Project: Break//Down is a experimental 3D action-adventure brawler with a unique limb-based combat system that allows for satisfying combat. In this game you explore the EZON complex a mass production and distribution facility secretly gone rogue in the shoes of 2 fools.
[h1]From Steam play test to Steam Demo[/h1]
Hello were happy to announce we feel Project breakdown has reached point were we can move from steam play test to a stable demo. what dose this mean nothing much were just changing the way were rolling out new game builds.
[h2]How will it work[/h2]
[h3]Steam Demo build[/h3]
This build will be our most up to date [b]stable demo[/b] mostly for people new to the game so we can put forwards our best impression of what the game is meant to be. This will be updated from time to time, until the first chapter(department) is finished.
[b]Is the demo polished and finished Nope.[/b] But at the rate i was going i would of never pushed the demo out forever procrastinating this was meant to be released like 4 months ago.
[h3]What about the Steam Playtest[/h3]
Here we will upload and test[b] experimental builds[/b]. This includes; new changes to combat, graphical changes, AI changes (new enemies, new behaviours), experimental optimisation changes and more. currently (At time of posting) It should be down but we will put it back up when were ready to try new Things
Anyway here is a change log for the new V.0.38 build
[h1]Change log:[/h1]
[list]
[*] Added player dialog to scene 1-1, 1-2, 1-3 ,1-4.
[*] Added arena-like lock down segments were player will have to eliminate all enemies to progress.
[*] Added new player Grapple traversal segment to 1-4 and the arena.
[*] Tweaked rag-dolls for more impactful hits in combat
[*] Optimised the game physics for smother game play
[*] Fixed rotation of 2-handed objects (chairs, table and barrels) to not obscure the player view when held.
[/list]
[h1]So whats on the list of things to come.[/h1]
Recently we got a 3D modeller onboard to help make the game look better first on the list is to actually have a [b]player model.[/b]
But on the list we have other things like:
[list]
[*] creating models for the robots and boss
[*] Adding journal logs
[*] Finishing and polishing the boss fight
[*] Fixing/optimising the level loading system
[*] A better save system
[*] A stun/execute feature for Powers
[*] Special AOE attacks with weapons
[*] Add a setting for head bobbing
[*] And game setup on initial launch
[/list]