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Project Downfall

Platform(s): Nintendo Switch, PC, Xbox One, Xbox Series X
Genre: Action
Developer: MGP Studios
Release Date: Dec. 1, 2022

About Rainier

PC gamer, WorthPlaying EIC, globe-trotting couch potato, patriot, '80s headbanger, movie watcher, music lover, foodie and man in black -- squirrel!

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'Project Downfall' Early Access Update Adds New Levels, Finishers, Music Tracks And A Slew Of Fixes - Trailer

by Rainier on July 13, 2021 @ 9:56 a.m. PDT

Project Downfall is a retro-style, cyberpunk, reflex-based shooter.

Get ready for a one of a kind mashup of the movie Falling Down starring Michael Douglas in the style of Hardcore Henry and John Wick with a dash of Hotline Miami – all with unique, retro-style visuals and supported by an original soundtrack.

Welcome to a vision of the world on the edge of decay – a world in which the biggest political and economic clash since the Cuban Missile Crisis is now emerging. The European Union is in disarray. France and Germany are each embroiled in their own brutal civil wars. Poland and Hungary, on the other hand, have joined the Novorussian Federation. This new political power has, naturally, triggered the creation of its exact opposite – the Pact of the Transatlantic States, brought to life under the supervision of the United States to stop the crisis and become an alternative for an already weakened European Union.

To save declining government budgets, those in charge have started to look for ways of squeezing more from citizens already exhausted to the limit, and they have finally come up with a seemingly perfect solution: meds. Everyone capable of working is forced to routinely take medication prescribed by doctors in accordance with the newly adopted law. The meds program is aimed at creating a more efficient workforce.

Nothing comes without a price though: all chems have their side effects and sometimes just a tiny dose is enough to push you down the path of no return – one that will prove to you that an overdose of reality can have dire consequences.

Project Downfall is a retro-style, cyberpunk, reflex-based shooter with adventure elements, where the key to successful gunplay is to use cover and your pills at the right time in any given situation.

Self-medicated and low on ammo with no time to reload – and facing an enemy reloading right in front of you? Dash up to him and smack him with a self-medicated kick to send him flying. Dodge incoming bullets for a score multiplier. And rip enemies to shreds with your huge arsenal of weapons, including several different shotguns, a minigun, a berretta, a katana, and even a lead pipe.

The developers have been working hard the past couple of months on the Early Access version of Project Downfall with 30% discount until July 19, 2021.

They’ve added multiple new subplots, combos, collectibles, and, most importantly, heavily improved the AI of the most challenging enemies, who can now use various tactics depending on the current situation of the battlefield. These include flanking, taking cover, retreating, and stalking. Keeping in mind that the developers were also preparing special content for the game’s upcoming feature at Realms Deep 2021, MGP Studios could use a break after all the hard work.

But instead, they’re back with one of the biggest updates to the game yet!

For now, let’s focus on all the juicy details from the latest game update below:

  • The bleedout states. Style up kills and combos with your weapon of choice to make an enemy enter the bleedout state. The effect will depend on where the enemy was hit. Shoot his arm off, for example, and he’ll grab the blood-gushing stump, screaming in agony. He’ll yell while he falls to his knees, guts spilling out after a shotgun blast to the abdomen. This is where the real fun begins, as bleeding out an enemy is only the start of this glorious world of spectacular, memorable, and bloody finishers!
  • Finishers executed via a one-of-a-kind Punch Through system. Depending on your weapon and caliber, the finishing blows will literally tear your enemy to shreds. Turn your enemy into Swiss cheese with the uzi or vulcan minigun. Rip gaping holes with the howler. Disfigure them entirely with the various shotguns or cut them in two with the katana. There are so many possibilities – you’ll have difficulties just deciding which one to choose.
  • New levels. Including one inspired by the classic Hitman level “Traditions of the Trade”.
  • New tracks added to the game’s already awesome soundtrack. And they’re now available for download – find them HERE to get pumped before the fight.

On top of that, Steam collectible cards, emoticons and backgrounds, and all the other good stuff the community loves are expected to be released within the next 24 hours.

A free demo for Project Downfall is now available on Steam.

Details v 0.9.21.0 Update List:

New features:

  • Bleedout State and our Punch Through Finishers!

    Bleedout states: Style up kills and combo with your weapon of choice for an enemy to enter bleedout state (bleedout state will depend where enemy was hit, ie shoot his arm off and he will catch the blood gushing stump screaming in agony, or yelling whilst spilling his guts and falling to his knees after a shotgun blast to the abdomen. Now it's time to FINISH HIM!

    Finishers with our unique Punch Through system! Depending on your weapon and caliber the finishing blows will rip you enemy to shreds...literally! Turn your enemy into swiss cheese with the uzi or vulcan minigun; rip gaping holes with the howler; disfigure them entirely with the various shotguns or cut them in two with the katana and more. So many possibilites, so much fun...

  • New lifehacks: Ultra Core. For those masochists who found nightmare mode too easy and are doing full combos for every stage.
  • New levels:
  • Ashton Plaza (don't want to spoil too much about this one)
  • 2 levels inspired by Hitmans classic „Traditions of the Trade” (won't be easy to discover them though)
  • Secret level: The Ascen

General updates and fixes:

  • updated adrenaline system visuals: new animated neuron overlay with activation sounds to immerse the raging moment.
  • Improve evade and shoot for enemies. It will now try to get into weapon range more often - not totally random. AI should feel smarter.
  • Add bleedout combo – JUICY (Enemy enters bleedout state) REAPER(Enemy finished during bleedout state).
  • Make sure input works after pause during fade in.
  • Allow opening menu after dying in main menu.
  • Add scale up on fire effect to Crosshair 5.
  • benefactors final AI and clouds from roof view update
  • Hall small time updated OC (fixed bugs with transition room) and fixed related exploits and added personel only gate call/lock off event on final room enter
  • Make EvadeAndAttackWhenInRange work more like its ranged version (wander very often, charge when player is 8 meters away)
  • pleasurehub fix wall texture glitch (mesh positioning) in sub level
  • hall miniboss updated uzi minoboss with radius player behaviour with according waypoints, values etc
  • benefactors final street level fight shotgun move shoot enemy updated move and shoot values for miniboss.
  • cod station updated AI final part melee for evade/move attack behaviour
  • hall smalltime small update uzi minoboss behav
  • updated benefactors fog high level exterior before drop event and general lighting as well as AI and miniboss encounter (minigun) at street level (WIP)
  • memento safe update with descent hell drop
  • Fix weapon not always visible in the UI after quick throw and grab.
  • updated Casino midfloor firearm AI pre midroom to new system with flank and retreat logic and updated stair melee AI accel for less chance of stack up (to be replaced with evade melee subtle when added)
  • added Redhand rig graphics and armored version
  • Fix how we pick up weapons if we don't have enough weapon slots.
  • added reload animation for gatling howler and minigun and updated hierarchy of gunbob (due to reload transform position)
  • updated minigun and howler reload animations
  • blowhard added details to axel keycard back alley and reactivated regular interaction to peepshow door
  • added hotel pavlovich WIP scene (perpping room prefab)
  • azurhub updates: obstacle navmesh to construction block wall and titanprog neon entrance (WIP) to building
  • added WIP level access room to workday exit office oude station
  • updated subway work transition to lv2 and reverse and details from main subhub
  • redhand enemy controller with anim idle override added
  • Added Redahnd Armored enemy controller with destructible armor
  • Added Redhand miniboss confrontation level (WIP) with according AI and waypoints
  • cops holding cells added Redhand
  • home interview phone call with according logic added (prepping for moving interview to freeroam)
  • added brain end run KC sweep chat event
  • lv2 room office udpated (ie included monitors including top OC employees/discord users)
  • updated lv2 port installationarea (reception, receptionist, chat events, polish, etc)
  • added bacground logical connection to hotel topdog to connect have visible other lore /important POI (ie Lanq Airport, Ashton Suites etc), udated map with details, terrace, etc)
  • updated Hotel Ashton Plaza hub with according connection (preparing for connection with Topdog route and moving from start screen. Start screen will take player to Ashton hotel hub)
  • fixed missing mesh(fall through map) in speedbump and added missing meshes to other variants (terminus and cleaner) (Thanks: Nekromorg)
  • fixed jman civie enemies (Thanks: gamb)
  • fixed navmesh bug azur south (Thanks: Bones)
  • fixed mixer assingment is Rising High first two stages (thanks: gamb)
  • fixed unused door in curfew (thanks: gamb)
  • Fix akimbo with weapon that was droped when there are no empty slots.
  • added interview logic and conditions to azur main hub with elevator exit and block off gate
  • updated condition for interview to show up in car lev sel ( will only be accessible once interview is unlocked and titanprog office has been reached from freeroam first)
  • teddy and personal final audio mix fix (thanks: gamb)
  • fixed memento enemy weapon bug (thanks: BONES and gamb)
  • added multiple new details to memento (gore floor, glitch out, shutter open event and other smaller details)
  • memento updated with multiple events (safe apartment with gf chat events, teleport and updated encounter post teleport)
  • multiple mixer fixes based on community feedback (ie Blunderbuss, Pumpmaster, Slugger dry sounds, multiple level door sound fixes etc) (Thanks: gamb)
  • fixed train collision for liberator final (was same issue as previously in COD. Now uses COD trains and should work correctly) (Thanks: gamb)
  • mutliple tweaks to redhand uno hotel details and bariers to street exterior
  • subway work updated lv 2 port install event (installation progress, glitch effects, sounds, room etc)
  • added redhand hotel encounter event lockdown and conditions
  • Fix not being able to consume pils when avatar was disabled.
  • added eye armor glow to redhand hotel encounter so he would be better visible when light shutout event
  • updated shutter closed redhand uno hotel and some other smalller details
  • fixed teleport trigger panel in work station to lv 2 office
  • doubleduke fix mixer (thanks: gamb)
  • update subway work port install event (modified gfx for multiple sprites and new tween for neck install z )
  • redhand ashton plaza updates, curbs, zebra crossings, elevated pave segments, street segemtn paves etc
  • contractor start fix mixeer sounds (thanks: gamb)
  • moved providence access to freeroam with all reqiured conditions (and adapted/modded lev car conditions to be accessible once reached in freeroam)
  • large udpate to old providence start. Now will be prelude to Providence (warming up) and added multiple elements from curfew/package maps and bar interior along with olgierd/sanity condtions and events
  • fix typo pre interview tv (Thanks: Nekromorg)
  • added new secret LV2 Tengu level (singlestage) WIP
  • updated redhand killed conditions for exit hotel uno
  • fixed privdence start new OC
  • updated pavlovlich hotel sidemission (details, polish, destrctibles, materials, layout, AI etc) todo and note (AI new method evade doesnt open/interact with doors)
  • hotel room prefab updated and fixes (ie doors and walls) for pavlov hotel hit
  • pavlov hotel hit ai updates and further polish
  • hotel pavlov event hit added (temporary workaround until dedicated method is added). Fixed navmesh, added hitman kamikaze with pavlov go to and kill event
  • fixed bizzare bug with crufew thug chat (chat was attached to footsteps collider / generally chat cloud is attached to collider in sounds)
  • added further detail to hotel hit pavlovich and polish (ie destructible bariers, columnt second floor hotel rooms corridor and other tweaks, updated AI base ground floor encounter etc)
  • updated hotel hit pavlov further details and destructibles (ie GPU inst destruct columns 4 sided with rebar material beneath, hotel sign/neons, weapon and pill layout etc)
  • added level id for hotel hit pavl with conditions (unsung), added to proj
  • added hotel unlock conditions to freeroam (replaced placeholder in jman freeroam now with pavl hit info unlock-hotel key) with respectable timeframe for level to be active (keycard is only valid for one day)
  • added pavl saved and talked unlock conditions to thuglife
  • Added OC to Unsung and Ashton Av/Plaza
  • hotel rooms numbers updated accordingly (depending on floor as well)
  • azur hub added access entrance to hotel as well as according conditions for opening and new OC
  • oude lv2 receptionist new with new bg anim behind to make him stand out more
  • updated event pickup for pavlov hit in jman free.-complete overhaul update to jman free from current version jman 2 (jman free was missing mulitple polish, details, etc, ie alley, adverts, destructibles, etc)
  • added letter and hotel keycard pickup
  • added home clipping to clipboard interaction with conditions and according text for pavlov hit
  • updated substation work lv2 office with port installation info poster with shine material
  • updated tengu final with VIP exit (lv 2 access) to new secret (ascent)
  • Add ablility to disable all UI elements at once.
  • Hide adrenaline bar if hud is disabled from settings without scene reload.
  • memento safe large update to second/final part of stage (the descent, with AI layout, tweak,s maze, bottom of the hole encounter, events etc)
  • updated memento safe events, with endgame scene in dark corridor and according chats/events to endgame
  • further updates safe memento final encounter (idle anim hero, blood gush and sounds, block off final enemy encounter to avoid bugs etc)
  • updated curfew with correct direction (vista avenue instead of azur, lower atsil block sign, whole azur sign on opposite side etc)
  • fixed guts collision with enemy bleedout
  • added pighead rectum bleedout condition
  • providence intro new udpated signs from curfew
  • fixed homies/westboys bleedout (removed from controllers with modded bones from default)
  • slum block providence fixed harold kill perm condition
  • optimised railing hotel and tengu (for lighting layer-optimised tengu start and new scent lv lighting-optimised lighting hotel
  • added sign for lv clearance answers
  • fixed multiple text issues in endgame texts and updated curfew cop chat directions text (switched azur plaza with vista avenue)
  • added hotel alternate level access minuteman from condition
  • arcade fixed and updated AI for hard and nightmare (Thanks: Nekromorg)
  • setup garage added bariers to top floor to avoid possibility of falling off roof/out of bounds
  • added WIP text chat (not implemented yet) for brain ic trauma chat (keycard etc)
  • subwork secret area lv 2port added ecoin
  • fixed incorrect global var for interview in start screen (disabled global flag

Key Features:

  • A fast-paced shooter that will test both your reflexes and quick thinking;
  • A non-linear story with multiple endings set in a cyberpunk, dystopian future that will be added during the Early Access development;
  • Unique, trippy, retro-style visuals;
  • An original soundtrack dynamically adapting to what's happening on-screen;
  • A combo system based on self-prescribed pills, which opens a new dimension for you – a special Focus Mode, slowing down the action ¬– crucial to your victory in combat;
  • A large weapons arsenal including several different shotguns, a minigun, a berretta, a katana, and even a lead pipe;
  • Lots of fun ways of dispatching your foes, or “cannon fodder” if you will;
  • The Superkick! Give your opponents a quick and completely free flying lesson!

Project Downfall is now available on Early Access, and coming to Xbox One & Switch later this year.


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