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Project: Break//Down - Beta Demo›Events›v0.39 save system + combo attack system
In-game event

v0.39 save system + combo attack system

Project: Break//Down - Beta Demo · published 18 months ago

All eventsPlayers around this dateRead on Steam

Sup Guys, I have two major and one minor additions to the game and a few other smaller fixes.

Save system


First off we have implemented a Save System alongside a fixed checkpoint system, this means you can play at the checkpoint you left off and also makes game events like cutscenes will only play once so you don't have to sit through them over and over again.

Melee combos system

The second major change is the new addition of the melee combo system. Attack left and right to complete a combo to use special moves (there are currently only 2) these moves also change based on what you are holding in each hand.

First off, the Heavy attack (performed with ->, ->, <- or <-, <-, ->) had 4 variations based on what you are holding and all have a lunch effect.

The fist is a side swipe,

The batton is a backhand slash

The heavy object is an AOE slam

And the poll is a ram-like attack(still cycling through animation for this attack)

Second, we have the sweep combo which allows the player to commence a sweeping barrage of hooks (and shoves with the pole)

The combo system is dynamic which means combos can be collected/ unlocked later in the game by the player. This also allows us to generate the combos in the combos panel to show you your available combos.

Journal system

The Last change is that we have a journal system, collect papers from around the complex and read up on some lore. (we're still sprinkling them everywhere) the journal system is not yet tied to the save system resulting in a wipe of your journal when you close the game.

Other changes

  • Fixed an issue with the player being able to scale a wall in levels 1-1.
  • Fixed a big issue with player movement- turns out two player movement functions were fighting over each other, The slope walking and stair climbing script was causing the jank in the player movement.
  • Settings setup now triggers at the start of the game if the settings haven't been looked at.
  • Quality settings update to improve performance on low-end machines.
  • Fixed an issue with throwing objects.
More from Project: Break//Down - Beta Demo

Other announcements

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In-game event8 Sep 2026Project: Break//Down: v0.41.0- Upgrade SystemUpgrade, People Upgrades- In this new build, I have added a new upgrade system. Fight enemies for scrap and spend scrap on an upgrade station for a permanent campaign upgrade. Upgrades are both effects and stats and include upgrades like faster attack speed or a bigger base battery charge to a GroundPound and slowing down time when in grab mode. Upgrade system Upgrades can be brought from ‘Upgr…In-game event1 Aug 2026Updates to cuttent buildUpdates to the current build: · Updated enemy attacks to have telegraphed animations with special visual effects. · Added a fallback timer for the grapple hook if the player can't reach the grapple target · Headless enemies now attack on an offset · Forklift now has reduced health and takes damage for crashing into the environment · Forklift now has a visible UI health bar when driving · Centre…Project: Break//Down -Game update17 Jul 2026Update to current build - Quick grabUpdate to current build - Quick grab Added · Added new Quick grab feature to pick up items with one button. · Added new drop items feature to drop items like barrels without throwing them. · Added a sprint toggle option. Changed · Charge attack now uses 5 energy. · Redused cool down on grapple hook. · Added reduced cooldown on grapple hook for a miss. · Extended grapple hook range. · Extended g…