Project Downfall Early Access 5th Update is now live!
Greetings Everyone!
So today we just dropped the 5th Early Access update for Project Downfall. It's quite a big one;) It has a considerable amount of new content, as well multiple tweaks and fixes. As mentioned in the previous announcement. Due to the amount of new content and possibilities , it's hard for the 3 of us to perfectly test everything without sacrificing dev, so please do let us know of any kinks/issues you would find. We would really appreciate it!
And to celebrate the milestone, starting tomorrow (18.July.2019, 10:00AM Pacific time), the game is going to be available at a 30% discount for 14 days!
PLEASE NOTE: Due to the amount of new content and possibilities, to avoid conflicts with previous save-games, progress will be reset with the update. Unfortunately this is to be expected during dev and we will try to keep this down to a minimum from now on.
For the next update we are going to focus on tweaking and refining current content with more non-linear possibilities (sometimes now it might be hinted that something should be possible, but isn't ie the Slavic gangsters who interrupt your lunch in the diner-if you discover it that is- and urge you to get in the car waiting outside. Getting in the car will eventually be added, so for now it's only possible to wreak havoc in that particular stage;) So we kindly ask for your patience. These new stages/alternates/possibilities will be added in time.
As for a quick summary of most important upcoming fixes:
-for the next update our highest priority is finalising and adding the new FPS controller which ought to make movement much smoother and fix collision/obstruction with dead bodies etc
-updates, refinement and tweaks to current content, especially AI (AI is selectively adjusted for each enemy per stage to give the best experience. They react on various factors instead of basic triggers. So they react on sight, hearing players footstep radius, firearm hearing radius, death yell radius etc). Downside: as mentioned, this has to be done manually for each level and enemy, so this is quite a bit of work, but in the end we hope the wait will be worth it.
-Fixing AI issues (sometimes not catching aggro despite AI settings or getting stuck/shooting at corners).
-further tweaks to stages (due to the amount of new content and our limited manpower, some of the new stages will be more refined, some rougher around the edges. All of them will still receive a noticeable amount of work until they are good enough).
-more non linear dependencies and possibilities
-adding save slots so it will be possible to experiment on a different branch without losing your current progress/contents/unlocked route
-a high score/replay mode where you will be able to play all unlocked levels from all save slots
So that's it for the entrees, let's move on to the main menu;)
NEW FEATURES:
-A heavy update to non-linear logic. Now there are more branching paths with their own dependencies and events/consequences. Hard to summarise in a few senteces, so a few quick examples: if you kill Ali you are practically blocking off a few optional missions (he won't cal you when you are at work) but on the other hand... Crossing a total pill usage threshold might take you to different levels from time to time. Chossing a certain path, or liberating a certain station might give you the opportunity to visit work or possibly other levels as well if you listen in on the correct news...
-A lot of new stages and levels with dedicated tunes:
*GREAT TIMING if discovered, an ambush at Arnies Diner moving on to the Jun-Fan market
*CROSSROADS branching level before “It's Personal” leading either to
“CLEANER” if you took the journeyman route. Cloudbreak station is being cleaned out by Kyoncha Aspirants
“TERMINUS” if package route taken. Get to lexington bus terminal through the warwlodz transit station
*SPEEDBUMP variation of the TEMINUS level with the Minji Shikamis
*EXCHANGE discover what the KYONCHA is up to
*OFFICE DAZE with variations depending on your sanity. Visit work. Nuff said to avoid spoilers;)
*LIBERATOR if package route taken, if you listen to the news at a certain point you will get to the Oude station variation
*REMINDER and PROGRESS, depending on your sanity you might visit your good friend
*RUN escape the Kyoncha sweep of the lower Atsil Block after completing PROVIDENCE
*MAN OF FAITH word is somethin rotten is going down at the Church. Time to interrupt Sunday's Mass
*BENEFACTORS continuation of EXCHANGE level. Right now only 1 stage but will ofeer branching paths dpending on your previous choices within the coming updates
*I'LL BE BACK a rampage in a police station. This will pplay a important part in the game eventually and can be reached via various methods. Right now there is only 1 temporary way (will be addressed in coming updates): pick up the box in the second open restaurant when fighting the Minji Shikamis in the Cloudbreak Station backstreets.
-lots of new enemies:
the Minji Shikami's, the Eastern bosozoku gang that eventually take over the streets after the Svoloch mobs influence weakens (easter egg to Akira)
Svoloch OG variations
Svoloch basic grunt new variations
KC security variations
Kyoncha specops
C.T.P.D. Detectives
Svoloch Tac Gear
-updated aiming system. Last update we introduced a new, centered aiming system but the tracers were still from the old hybrid method which would reuslt in tracers not hitting where the bullet registered. Right now the tracers have also been rewritten for the new method so it should be all point and shoot from now on (of course, taking into consideration the weapons own spread/precisions stats)
-Awareness: now you will get visual feedback for enemies approaching from your blindside as well as hit direction indicator. This can be toggled in the game settings.
-Impact decal. Now when an enemy hits the wall, this will result in a blood spllatter
GENERAL UPDATES:
-updated game version to 0.8.4.0 to 0.8.5.0
-new hdr panoramic skyboxes
-added precision Rifle spriesheet animation (shoot and reload)
-Add hints to loading screen.
-adjusted story logic progression at home, according with new level variations
-updated story logic and connections/unlocks from apartment
-Add spawning effects when unit is killed by impact force and pushed onto wall layer or hits floor. Blood spratter variations
-updated level list activity for new level connection logic
-new enemy/npc idle animations
-multiple chat events/triggers/etc for new content (ie phone call, confirm meeting Ali, providence phone call, police station phonecall, teddy psycho events etc)
-Implement GlobalSettings and profile versioning.
-added new quality setting medium with reflections
-very large amount of triggers/events etc for new content with conditions
GENERAL FIXES AND TWEAKS:
-changed default headbob and bloom to medium
-enemy weapon shaders and placement updated
-fixed wrong sound attack for empty weapon sound
-updated uziside enemy bullet tracer and spread
-updated homeboy controller (fixed bone connections)
-updated build settings with new stages
-new car textures
-new flame fire particle
-updated sound for oncollision effect hit
-updated exit logic for 3-3 and prl final (Pavlovich to teddy levels if mad threshold met)
-updated connection to multiple stages based on non linear game logic
-updated streethub and added police back entrance
-added teddy chats based on witnessess in teddy levels
-updated shotgun controller (replaced tracer prefab with new shotgun side tracer)
-added move on hit to certain tracers (pistol, popshot, shotgunside, DMR, lowballer)
-updated popshot and shotgunside collider pickup (should be easier)
-added chat event intercom to exchange 0-0
-updated pickup colliders for multiple weapons (larger, should be easier to pickup/grab mid-air)
-updated quality settings (for less glaring bloom on lower settings by extending shadow distance)
-other small tweaks (removed pietro from cleaner etc)
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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 5th Early Access Update ETA and info
Greetings Everyone,
So got a ETA for the upcoming 5th update. It will most likely go live on the 17th of July 2019.
This is going to be a big one...
There's going to be a large boost of content: both in terms of non-linear paths and levels. At least 4 new multi-staged levels and many new possibilites to access optional routes. Further updates to actions and consequences and sanity system. Due to this, combining dev with testing all the paths/levels/stages is pretty hard-core, since there is only 3 of us, but we are doing the best we can. So we will be really counting on you to let us know if you find any obvious snafu's so we can address and fix em' asap!
Other major changes include further tweaks to the new aiming system. *the 4th update introduced a centered crosshair but tracers were still working with the old system which could be confusing because shots would register at the crosshair but the tracers would be slightly off-track based on the old dynamic 3d crosshair. The tracers have now been updated also to the new system, so they will hit exactly where the shot registers.
We are also working on some other cool features hopefully they will be ready by the 17th.
So that's it for now. As usual a more detailed description of what's new will be available with a dedicated announcement when the update goes live.
See you on the 17th!
The Downfall Team,
Mike, Dawid, Sebastian
Project Downfall Early Access 4th Update is now live!
Greetings Everyone!
After a small snafu, related with a pretty intense storm in my area (was pretty much cut off from the web for a few days), the 4th Early Access update for Project Downfall is finally live. Hope the content will make up for the extra wait!
First off, I'd like to start with an update on the reviews. Because I don't want to interfere/disrupt/try to influence the Steam reviews, out of principle I leave them be. But since most feedback on Steam is over at the reviews and not at the community and this is my first Early Access/self-published game, I think a different aproach is required and I will be making a change and try to reply to all current and upcoming from now on. Hope this is Okay with you! Again, I don't want to try and sway the reviews in any direction, only to give helpful insight/hints to make the game more enjoyable and/or give replies to direct questions and queries. Of course, feel free to reach out here on the community forums!
Another important thing: it's worth pointing out that due to new features and branching paths your old save might not be compatible with the updated version and possibly cause bugs (this will be easily recognisable by broken controls and GUI at the title screen apartment hub). If that would be the case, starting a new game to start a new save will solve the issue. Sorry for the trouble, but there is no way around this. So with more non-linearity and branching paths and choices added in the future before official 1.0 release, resetting the save might be needed again. We will try to keep this to a minimum of course, and keep you posted.
Other than that, starting a new game is still highly recommended. The games intro/tutorial has been remade and a certain choice made early on will influence how level 2 will progress(more on that in the patch notes). LARGE SPOILER picking up the case in the cloudbreak station restroom on your way to the Les Autres bar will open alternative levels 2 and 3. If you pick it up, after the witness you will progress to the package and sabotage as up until now. If you ignore the case in the restroom, you will progress to 2 new levels: journeyman and Call of Duty. After that both alternative routes continue with the Rectum Level.
Expect the non linearity and branching paths to progress even further in future updates.
Next update is planned mid July. This will focus on tweaks to gameplay, initial level cleanup, new branching paths and new chronologically ordered level (the exchange or badboys) and possibly a significant update with the players first person controller (responsible for movement) and other cool stuff.
So, that's it for the general info, now let's move on to what's new in the update!
NEW FEATURES:
-As promised, completely remodeled intro/tutorial level with new dedicated stage(„Another day at the office”), features, npc's, dedicated tune etc. Inspired a tad by the subway station scene in John Wick2;)
-New Level 2 alternate: Journeyman with dedicated tune. Time to start off cleaning up the streets! This route will be available if you dont pick up the case from the restroom in the station on your way to the Les Autres Bar after te Genesis level. The alternate level features 2 stages set in Lower Lakk district with dedicated chat events.
-New Level 3 alternate: Call of Duty. A certain event in the city is blocking you from going to work...time to change that! 3 stage level with dedicated dynamic tunes and some nice lighting effects
-New intro stage to the package level
-Working Leaderboards! Available at your PC in the apartment hub or via the Steam Community.
-Remodelled aiming system. Now the reticle will always be centered and provide more precise aiming, without compromising the original gunplay feel and look. The previous method, although more realistic(the red dot would scan the 3d area and hence switch position on screen where the player would also have to keep the bullet trajectory in mind) but this was unfortunately often be seen as either confusing, a bug/glitch or annoying.
-New game options: Bloom intensity (bloom brightness will be added further down the line and possible a similar option for volumetric lights which can also be confused with bloom) and Head-Bob
-New death force logic for main chav enemy deaths. Now ,more often then not, they will die in exagerated Jonh-Woo style, doing flips somersaults, flying back with extreme force, granting more various and visually pleasing kills.
GENERAL UPDATES:
--updated game version to 0.8.3.1 -> 0.8.4.0
-New superkick animation with dedicated sounds/logic to make it stand out more
-temporarily disabled casual difficulty. Will likely be re-added once first endgames are available, for those who would like to quickly test out a new path/options etc
-Implement bonus score for time.
-Implement outro score fade in.
--updated chats in few levels (station, casino) to new method
-Implement tutorial hint displaying and logic
-multiple updates to new tutorial hub and updated first train car in genesis level
-fixed stun sound
-Implement super kick tutorial.
-Update pills tutorial.
-Add optional auto hide to input hint.
-updated train tutorial and subway hub
-adjusted size of reticles (Make red dot and white dot smaller.)
-updated level list activity, and train tweaks and new chav with back shader (only used in train)
-Fix disabling chat when weapon is picked up.
-added emission to arrows and arrows to door exit in bar
-adjusted enemy in casino top at start to no aggro until first chav killed (needed after AI player hearing fix)
-added new logic to lev select based on intro/first trip to office and other
-added colored text to subway hub tutorial sections and popups
-added impact barrel to rising high/replaced old one-added rain toggle on exterior enter to rising high
-added fog tween to witness(end alley enemy will be visible earlier
-added aditional light to corner at start in witness. Added initial chav rotate to player view
-Implement chat typing sound (temporarily disabled, needs more work)
-updated post fx bar
-new tune bar
-tweak to daily quota neon fade tween
-added handle to home door
-updated tutorial trains
-new texture toilet brothel
-updated chat activity and hint shadow drop (so will be clearer when using different colors)
-updated bar. New AirCon prefab with 3d sound. modded lighting
-updated station (Exit sign and lighting) and blocked exit dumpster back to prevent exploiting map
-lev select hub update for new intro(will be a rainy night and shops will be closed). This will hopefully make it more clear that you need to access your car to progress/drive to the next mission.
-updated witness with reflection probe
-updated sabotage start
-added new animations (dancing chicks neon, AirCon 2 version )
-new shader for kick/superkick (no shadow/lighting-constant good visibility)
-added elevator working to level sel hub and start apartment hub
-Refresh leaderboard activity if there is no entry for current player.
-new neon background animations
-new logic implemented to home hub with picking up restroom evidence/tip (to package mission)
-new logic chat events based on story progression (ie brain chat after returning home from witness mission, or certain events which will only be avialable if right choices are made. Ie mentioned above case in station picked up=player will have interactable open birefacase after returning home)
-updated station level with new lights, prefabs (street lamps above train), gogo chick animation, neon stand leading to bar, lighting making door to bar more visible
-added new npc controllers and variations (chick street hood, chick street black leather trench red strap)
-Add Tutorial Hint Panel to main menu UI.
-updated start screen hub (logic for leaderboards char and new ktichen prefabs (sink WIP and washing machine)...and toilet! (about time;)
-updated tutorial train (added armory gates)
-added old fan npc with chat and logic to sabotage 3-1
-added gated entry to station in 2-1 package and adjusted dynamic pietro lighting placement
-updated final package stage with various assets and tweaks/cleanup
-added bloodied shirt with logic (after completeing witness) on washing machine)
-added crowd walking animations
-added back texture to cop2 with shader
-Implement new unlock conditions to level infos.
-level slect hub and witness: updated red handle emmision new material
-updated new npc timeline logic in lev select hub
-added new bg advert animations
-updated story logic for apartment hub for branching level 2 and 3
-updated level list with alternative level 2 and 3 (journeyman and COD) in gameplay
-updated chats and logic-added aggro activation logic for cops in COD 0-0
-updated package intro area and chat with intercom/valet service
-updated prefabs
-Updated gunshop info in lev select
-updated weapon description in train tutorial armory
-updated black tracksuit speed based on difficulty
-added glass wall for chick in bar
-updated olga chats to new script and updated chat bubble placement
GENERAL FIXES AND TWEAKS
-Fix level unlock bug in apartment (fixed unlock conditions to avoid conflict after witness between level 2 alternates)
-enemy AI hearing for player fix (melee weapons/kick could be heard, now only footsteps and /or firearms will be heard by AI)
-corrected shotgun side damage from enemies (correct bullet model asset created and attached)
-created new animator for cop2 and cop3 to avoid using float animator properties (previous custom idle animations were brokoen/bugged: in some cases incorrect animation would play ie certain cops would be walking in place instead idle animation)
-replaced door to new door logic in brothel (first door to WC was based on old logic and would close on entering)
-new muzzleflash effect and animation for AR (smaller, obstructs view less)
-updated news home animation with correct date for new update (5th)
-removed test video quality presets (since we have real bloom settings in game now)
-lowered intensity of first orange vol light in second train tutorial
-fixed chat with brain description karaage
-fixed bug with getting stuck in doorway in rising high (replaced with new floor/wall at endstage pre stair), and closed unwated opening in doorway mesh
-removed unwanted test and preview levels not included in EA 4thupdate
-fixed doc name on pearpod at home-changed intermission:replay name to flashback
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So that's it for now. Time to get back to working on the game for the next update. Hope you enjoy this one and in case of anything just let us know!
Till the next one!
The Downfall Team,
Mike, Dawid, Sebastian
Project Dowfnall 4th Early Access Update ETA
Greeting All!
This has been a busy month indeed. Besides working on the game, visited G-Fusion in Beijing, China (courtesy of Indie Games Polska Foundation) and Digital Dragons in Kraków, Poland to show the game. Received lots of valuable feedback and was awesome getting the chance to meet and talk with the people who are interested in the game.
As for the ETA: by Sunday we should add the final planned features for the update, then a few days for testing and working out potential kinks. So if all goes as planned should be ready around 14th June 2019.
Quick preview of most important changes (release will have its own announcement with more detailed info as usual):
-as promised, completely reworked tutorial, featuring new stages(one inspired by a scene from John Wick2) and dedicated features
-reworked aiming system. The 3d aiming, although cool, would often be seen as confusing, so the whole logic for aiming has been remade to have the crosshair centered all the time, but at the same time not compromising the original feel and visuals of the gunplay/bullets. Now it should be much easier and intuitive to predict where you bullet will hit (TLDR:no more missed headshots;)
-Working Leaderboards! :D Perl Level and Difficulty. Can be checked both ingame via PC in apartment hub as well outside the game on the Steam community.
-A heck of a lot of smaller features, tweaks and adjustments (more news on these when the update goes live)
Thanks for sticking by!
PS. Thanks to the AWESOME volunteers at G-Fusion, especially Fred and Feng. You guys ROCK! :)
Project Downfall: 3rd Early Access Update now live!
Greetings Everyone!
Happy to say the 3rd Early Access update for Project Downfall has arrived and is ready for download!
Biggest feature is the expansion of basic non-linearity. So now, similar to the Souls series: certain actions will have permanent consequences per playthrough. The flip side is that it might make the main plot more convoluted than it already is (at this point in development, of course) until all corresponding results are implemented. This feature will be heavily expanded and tweaked from now on. More according dialogues will be added down the line of dev to further reflect the choices in the world, as well as more events, alternate paths and more.
So as a quick example: took too many pills up to a certain points in the game? You might see things you wouldn't see otherwise wouldn't. Spoiler alert: kill Harold Jones Jr (the npc on the balcony in the brothel in the skinheads den) and the Homeboy gang will aggro you on sight, but a members of the skinhead Cranston clan might show up with help in certain places(question is, would you want to accept it). Spare Harold Jones Jr and he will pop up in certain levels offering help, or maybe even opening a path to a secret/alternate stage). Expect more vital choices, secrets, alternate paths etc in the coming updates!
So if you'd like to check this out, it would be recommended start a new game (to make this more accessible, we might add multiple save slots in the future).
As for the next major update: it ought to be ready around mid June. As usual, I will precede with an ETA announcement here on Steam.
The next update will focus on tweaking gameplay and fixes/adjustments where needed. As well as cleanup and polishing of existing content, branching paths and expansion of non linearity. Most likely Level.9(if following the default plot path) The Exchange and/or one of the possible earliest endgames.
In terms of Gameplay and one of the major upcoming fixes: atm the First Person controller is being made from scratch to avoid issues hindering movement and overall improvement to physics interaction with surroundings to name a few. This is a pretty hefty task which will also require a lot of testing, so it might take a while (probably in 2-3 updates) and working Leaderboards and a first set of achievements ought to be ready earlier, as well as the updated tutorial(mentioned in 3rd update announcement). Of course, the fixes and tweaks won't be limited to the above and more stuff will certainly be added for the update.
Now, moving on to the new stuff! :D
NEW FEATURES:
New stage: -added Casino Roof finale with boss miniboss fights (alternate versions depending on total pill usage up to this point. As well as alternate npc at start as well as different news from TV). This level also forces mixing pills (spoiler: the first aggressive female npc will alert a few mobs with her scream, so the berserk pill is recommended to take out the minions and leave the ranged weapon for the tougher foes). To check this one, you will need to replay the casino mission (if you already finished level.7 the new next level ought to be unlocked so the discussed stage could be easily accidentally omitted).
New Level.8: Providence. You start in a familiar bar which will change depending on your state of mind as well choice made during previous visit (spoiler: spare or kill Olgierd) and move your way to the Lower Atsil District. The level comes with alternate paths conditions and routes. Along with dedicated 2 dynamically mixed multitrack tunes. NOTE!: I just noticed the music mix might be a bit too loud in certain stages of this level. I will address this asap. However due to the fact that I am just about to leave for Beijing to present the game at Game Fusion 2019 expo and having experienced similar issues in the past: not sure how/if uploading updates to Steam works in mainland China, so this might be possible around the 15th when I return. Of course, if there will be no issues, expect this to be updated within the next few days.
-Basic non-linearity expansion and according logic. Now many choices will have permanent consequences per playthrough, depending on multiple factors (total pills used with multiple thresholds, Olga state and relation, Case picked up in station intro from restroom, Harold Jones Jr spared in rising high, Olgierd killed and more...)
-new weapons, enemies (more detailed info in the General Updates below)
-added doctors office with logic to streethub (you need to confirm the appointment on your pearpad in the apartment hub, otherwise he will be locked). Right now the doctor has a placeholder chat, but will open up with dev (at certain intervals you will be able to get pills to counter your total drug usage state)
GENERAL UPDATES:
--updated game version to 0.8.2.1 -> 0.8.3.0 → 0.8.3.1
--added new enemy weapon. Chainsaw boss adjusted for miniboss and boss (longer range and attack range)
-Implement first version of leaderboards UI. (computer can be interacted with in apartment hub)
-new glass material for casino roof-updated casino roof with madness variations (teddy, redsky, czort)
-Added tracksuit Black enemy
-Added Czort enemy
-added new WIP weapons, modded black Market KC Rifle, Pop-shot and Triple Threat Sawed Off Shotgun. The KC Rifle has an alternate version available but does not differ from the regular one atm. With further updates, the modded one will have ricochet fire.
-new prefabs
-new logic based on pill usage to bar and witness and providence
-new logic based on harld jones jr spared. Homeboys in slumblock (providence 8-1) with secret info
-homeboy logic no aggro in providence_0 if harold jones jr spared
-added gate with unlock sound on objectives complete to wintess ending
-new neon signs
-Add placeholder for leaderboards screen.
-updated chats in multiple places
-new enemies: butchers (3 variations), available in later levels of the slumblock in the Providence level.
-new stage alternate The Basement in providence (slum_bottom)
-Add movement range in AI, to trigger ai movement to avoid exploiting certain situations ie the minigun skinhead in the final stage of rising high (now he will be triggered to move to his shooting position so he wont be cheesed before getting aggro)
-updates to levels and Harold Jones JR appearance based on survivor logic (PRL and providence) and according chats
-new gore for metalhead2 and variation (still need tweaking. Can be easily recognised. These are the "zombie" type enemies who will keep coming despite having their heads shot off or gaping holes in their bodies. Their condition is explained by the npc in the secret alternate stage in The Basement).
-impleneted interactable event for non linear progression (might not sound like much but this is a big one!)
-heavy updates to new levels and logic for variables
-new enemies (hooker Jo, Tyrese)
-added endlevel gate with open logic/audio to sabotage first stage
-added insta death area to casino roof if jumped off during boss fight
-added barista npc-added multiple new chats (also dependant on logic)
-added Olga damage variations based for plot logic
-added variations to providence bar and intro bar dependant on variable logic (choices made)
-new cyberpunk materials/textures created in Blender
-added DMR and Popshot enemy idle logic/graphics/material
-added slum npc variation2
-added druglab with explosives in slumblock alternate
-added sawn off shoot animation
-added doctor with logic (pearpad confirmation required in apartment) in steethub
-added new unlockable weapons to lev select hub shop with logic
-added new texts to tv news in casino roof depending on sanity
-added variations based on sanity to apartment hub (ie Teddy hallucination when Olga leaves or karaage/liar in fridge when offered present)
-New Olgierd Model
-Updated logic on Olgierd death
-new MP5 snub nose weapon (replaces old snub uzi) with side view (inspired and referenced by Ilya Naishuller's work (in this case the music clip for the Holiday's “False Alarm”)
-new npc Burt skinhead with weapons in providence free level with weapons
GENERAL FIXES AND TWEAKS
-Further updates to gamepad analogue options: ought to be very helpful to find the sweet spot for precise/low sensitivity on slight analogue tilt, and very fast on full tilt (especially helpful in levels which require fast turning ie on the blue pill in the final stage of the casino)
-Enemies should open door when passing though them.
-Fix hearing object bug. Now selected AI will react correctly in certain situations to players footsteps
-updated weapon thrown damage to pipe and knife
-updated enemy footstep hearing range in casino topfloor (for hard and nightmare)
-updated highrise final stage enemy precision rifle height so bullet wont get stuck in barrier and weapon availability for normal/casual
-Increase scroll rect sensitivity in settings
-updated shader akimbo uzi (now should work well)
-Fix scene music transition.
-Fix instant scene music transition.
-sawn off uses spritesheet animation with normal map now
-updated enemy gunacitve shoot material to correct (cutout).should work better now but needs more testing,
-updated cop model rig and forearms. Should clip less now.
-removed weapon rotate in shop for new onlockable weapons
-Updated logic of Homeboy Aggro in Providence free
-remodeled certain elements in sabotage intro and god rays with "add" blend to avoid unwanted grey flares
-updated skinhead minigunner logic in final rising high stage (trigeer to move him into view to avoid exploiting/picking him off before he aggro's)
-updated doubleside shader for certain levels (with berserk, so hit behaviour with holes is more visible)
-updated material of chav and psycho to shader with back textures (chav complete with normal, psycho only diffuse).
-difficulty fog tween to harder difficulties in casino_roof (so if you took too many pills up until this point, you will have a hallucination of fighting a devil like creature and the sky will be blood red)
-Added homeboy enemies and variations (available in providence bar exterior stage and one added to the toilet transaction in the station just after the tutorial)
-Added dynamic clouds to sabotage intro and varied post effects (tweaked lighting and dynamic fog to be more moody)
-added new minigun sound for enemies
-lots of other smaller tweaks and adjustments.
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So that's more or less everything. Hope you enjoy and let us know what you think! Thanks for tuning in and your support,
Till the next one!
The Downfall Team,
Mike, Dawid, Sebastian
Early Access: Third update release ETA and info
Greetings Everyone.
Again a quick, short note before the release of the upcoming update (No.3).
I actually mixed up dates in the last announcement, since I accidentally set the unrealistic date of the next major update at the end of April, whereas it should have been at the end of May(the correct date is displayed in the TV news text in the apartment hub). Please excuse the mixup:( However, the good news is, that the update will be dropping much sooner than expected and with a lot more content.
We are working hard to sort out all the kinks of the new content and hopefully the update ought to be ready early next week.
So besides the casino rooftop finale, the majority of the Providence Level will be available and quite a bit of non-linear progression. The latter will now be heavily expanded from now on. In other words: expect your actions to have permanent consequences per playthough (so it might not be wise to frag npc's and ask quetions later;). Also reading comprehension is a must, otherwise alternate/secret paths/routes/stages will be pretty hard(if not impossible) to find.
Also, slightly related to this is that there is going to be a slight change with the endings. As predicted in the Early Access description, there will be more endgames available than initially planned. So as of now, one of the earliest possible endgames ought to be ready within 2 major updates and achievable (if the correct path/choices are made) around level 9.
And last but not least: due to the non-linear progression and the fact it will be greatly expanded further, the numeration of levels which is present right now will not be avialable in the final release(only the level name will be presented at the level select screen and mission start/summary). Right now we are going to stick with the numeration so it will be easier to pinpoint issues, in case of feedback(after all, it will be easier to remember/write "level #" instead of remembering/typing the whole levels name).
So that's it for now. So I'll be getting in touch soon, once the update goes live. In case of anything, just let us know!
Cheers!
The Downfall Team,
Mike, Dawid, Sebastian
Project Downfall: 2nd Early Access Update now live!
Greetings Everyone!
Took a little bit longer than expected, but happy to say the second Early Access update to Project Downfall is now live on Steam! You can download it now. Quite a bit of new stuff, as well as tweaks and fixes. You can check this out in more detail below.
Small disclaimer: I'll be adding another update really soon to fix a small issue with the display of the new TV news animation(only seems to work on inital start right now).
Foreword:
Judging by the gameplays out there, as well as feedback from PAX East, the tutorial need a serious overhaul. I'm not a fan of forced tutorials and prefer giving players freedom to proceed at their own pace, but it seems it will be the best solution here, as too many people just frag examplary npc's in the tutorial before they reach the feature highlight. And with the examplary npc being dead, there is no way to test said feature and many people would miss out on the core features like the superkick (which not only is really handy, especially in tight-spots, but also is really fun:) or akimbo and discover them by accident much later in the game.
So TLDR: the tutorial in the train will be remodelled soon and core features will be required to perform successfully at least once, before being able to progress to the next tutorial segment. This way, no one will miss out on the features and be able to dispatch the bad guys in a more varied and fun fashion.
As for the next major update: expected to land at the end of April. It will feature a new level Level8. Providence set in the slumblocks of Crimson Tide city(Level will have branching paths), new dedicated Dynamic tune, further update/upgrade to freeroam hub, tweaks/adjustmens to previous missions. Smaller updates will probably land in between (ie final stage of level7-rooftop finale) and the usual tweaks, fixes and adjustments.
So without further jibber jabber, let's move on to the important stuff! :D
NEW FEATURES:
-ingame resolution settings
-new level „Less than Zero” set in the Lucky Jay Casino. Currently 2 stages available out of 3-ground and top floor. Roofop finale will be added soon
-new level: segment of freeroam hub. Accessible after Lv.3 Sabotage, from level select hub, door on left on start of scene can now be opened.
-Bonus/optional mission accessible from freeroam hub subway entrance: Tall Trees, set in the Forests of Magdalenka, near the Mazovian trench memorial (distater that occured in the area in 2048). Please note: access to this mission will change with development (it will be accessible from the Old Ursynow bus stop at a certain interval with plot progression)
-New didacted dynamic tunes for Freeroam hub, Level7. „Less than Zero” and Freeroam level „Tall trees”)
-Explosive damage (still debugged and might not work correctly. Example last slot machine on left in first room in level7. Will take a couple of shots, then explosion and splash damage will send enemies flying)
-updated gamepad accelaration settings (should be easier to tweak sensitivity accelaration. Still WIP)
-added unlockable pills to quickefix shop in lev select hub
-Throw melee weapon when durability is 0. Added hitflash and sound and damage (this is the intial release of this feature and will be tweaked and updated further soon, so ie a thrown knife will do massive damage, lead pipe high chance of stun etc)
GENERAL UPDATES:
--updated game version to 0.8.2
-Added cars with physics and impact force (if lined up correctly a superkicked car will kill a group of enemies). Available in Freeroam hub
-Add gamepad deadzone outside, and axis invert.
-Added working leaderboards (still debugged, will be added to be accessible ingame soon)
-Invert mouse and gamepad X and Y.
-added epilepsy warning disclaimer.
GENERAL FIXES AND TWEAKS
-updated AI sight in 2-1 for normal-nightmare. slight nightmare AI movement tweaks
-Rising high 1 texture optimisation
-Restore missing input translations.
-Add different collor for unlocked but not finished level.
-Adjust input gravity for digital axis.
-Update Lv.1 Witness rain controller.
-Add sprite shader with back texture (currently only for burger king in Witness)
-Implement special character chat script. (example in lv.1 Witness)
-Implement press space to restart and esc to exit (for faster relaod of levels on death)
--added new materials/textures
-updated home (new interactable fridge)
-updated colliders home (fixed initial tv interaction collider)
-updated Casino layout/ai/difficulty
-new chainlink combo pill material
-updated cars material and texture
-changed name/logotype of gun shop to correct one from placeholder (now : lock & load)
-fixed 0 melee uses in 2-2
-Prevent jumping if there is not enough Stamina.
-updated station pre witness level (adjusted gate collider to avoid getting stuck and requirement to jump to get through which could get confusing.
-Added strobe sign pointing to Azur plaza making it easier to find correct destination)
-updated navmesh in station to avoid chavs running though closed gate
-adjusted copchat in station to avoid lack of destruction of chat after his death
-added tutorial superkick reminder to 2-3 (final package stage) to remind players easiest way to take out cop with rifle
-added cop npc point deduction for killing npc in 2-3
-updated stair collider in 2-3 so player wont get stuck at bottom of stairs which would require jump to proceed
-updated bar level (new advert and added out of service and neon to restroom on right)
-updated home (added table, new Tv news animation)
-adjustments of tv collision and speech bubble for interaction (this is actually a bit messed up since the new tv animations wont show after initial start. Will fix asap.
-adjusted doors in lev select with logic to open up to freeroam after level3
-added descriptions to unlocked pills in shop
-updated weapon placement to avoid collison issues in train tutorial (as mentioned above, expect a major overhaul to the tutorial soon)
-re-enabled default scanlines as default (based on PAX feedback)
-Adjusted porject settings for Early Access and new levels
-Added connection logic between casino stages
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Thanks for tuning in!
Early Access: Second update release ETA
Good day everyone,
Popping in today with a short note:
We are working hard to bring the second Early Access update for Project Downfall . We wanted to keep the original date, which would be today, but we hit a few snags along the way. Luckily they are minor, but we still will need to test the build to make sure everything else is in order. So most likely the update will be delayed till tomorrow 11.IV.2019
We are sorry for the inconvenience, but best to make sure everything is working as it should instead of releasing too early with game/immersion breaking bugs.
Hope the new added stuff will make it worthwhile! So please stay tuned; an announcement will drop shortly after the update goes live sometime tomorrow.
In case of anything, do let us know!
Cheers!
The Downfall Team,
Mike, Dawid, Sebastian
Project Downfall: First Early Access update is live
Greetings everyone.
The first Early Access update for PDF is now live. And with it quite a bit of content, features and fixes.
https://www.youtube.com/watch?v=3vBKFXy7fnI
Please let us know what you think, either here or on the Steam forums! We'd love to hear from you, be it good or bad. Because without honest feedback we won't know if we are headed in the right direction.
The game will also be discounted by 20% until we add more content to make the full price more justifiable. PDF will most likely go back to regular full Early Access price in a update or two (circa 1-2 months) when we add more levels and the free-roam hub.
Edit:Unfortunately a discount is not possible due to Store rules. This is on me, as I should have checked if there would be no issues earlier. we hope to make this up by adding more fun content and improving aspects which would need it.
Oh, and I will be showing the game at PAX East this week, so if you would be in town do stop by if you'd like to try out the game!
So without further ado, let's move on to what's new:
MAJOR UPDATES:
-Updated gore system. Weapons now deal more diverse visual damage. Ie a shotgun blast to the head might result in spraying skull fragments and grey matter, or a berserk punch to the chest might punch a hole right through. A lead pipe might crash a skull (literally), various arterial sprays and a lot more. This is the first version of the updated gore system and is going to be tweaked for a while.
New pill: the HD (Heavy Duty pill). Commony known as the blue pill. Used for physical labour. Makes fist attacks lethal, cost less stamina, take less damage.
-New Level: It's personal. You tell Olga you are leaving on a business trip, but really you have matters to attend elsewhere.
-New Stage: transition stages between tutorial (genesis) and the level 1. witness. Travel through the station and find a place for the night.
-New Stage: Package stage 3. The final stage of the package. Once the player retrieves the package he will be ambushed at a familiar station
-New Stage: sabotage stage 3: enter the executive offices and confront the high ranking Svoloch mobster and steal the evidence. Spoiler: this will be a non linear breakpoint if he is spared and only evidence is taken. The alternative paths will be added within a few updates, till then killing mobster is mandatory.
-Added shooting range to level select hub
-Added unlockable weapons to level select hub with short description
-New npc's (barman Olgiert, Cop and Eastern thug in station, Joy in the skinhead brothel, Pietro and Janusz in the Package. Pavlovich senior and junior.
-New impact force logic. Kill or stun enemies with mutlpiple elements- oild drums, glass walls etc This will be tweaked further to clearly indicate/show which elements can be used as lethal projectiles.
-ingame quality settings.
GENERAL FIXES AND TWEAKS
-added mutliple spawnopoints in the players apartment with plot progression, to avoid confusion the game has restarted.
-Added arrow to items dropped by enemies, they should stand out and be easy to spot in the darker levels now
-Tutorial is mandatory now and the first level now called genesis. It fluently progresses to level1. Witness.
-Basic non linearity added: Spoiler, related with Olga and level5. Few paths prepared for alternate routes/paths. These will come in future updates, once said levels/paths are added.
-Multiple adjustments to npc's, placement, logic.
-tweaked weapon drop ammo count
-New street ads, prefabs and props.
-Updated back alley in first stage of rising high. Now the gatling shotgun will be hidden in a garbage container.
-updated package first stage certain layouts and added new subtle light sources to start
-updated rising high skywalk AI sight and closed off back of map, added door from which the player came.
-Updated rising high last stage exterior and added new AI with precision rifles. Tweaked difficulty for nightmare.
-added extra light for teddy in level1.witness.
-Added dynamic rain change, example in level1 witness. Rain will dynamically stop when entering building with Teddy.
-added stamina to jump. No more bunnyhopping.
-Majority of slide doors replaced with new, updated script
-Majority of hinge doors replaced with new, updated script
-Added barrel in witness-can be kick to kill enemy
-fixed olga chat/interaction colliders.
-Added time of day variants to apartment story progress
-Increase button axis sensitivity. WSAD should be more responsive now. If you preferred the previous version more, let us know and we'll try to add it as an option in the game settings.
-add emtpy mag sound/click
-Updated logic/chronology of unlocking witness. (Now after tutorial there will be an intermission leading directly to the bar from which the player exits at the start of lv1.Witness
-Updated Precision AR impact forceAdded
-light variations for 3-2 sabotage (dancefloor) to make it lighter in casual-normal difficulties. Will remain as it was for Nightmare difficulty
-Remember toggle state for running.
-added scanline variations 6: 4 scanlines variationg in brightness and contrast, resolution. 2 CRT effect ,regular and dark.
-Updated enemy pistol (alternate) for possibility for longer distance of attack (used in new 2-3 stage)Updated pistl tracer. Thinner and should be easier and more visible to track the bullet trajectory/spread
-enemies will burst through hinge doors when killed and pushed by force of weapon.
-added red handles to door that can be kicked open/superkicked.
-multiple smaller fixes and adjustments to levels (ie specularity and material of doors in street level select hub, remodelled doors, adjusted collisions etc)
-mutlpile other smaller tweaks, adjustments and fixes.
Project Downfall: Early Access Release Notes
Hello Everyone,
Popping in with some quick information on the Release build of Project Downfall and plans for future updates.
Release time and date is set for 15.III.2019 17:00 CET
As some of you might remember, during the closed beta we had given a preview of some work in progress levels. These are shaping up nicely and as promised will soon be good enough to be re-added to the public release.
Before I move on to the estimated updates and notes, sharing the new EA Release trailer:
https://www.youtube.com/watch?v=pSTtO1rwKWU
So, moving on to the topic at hand:
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22-24 March 2019: First update. 1 new pill(berserk pill), 1 new level (Level6. It's Personal) with dedicated dynamic tune and updated gore system. Lots of other smaller tweaks, fixes and adjustments (ie itemdrop pickup arrow making it easier to spot pickups in dark areas, adding quality setting presets to game settings … more detailed info will be in the update notes).
Also worth noting is that the update will be on a newer version of Unity.
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6-10 April 2019: Second update: 1 new level(Level7. Less than zero), 1 new pill(combo pill) and possibly also a part of the freeroam hub. Tweaks/fixes/adjustments
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After that, we plan to add at least one new level a month, along with dev and implementation of features set for the full version. However, most likely will be adding smaller updates in between. And just to be clear: the upcoming gore update is not going to be the final word in this regard. The first upcoming update will feature gore effects depending on where strikes/bullets connect/weapon etc. So a shotgun blast to the gut might result in shredded intestines spewing out, a lead pipe or precision rifle to the head might smash it into little bits with other fun variations and so on.
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Casual difficulty is the least tweaked difficulty setting. The major focus was for Normal-Hard-Nightmare difficulties, which ought to rack up completion time significantly.
And for the sake of clarity it's worth noting, that currently there is no end-game. One of the first possible endgame routes is planned around level 17, so this will still take a while.
And obviously, the current build does not represent the final quality and refinement we are aiming for-we want to make it better and will continue to do so throughout the dev. So revisiting levels will be recommended!
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Note on localisation: English is the main focus right now but the majority should be playable and understandable both in simplified Chinese and Polish. So as dev progresses, English will have the first priority followed by Polish and Chinese.
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And last but not least...just a heads-up, we are a pretty small team: it's only my 2 friends from Solid9Studio who are doing the programming and me doing all the rest, so keeping the deadlines we set for ourselves for PDF is pretty time consuming. Due to this I won't be able to attend the forums like a regular community manager, but I'll do my best to keep you up to speed and be in constant touch on the Steam forums. After all, this is crucial, because without your feedback and interactions, we won't know if the game is headed in the right direction.