in terms of fluidity and collision). This was also mandatory for the planned crouch/lean system and well as special moves. This will be continuously worked on and improved from now on.
-Multiple new (WIP) languages. The game ought to be fully playable in Itialian, Spanish (latin American and European), Portugese (Brasilian) and French. With these languages only a very small amount of text is not translated.
Japanese and Polish on the other hand will have the critical initial game text translated up until returning back to the apartment for the first time and the majority of untranslated text will be missing from here on, so it would be recommended to switch to one of the other languages from this point.
Translation of exisiting and new languages will continuosly be worked on and added with progress.
-There's also quite a bit of other cool stuff. The more detailed breakdown will drop here together with the update.
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So that's that in a nutshell, time to get back to the dev,
Thanks for tuning in,
The Downfall Team,
Mike & Dawid
Project Downfall: Post TGS 2019 follow up
Good day Everyone,
So TGS is over. It was an awesome experience!
Thank you to all who visited The Polish / CEE booth! I would like to express my great gratitude and appreciation for your support, as well as feedback and interest!
To those who purchased Project Downfall: I prepared a special private Beta with the initial Japanese translation (initial levels up to the aparmtent hub after the PACKAGE or JOURNEYMAN level). This translation will most likely be added to the public build with the 7th Early Access update, planned for early October. In the meantime, to make up for the wait, I prepared the possibility to check out the Japanese translation earlier, especially for those who purchased the game during TGS, unaware the Japanese translation is not yet available on the main public branch/download.
If you would be interested in the Japanese language build, please let me know at developer@mgp-studios.com and I'll send over the password/access to the private Beta.
A heads-up: The Japanese translation is very new and still Work in Progress. The translation is ready for initial levels/tutorial and will be updated with future updates. Unfortunately, once you get to the levels after The Package / Journeyman, the Japanese translation will be very limited and will be recommended to switch to English, otherwise dialogues and text will be missing.
In case of anything, feel free to get in touch!
Cheers!
The Downfall Team,
Mike & Dawid
Project Downfall 6th Early Access Update is now Live!
Greetings Everyone!
So today we are dropping the 6th Early Access update for Project Downfall.
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Before I start I'd like to take this opportunity to give shout-outs to:
-Shigeki Saito: for the valuable feedback as well as recommendations/hookups… which hopefully might result in new languages being added soon!
-Sebastian: As mentioned in the previous announcement, due to time constraints and other obligations, Sebastian will no longer be able to work on the game. Many kudos for his work and being with the project from the start till now! He made a really diverse selective AI (based on sight, hearing of weapons, hearing footsteps, hearing screams/deathyells and much more) which opens up a lot of possibilities for the levels (albeit due to this the levels need respectively more work due to this since every enemy is manually tweaked to work/react to offer the best/challenging experience balance). Also the superkick effect on doors and objects, blood decal spray logic, the initial FPS controller as well as work on the new one (which is still WIP and will be added in future update), the initial Switch build/exports... And a heck of a lot more. This will be the last time we will be signing the announcement as a trio, since it is just Dawid and myself now.. :( Thanks, Seba, so much for your hard work and being there from the start!
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Now, going back to the update: The game finally has its first achievable endgame. New content, fixes and tweaks. The next update (ETA early October) will now focus on tweaking and refining existing content and branching out other endgame possibilities. We will still be addressing issues/bugs and the like and going along with our robust to-do lst. Due to the dev team dropping from 3 to 2 this will obviously impact development time and delayed the planned key remapping, but otherwise we are still on track.
PLEASE NOTE: Due to new branching paths and conditions, there might be unlock logic conflict(this will usually turn up at the apartment with lack of mouse look/bugged movement). This could possibly happen if your last progress was before the rectum level (and not finished it yet) .Best way to avoid this is start a new game, which would still be recommended otherwise you will miss out on some of the new levels. Hopefully the new save game slots will make this easier from now on.
We tested as much as possible, but due to the game getting noticeably larger with each update this is getting very time consuming. I just tested one of the new routes up to the Crossroads level and all seemed to be well. If you would happen to find obvious bugs, issues, lack of new stage unlocking, let us know and we will get on it asap!
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And finally, before we move on to what's new, we would very much appreciate your input in the following matters:
1. We will be finalising the new First Person controller. Most likely it will work a bit differently from the current one. So before we implement it we would like to Beta-test it. If you would be interested in this, let us know and we will send you an invite to the private Steam beta. We would very much value your feedback here, since we only would like to replace the controller if we are certain the audience prefers it over the old one.
2. A pretty touchy subject. One of the new levels features neo-nazis and related chats and events. One story related chat, goes around some racist remarks (they are neo-nazis after all). And they would call a specific person the „N” word, which would be believable (just like the other thugs are using racial slurs to the player), but I know this specific word is a rather sensitive topic to many. I left it out at a neutral version, but there is no denying it sounds a bit off. If you could let us know, if you would be okay with changing this to the stronger word, or what your opinion is on the subject, we'd appreciate it!
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So that's it for the starters, let's move on to the main course;)
NEW FEATURES:
-ALPHA to BETA. The game now has its first achievable endgame and can be finished. The Madkiller ending. It is the earliest endgame, however certain conditions have to be met. As fot the other endgames: The main branches are all more or less in the game right now. Now its a matter of adding final level endgame branches for the other endings.
-Achievements! 15 of them currently are available. Hopefully they will be an indication if you discovered most alternative routes/levels. More will follow soon.
-Save Slots! Choose new game to create new save slot, continue to kick off on your last saved progress, and load game to load up a specific save slot. This will still be updated, with visual status of mental health, level unlocks, details etc
-News levels:
-Blowhard: (2 stages)Alternative to the Call of Duty level. Visit the pleasuredome district to let off some steam. This one has a little Street of Rage easter egg. Axel also wanted to join the fun, but...yeah, you'll see;) If you want this level, make sure Ali is alive and answer his call after completing the journeyman level. Be warned, finishing either Call of Duty or Blowhard, will progress the timeline, locking out the unfinished level and its follow up.
-Fill her up: (1stage)the level precedes the rectum level. You will run out of gas en-route in the lower level underpass. Something is fishy about the gas station... You''l have to make a choice after completing this level how you will proceed.
-Going places: (2 stages). Find out who is behind the underpass ambush and make your way up to street level. This level will also eventually feature another branching path if certain condition is met (hint: old capitol)
-Passing through: (1stage) inspired by 80's Bronx flics (ie Turnbull AC scene from „The Warriors”). You arrived in Peltons Gaw. The neo-nazi Cranston clan is making moves here... what are they up to?
-Ethnic cleansing: (2stages) Alternative to Rising High level. Takes place before the turf war breaks out (the player actually has his role in that;), mentioned in the news before rising high. Break into the Cranston Clan compound and FSU. Oh, and the first stage is inspired by the freeway leading to Vegas in BR2049.
-All new levels have new dynamic dedicated tunes and enemies (tweaker variations, clubber variations, fat skinhead/neo-nazi variations)
-Cinematic endgame Credits roll.
GENERAL UPDATES:
-increment game ver 0.8.5.4->0.9.6.0
-added light and fog tween/dynamic to rectum sauna/baths.
-added fog tween to sauna in rising high brothel, also adjusted AI at end of second corridor
-dynamic fog and post trigger event on entering rectum finale mini-boss room
-new fist attack animation (workaround WIP-test. Will need complete overhaul once hands are separate. Current version will need to updated for spritesheet to avoid artifacts in shading with normalmap). TLDR: this is not final and will look better with coming updates
-updated apartment for first endgame condition (madkiller)
-added connection from apartment (if madkiller) to madkiller lev select, to madkiller description outro, to credits, to apartment
-Move bloom, scanlines and pill settings to Graphics tab. (we will likely revert this one soon, since we think after some testing that it worked better before. Unless you like it, then let us know!)
-Weapon pickup stuns enemy when thrown.
-Add no mandatory non npc flag. Used for multiple AI. ie Janusz in final package stage. He will behave as he should now.
-added new tune for work/office
-Add played time monitor (shows up in save slot)
-Quite a bit of new assets (animations, adverts, props, prefabs, sounds etc)
-Multiple events for new levels
-updated unlock conditions (NOTE changes apply to existing levels ie RECTUM due to new branches)
-updated levels with appropriate conditions for new unlocks/branches to avoid plot unlock conflicts
-Implement time trigger for delayed or looped events. This opens up lots of new possibilities for events and has been used frequently in the new levels.
-Project cleanup using Zenject
GENERAL FIXES AND TWEAKS
-Big tweak to First Person controller. Players are less likely to get blocked by dead bodies or have “invisible” obstruction during movement. In other words, movement should be noticeably more fluid (this should be easily visible in the RUN level). Please note: this is not the new FPS controller mentioned on earlier occassions. That is its own separate thing and we are still working on it
-Mutliple fixes to AI:
tracked issue with enemies not attacking through doorways and fixed (ie first stage of rising high). Since this has to be manually adjusted, if you would notice the issue still being present elsewhere, please let us know and we will introduce the fix there asap.
fixed issue with enemy locking up in shoot animation and not attacking (ie Providence final stage with tweaker on top of intial staircase)
tracked issues with AI getting stuck in/shooting at corner. As above this has to be adjusted manually. We fixed mutliple instances, but if you would happen to notice issues of this kind, let us know and we will fix it.
-Fixed double door hinge super kick. Now the super kick will kick out both doors instead of 1.
-Fixed mutliple typos and similar errors in text (still needs work and will be updated soon)
-Fix fog tween restoring default fog settings.
-Fix enemy melee attack. Separate enemy melee attack from player logic. Last build made enemy melee attacks too easy to avoid and omitted data of range attack for specific weapon. Fixed now, hence harder.
-Set AI sight range to weapon range to attack if sight range has lower value.
-Fix red dot raycast matrix.
-Fix input hints for change pills
-Fix "lossy scale is not (1, 1, 1)". Was caused by Unity local rotation bug which changes scale a little. Bug also doesn't appear if PlayerView doesn't have parent.
-Fix throwing weapon bug (still WIP)
-higher penalty for killing idle cop
-fix old fan (alfred bigelow) chat in package free (need to update text in future and variables)
-witness static navmesh fix (enemy shooting at corner or going through wall)
-fix enemy minigun idle placement position
-Fix condition editors marking asset as dirty. What this means is that sometimes changes were not saved properly and would not show up ingame. Fixed and should work fine now.
-tweaks and fixes to level select hub (ie notice to accommodate new level conditions ie notice on backdoor additionally for blowhard)
-slightly lowered machete enemy range
-Fix loading player prefs for settings.
So that's more or less everything. Hope you enjoy and let us know what you think! Thanks for sticking around and your support,
Till the next one!
The Downfall Team,
Mike, Dawid, Sebastian
Project Downfall 6th Early Access Update ETA
Good Day All,
UPDATE: 31-08-2019. The build which was supposed to go live today had a few issues with the new levels/content. We will address them immediately and upload the fixed build. However, due to this there will be a 1-2 day delay. So, currently the ETA of the 6th update is 1st-2nd / Sept / 2019. Please excuse the delay and thank you for your patience!
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Original announcement below:
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So we are closing up the tasks for the 6th Early Access update. If no unexpected issues turn up, it should go live around the 30th-31st August.
I'll get to the new content breakdown in a second, but first I feel it fair to share the current state of affairs:
Unfortunately, due to time constraints and other obligations, Sebastian won't be able to continue working on the game, meaning Dawid will have to take over all his tasks. So currently we have dropped from a 3 man dev-team to 2. This will obviously impact development time.
However, this will only affect the programming related tasks. My tasks and progress will remain unchanged, since I was solo in this aspect from the start of the project.
So due to this, the planned key remapping will be delayed. Good news is that nevertheless, quite a bit of programming related features will be in the next update.
The 6th Early Access update will include an update to the original FPS controller which fixes issues with movement ie when connecting with dead enemies(in short, should be noticeably more fluid). Besides that, the first batch of achievements ought be ready, new levels, alternate routes. The first possible endgame can now be obtained so in official terms the game is going from Alpha to Beta, since it now can be finished. Quite a bit of other new features and fixes, but as usual I'll get into more details once the update goes live.
In the meantime, prior to Sebastians departure from the project during our last weekend crunch, the guys put in a lot of work to finally get the new FPS controller working. It still is Work In Progress and needs more work, but hopefully will be ready by the 7th update.
Of course, in case of anything, just fire away.
Thanks for sticking by!
The Downfall Team,
Mike, Dawid, Sebastian
Update: 0.8.5.4 ready for download.
Good Evening All,
Today is a really short one, but hopefully worth it. A few tweaks and fixes which were long overdue. I did a speedtest with the journeyman route up to the Crossroads level and all seems well. But of course, if you would happen to notice the game working worse in certain aspects than the previous build, please let us know what/where and we will get on it asap!
This will probablly be the last smaller update before the major 6th update. Hopefully the next one will include the first batch of achievements and further tweaks and fixes to AI and possibly button remapping. ETA around 2-4weeks. As usual I will post an announcement around 1 week before release.
Also worth noting, there is some bad news unfortunately: the previously mentioned new FPS controller which had been worked on for some time and responsible for player movement hit a snag. We are currently looking for other, possibly better and/or optimal solutions to this matter, as the current method is turning out to be significantly more work than initially expected with new issues (ie AI going completely haywire) which would result in postponing other important features and fixes. So currently we decided to put this issue on hold until we find a better solution and focus on other high priority tasks. Of course, we will keep you posted in this regard!
Now onto the new stuff:
-changed game version to 0.8.5.4.
-fixed missing audio during enemy melee strike
-fixed doorway bug: in certain places the AI would not detect or catch aggro/alert radius from enemies dying in the vicinity. This should be working well now (ie First door in rising high, enemies should attack immediately after opening door, instead of reacting after player crosses doorway)
-Fixed Mark "first day at the office" with blue color. Add blink tween to unfinished levels.
-small fix to journeyman freeroam main street. Removed unwanted eavesdrop from bar
-slight tweaks /details to sabotage club dancefloor (ie addec black ceramic tiling to wall bottom parts of wall, additional VIP lounge sign etc)
-fixes to gaps/geometry in Journeyman 0, terminus1, speedbump1,
-tweaks to bridge/tunnel in level select hub
-new arcade machine with explosion (for testing, last version was bugged, need to check this one in build) in casino 0
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So that's it for today. In case of anything, just fire away!
Thanks!
The Downfall Team,
Mike, Dawid, Sebastian
Update: 0.8.5.3 ready for download.
Good Evening Everyone,
Just dropped another smaller update. Mostly focused on fixes and tweaks but also some new features. Tested as much as possible, so hopefully all will be well. In case you would notice something working worse than in the previous build, or not as intended, please let me know and I'll try to address it asap.
So, now on to what's new:
-updated game to 0.8.5.3
-Doctor Arlovski now has his own office(seperate stage). Added multiple events and logic. Implemented Docs timeline and according logic. Now, if you are going overboard with self-medication he wil provide you a valid oxiprofen prescription (the only way to lower the side-effects of self-medication, however, going overboard with oxiprofen will also have its downsides).
important To acces the Doc, you have to confirm the appointment on your tablet at home. It will be available at certain intervals during the games timeline. First one is after sabotage or Call of Duty (depending on your route). It's important to not miss the first interval, otherwise you will miss his questline and according opportunities and possibilities
-The Oxiprofen booth has been added to the level select hub in the quickefix store. Valid prescription required to enter and activate.
-Multiple updates to level unlock dependency (new levels will show up in the car level select, adapted according logic).
-Fixed new/unfinished level highlight. New/unfinished levels will be highlighted in blue in the car level select dropdown. However, please do remember the car is not the only way to access main plot missions/levels. Also please note: that you can replay all finished levels at the PC with the leaderboards at the apartment. *Right now, only the initial scene (Another day at the office) is the only new/unfinished level which won't be highlighted. We will address/or give an update in this regard soon.
-fixed minimum loading time. Now there will be a minimum loading between levels/stages of 2,5 seconds(mainly for faster PC's which would load too fast to present level load hints). We might change this to a button prompt in the future, instead of loading time extension.
-Adjust leaderboards for gamepad input.
-Fix duplicated player entry on leaderboards.
-Update level list car dropdown - better gamepad support.
-updated station limit walk chav restroom
-updated enemy movement and height of second platform, package final
-updated final package stage with new props/ elements (BG skywalk, billboard, rails on bridging platform etc)
-added receptionist with chat in street freeroam hub before entering docs office
-tweaked ending for "stop on demand" of GENESIS level. Now it ought to transition smoother after calling the stop
--fixed condition for Harold Jones JR in slumblock (would show up if killed after chat in brothel. Should be fixed/logical now)
-updated condition for Harold in Brothel (if killed condition met he will not respawn on level retry (previously would show up until level finished irrelevant of death condition)
-updated neon to locknoload in streethub freeroam (next topolice station). Empty for now, will be updated with heavier/special weapons soon.
--temporary fix for incorrect/lack of display for switchpill hint in casino finale
-fixed collider interact trigger door casino second stage
-added dedicated level asset to bar intro. Guarantees better unlock logic for witness and fixes previous RC 0853 initial test build crash after bar
-fixed/added visible "go" signs at crossroads
-fixed terminus final ground layer so weapons don't fall through start stage floor
-added block connection to skywalk balconies end of stage to final stage of rising high
-small tweak to crossroads substage (incorrect enemy in front of police station. Fixed, reverted to cop)
-fixed incorrect unlock condition for CROSSROADS II / LIBERATOR.
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So that's it for now. Hope you enjoy! If you would have any observations, do let us know. We really appreciate the feedback:)
Thanks,
The Downfall Team,
Mike, Dawid, Sebastian
Small flash fix update and Early Access Bug status update [RESOLVED]
Good Evening Everyone,
It's going to be a short one today.
First off, it looks like the nasty bug which showed Project Downfall as a full release has been addressed by Steam and the game is back in Early Access. Just to be on the safe side, we will keep the store description warning of the bug for the time being, in case it would reoccur (last time it caught us by surprise and if it wasn't for a tip we wouldn't have noticed it).
Now on to the what's in the patch:
-update version to 0.8.5.2
-fixed bug with gamepad skipping whole dialogue after inital chat
-Show previous leaderboard rank if current rank didn't change.. Previously if you didn't beat your high score, your rank would be "0", now it will be your current top ranking on that leaderboard. There is a small bug here that when checking your score in the apartment hub your score will be displayed 2 times in a row (this will not interfere with the overal ranking). Will be fixed soon.
-multiple tweaks to stages (added cloackroom to sabotage as well as new barier start, ending hall tweaks to brothel rising high, fixes to AI in speedbump, fixes to npc ind intro part of stage of final rising high stage for better logical connection with brothel skywalk, collider barrel witness, etc, updated AI to Run second stage with Kyoncha)
-new loading screen tips
-update to streethub exit form levselect
-update and closeup and AI tweaks to crossroad2
-tweak to chav bones order (body)
-update to rectum lobby back area
-new assets for rectum lobby outro area
-updated rectum baths (added water caustic animation with jacuzzi splash particle), updated lighting and AI and enemy layout
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So that's it for now,
Hope you enjoy!
We'll be getting back to you soon...till then!
The Downfall Team,
Mike, Dawid, Sebastian
NASTY "FULL RELEASE" BUG DISCOVERED! GAME IS STILL IN EARLY ACCESS
Greetings Everyone,
We just got word the game is being displayed as a full release, which is impossible(putting it lightly). Obviously the game is still in Early Access (the release date is still 15.III so the original Early Access release date) so it is most likely a bug… a rather nasty one, but hopefully this will be fixed as soon as can be. I already wrote to Steam support so now all we can do is wait for this to be fixed.
Sorry for this inconvenience and thanks for your patience!