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 (10)

April 11

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).


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


-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)


--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.


-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


Thanks for tuning in!

3 comments Read more

April 10

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!


The Downfall Team,

Mike, Dawid, Sebastian
0 comments Read more
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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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