An overdose of reality can have dire consequences… Descend down the rabbit hole and embrace your Downfall in a trippy, brutal and stylized adventure.
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Release Date:
Mar 15, 2019

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“First and foremost: Because this will be the best way to build and evolve the game: based on the feedback of you guys!

Second: To avoid the commotion with all post release updates/ day one patches and so on, Early Access will be the best solution. To get the game up to the best possible experience, so when released it will prove to be a polished and bug-free experience.

The current build is what Id like to call: a core experience. All the core features and mechanics are there, with enough levels to keep you busy for some time. With time, the game will expand with new levels and adjustmens and tweaks based on the Early Access feedback.

The core game (6levels, most of which are multistaged) are already fully playable with their respected difficulty settings.

The full game is planned to have 21 levels. Currently some are underway, as well as new features, weapons, enemies, freeroam area, non linear plot porgression and so on.”

Approximately how long will this game be in Early Access?

“Hard to pinpoint and exact timeline, but around 11-13 months (around 1-2 levels a month with acompanying features, mechanics, tweaks and fixes)”

How is the full version planned to differ from the Early Access version?

“-more levels (circa 15 actoin levels + freeroam extra missions)

-more weapons

-more enemies


-more tunes

-brutality kills (finishers)

-adrenaline stat (for brutality kills and environmental/special attacks)

-new pills with new effects (berserk pills, combo extension pill etc)

-tweaks,fixes adjustments and adjustments based on EA backer feedback

-analogue crouch/lean system for gamepads

-special attacks (ie slide kick with slomo)

-environmental attacks (vault over certain obstacles with kick or slomo shoot)

-leaderboards (based on difficulty)

-non linear plot and progression

-Achievements and stats

-and much more

Full game will be avaialable in 2 versions: with and without the Soundtrack. EA backers will receive it for free”

What is the current state of the Early Access version?

“Currently the game has 6 full levels, home/apartment level, street hub level. All are already fully playable with their respected difficulty settings (and boy, do these, sometimes change a level).

Most levels are multistaged and difficulty will significantly impact completion time.”

Will the game be priced differently during and after Early Access?

“Project Downfall will cost a bit more once it leaves Early Access.”

How are you planning on involving the Community in your development process?

“With the help of the players feedback, it will be possible to improve and tweak the levels, features, mechanics-or any other important factor for that part- as much as possible.

We'd like to get in touch with you guys and gals and know what you think! So dropping a line or two on the games Steam forum will help provide the best possible experience during Early Access with the goal to deliver an enjoyable and memorable game, that you will like coming back to.”
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Recent updates View all (7)

March 15

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:

So, moving on to the topic at hand:


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.

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


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.


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!


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.


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.

Thanks for tuning in!
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February 21

Private Beta closure and Relase build update

First off thanks to those who took part in the private/closed Beta! We appreciate the feedback and hope you enjoyed the ride.

Due to the upcoming release, temporary Work In Progress levels will soon be removed from the main build. This includes:

-The freeroam hub level (accessible after completing level 3)

-Associated levels with the freeroam hub (Kyoncha exterior, Chinatown and Talltrees)

-Levels 6 & 7

But fear not: this is only temporary and they will return during Early Access, once they are polished up enough. Not to mention the game will continuously be updated with even more cool stuff (as stated in the Early Access and Steam description): such as more multi-staged levels, new combat moves, finishers, weapons and so on..

If you were taking part in the closed Beta and you'd like to get access back to the WIP levels, feel free to get in touch and I'll arrange a private Beta branch and password.

So right now the STEAM Early Access Release is set for the 15th of March. The biggest changes revolve mainly around multiple tweaks, fixes and optimisation. Many of you complained about the lighting in the toilet in the first Sabotage level-this has been fixed as well as more visible bounds in the following club level. Lighting has been also adjusted in one of the skinhead level(Rising High): as not too venture too much into spoiler territory, those who played it, ought to see the improvement right away. Basic Polish language has also been added (very basic and will still need some work) as well as smaller visual tweaks and details in majority of the Release ready levels. Oh yeah, AI has also been tweaked and difficulty differences are even more varied now and there are some new bullet hit particle effects. So there's that, and a whole lot more. But let's leave it at that, otherwise everybody will skip this wall of text;)

Apart from that, as some of you might have noticed, Project Downfall shares the Sinless lore, albeit is taking place before the Ports became mandatory. You can be sure there will be even more tie-ins as dev progresses.

So that's it for now. Getting back to the dev & till the next one!
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About This Game

Welcome to your Downfall...

Project Downfall (PDF for short) is a trippy, reflex based shooter with adventure elements. The game is an overall mashup of the the movie „Falling Down” with M.Douglas and the style of „Hardcore Henry” and „John Wick” in a retro (DOOM,Duke3d,Hexen etc) stylised visuals with modern post effects and Dynamic Original SoundTrack.

You start in your apartment after another routine day at the office and your adventure starts from there. The storyline will progress with completion of main missions.

You are a regular, middle class citizen. By day, leading your ordinary, rinse-repeat corpo-routine life, with your lovely girlfriend Olga by your side, a well paid job and crib with an amazing view. What more could a guy want?

By night however, you give your contribution to society as a self-proclaimed dealer of justice, dispatching all sorts of scum with extreme prejudice… Or, at least that is what you think...

Main missions will be accessed from your car outside the apartment. In one of the earliest updates after the games Early Access release, the area will be expanded with a freeroam hub which will open up to other parts of the city with optional missions with progression of the game.

With addition of new levels during Early Access, the plot will branch out at certain points leading down alternate paths/levels. Certain levels will only be accessible with certain restrictions (ie depending on timeline, if certain character was discovered/spared/killed and son on). The game will offer multiple endings.

    What to expect (Early Access):

  • A fast paced shooter where reflexes and quick thinking count

  • A dynamic and fitting Original Soundtrack which adapts to what's going on on-screen

  • Cannon fodder

  • Trippy visuals

  • No health regen

  • Actually no way of replenishing your health at all

  • 6 levels (4 multi-staged)

  • Combo kill and style system

  • The Superkick

  • lots of fun ways of dispatching your foes

      What to expect from v. 1.0

  • More cannon fodder

  • over 20 levels

  • Non linear storyline progression with multiple endings

  • freeroam hub area with activities, secrets etc

  • Leaderbaords

  • brutality finishers and environmental attacks

  • Achievements

  • and more

Mature Content Description

The developers describe the content like this:

Game contains violence, blood, vulgar language, medication usage and explicit themes.

System Requirements

    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or newer
    • Processor: Dual core from Intel or AMD at 2.8 GHz
    • Memory: 4 GB RAM
    • Graphics: nVidia GeForce 8600/9600GT, ATI/AMD Radeon HD2600/3600
    • DirectX: Version 11
    • Storage: 600 MB available space
    • Sound Card: DirectX Compatible
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 SP1 or Windows 8.1 or Windows 10 (64bit versions)
    • Processor: Intel Core i7 3770 @ 3.5 GHz / AMD FX 8350 @ 4.0 GHz
    • Memory: 8 GB RAM
    • Graphics: NVIDIA GeForce GTX 760
    • DirectX: Version 11
    • Storage: 600 MB available space
    • Sound Card: DirectX Compatible Sound Card

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