Down to One cover
Down to One screenshot
Genre: Shooter

Down to One

Bugfix Update & Server Browser

Good afternoon all!

A bunch of changes in today's update, mainly focused on ease of entry for anyone who purchases the game in the future and wants to play without getting into a server.

Now, the default "Play" option in the menu will spawn you into a solo roam map, let you roam around, collect weapons, items, etc, fight snakes, and generally get a feel for the game.

In addition, the server browser has been fixed, so now anyone who wants to host their own server can, and it will appear in the in-game server browser.

Steam Master Server Update

Hi all,

It's been a while! This update migrates DTOv2 onto Unity 2020, and importantly adds in Steam Master Server support to replace the old Master Server. What does this mean? Well, now anyone can actually host their own server, and anyone else can join it.

Here's what you'll need to do, if you want to host your own server:

  • DMZ your router (google how to)
  • Forward the port you're hosting your server on on your router (google how to)
  • Disable windows firewall - Steam MS doesn't like this
  • Get your public ip address, port, and put it into one of the server .bat files that comes in the same directory as DownToOne.exe - ie "SERVER_WORKS_STANDARD.bat" and replace the ip/port there with yours
  • Double-click the bat to host your dedicated server


Alternately, there's now an option to host your own private server (ie. LAN only) if you don't want to do that, and just want to explore the map when there are no servers around. Just head into the main menu, click play, and click "Create a server".

As always, join the official Down To One Discord for updates https://discord.gg/jT5EArz

Down To One v2 Open Beta Testing



Happy Easter all!

Some exciting news for anyone who has Down To One in their Steam library - the very first Beta servers for DTOv2 will be opening up today, available to anyone who has DTOv1. In approximately 12 hours from this post, you'll be able to jump in to a new, revamped Down To One experience, with some new features to look out for. Here's a quick TL;DR on how to play below:


You now play in one of 3 teams - Blusec, Redsec, or Independent



  • Secure a "home base" for your team by capturing an area's radio tower
  • The team with the most players in the playable area will slowly gain capture points
  • The team that ends up with 100 capture points will win the round
  • The last 10 minutes of each round is a traditional Battle-Royale, fight to the death.



As well as the new main game objective, there's a few new features for those that haven't played any of the previous DTOv2 betas, here's some of the most prominent ones:

  • Players can now Vault over obstacles (default: V)
  • Players can now lean a variable amount (default: G + Scrollwheel)
  • Players can now pickup a large array of environmental objects, including objects which spawn items. This can be used to construct a "base"
  • Many environmental objects are now destructible
  • The jeep is now drivable
  • Players can now lean a variable amount (default: G + Scrollwheel)
  • There are multiple new areas on the map
  • Players can now bring up the map in the UI (default: M)
  • Players can now select/swap their team throughout the round (default: L)



As always, join the Down To One Discord to chat as you get into the new beta!

December Status Update & DTOv2 Devblog 5


2018 has just about wrapped up, so let’s take a look at what’s new since our last devblog, and where Down To One v2 will be kicking off next year!

A change of pace
One of the biggest changes to Down To One v2 will be the new “mode” that the game is played in. It’s not really a mode so much as a new game, as Down To One moves from a Battle-Royale esque, single life, solo concept to a team-based, competitive survival, King-Of-The-Hill.
Specific changes include:

  • There will be three teams that you can join in any round – RedSec, BluSec and Independent.
  • Rounds will now target 60 minutes, or however long it takes for a team to reach 100 points.
  • Each team is awarded points if they control the playable area, by having the most members inside of it.
  • The last 3 minutes of each round will end how classic Down To One rounds finish, with the playable area closing in and respawns disabled, with the last player standing earning extra points for their team.
  • Rounds will now target 60 minutes, or however long it takes for a team to reach 100 points.

This change is important to having a stable playerbase when DTOv2 releases for free. Battle Royale games are simply not sustainable in terms of players required, for all but the absolute largest titles, and this change will allow the game to be played by anyone, at any time, just by joining a currently active round.
Also, the concept stays true to DTO’s original goal of competitive survival – you will still have to loot food, water, weapons, and bandages, and dying will still be a big deal. Essentially, it’s a modernised format of the game that allows for a lot more flexibility. You can now play with your friends, jump on to support your team for 20 minutes and jump off again, and have a lot more options than just having to commit to a full BR game (and then waiting 30 minutes for another round to start if you die 3 minutes in).



Vaulting
New gameplay isn’t worth shouting about without the mechanics to back it up! Vaulting is now a thing in Down To One v2, primarily to get you over ground-based obstacles (like fences) easier.


Vehicles
Cars (well, the one test car) actually works over the network now! #DayZTakeNotes


Monetization
An easy, simple, and good value monetization system is needed for DTOv2 to keep servers running. After a poll on our official Discord, the "Down To One Competitors Upgrade" is looking like the system that will be implemented for DTOv2 - this would give you:

  • Custom Role on Discord & Highlighted name in-game
  • Access to Character Customization skins (only 4, but more than just default)
  • Contentious bit 5 more perk points than a default player (default players would still be able to fill up their perk slots, but obviously this directly translates into a paid advantage, however minimal. I would personally only consider it because the advantage would be so small, that if you are a better player without this, you will still always beat a player with it.


Importantly, Down To One v2 is now inopen beta – all you need to do is join the official Down To One Discord to gain access to the beta branch. Join here: https://discord.gg/SEMD4AT
Don't forget to follow @DownToOneGame on Twitter as well, and from the team (me) here at Gadget Games, Merry Christmas & a Happy New Year!

Better Beta - July Status Update & DTOv2 Devblog 4


Down To One v2 is now in early stage Beta testing!
With that out of the way, let's take a look at what you can expect if you're a beta tester, and how to join in and help make the most competitive Battle Royale shooter on PC!

New Things
Cloud-Saved progress is now a thing, with the (currently up & running) Master Server now home to your Perks, in-game Cash, and other preferences. This is a major piece of key infrastructure for DTOv2, so it needs as much testing as possible before release. The old system in DTOv1 used Google Sheets (yes, Google Sheets) for too many elements, which, obviously, was a bad idea.

Ladders
Ladders have now been reworked, and are considerably less janky than in Down To One v1. Now, when you are stationary, your characters' hands will use procedural animation to place themselves on the nearest rungs of the ladder, to make for a more immersive visual experience.


Dynamic Weather
Background Audio has been reworked now to improve performance and provide more capability for cool things, like dynamic weather. Speaking of dynamic weather, you might experience a light shower next time you play.


Scope Glint
Another fun feature that helps to balance out the strength of sniper rifles (that were too strong in the original Down To One) is Scope Glint. When a player with a sniper rifle is looking down their scope, in your direction, you'll have the chance to spy them out with a small, telltale glint. See if you can spot it here:


There's also a few more big-ticket items that won't make their way into any devblogs before release - if you'd like to check them out, the only way to do so is to participate in the next Beta tests on the official Down To One Discord! Join here: https://discord.gg/SEMD4AT
Don't forget to follow @DownToOneGame on Twitter as well.

Breaking Everything - Post-February Status Update & DTO 2.0 Devblog 3

Hi All,

It's time to take a look at what's been going on in #DTOv2 development since our last devblog in January!

New Destruction System
Since launch, the props around DTOs map have always felt a little bit flat. This is changing in 2.0, with an all-new networked destruction system.

There currently is about 15 of the smaller props on the map that have the new destruction system added. Pared with the new item-placing system, you can build a fortification, and destroy it too!

(It's a good reason to actually use grenades now as well)


Variable Lean System
What's an FPS in 2018 without a way to lean around corners? In Down To One 2.0, you'll now have the ability to lean as far around a corner as you need - to the exact degree.


First Pre-Alpha Test
We've hit a good milestone in the journey to 2.0, with the first (and second) pre-alpha test run in February. As always, there's still plenty more to add, but DTOv2 is now roughly at feature parity with 1.0, with just about all core systems working.


If you're interested in joining future pre-alpha/alpha/beta testing, join our discord server to get notified exactly when that will happen!

For more updates on what's been happening in 2.0, join the official discord server now! Don't forget to follow @DownToOneGame on Twitter as well.

Back To The Future - January Status Update & DTO 2.0 Devblog 2

Hi All,

It's time to take a look at what's been going on in #DTOv2 development since December!

New lighting for all materials
DTOv2 is taking a step back (to the future!) by reimplementing a feature from back when we used an older version of the engine. It's called the Cook-Torrance BRDF, and is what The Order 1866 uses, as well as early versions of DTO. The goal is not only to make DTO's visuals subtly different, but the Cook-Torrance BRDF also lends itself to increasing perceptual sharpness - a win/win in DTO!
Here's a screenshot with added bonus, the new playable area ground-contact effect!


Reworked Explosions
Using a custom built particle shader that reacts to lighting (and won't get downgraded before release - it's high performance too)


As well as explosions, many other particle effects have been reworked (old/new);


Underground Areas
Thanks to a recent poll on our discord server, underground areas of the map are coming to 2.0! This is part of a broader effort to give more character to the map, and make it interesting to just explore, even for seasoned DTO players.


New UI
Continuing the new UI improvements, with a menu that doesn't look like it was put together in paint


Those are probably the most interesting/visual changes in the last month or so, but as well as that, there's only a few more bugs left to squash before a public 2.0 pre-alpha feature parity test can go ahead - join our discord server to get notified exactly when that will happen!

For more updates on what's been happening in 2.0, join the official discord server now!

Down To One 2.0 Discord Server

Hi All,

We've got a new discord server up at https://discord.gg/HbbJXca for Down To One 2.0. In there you'll find frequent updates on development, and news as DTO2 gets closer.

As a little update on what's been going on recently, the whole UI of Down To One is just about all migrated to Unity's new UI system, this will boost performance and make the UI look a lot cleaner, it also allows for cool stuff like the new scope texture zoom:


Also in the works for 2.0 is some more documentation - check out the weapon stats of every weapon in Down To One here. If anyone would be interested in adding them to the Down To One Wikia, feel free as they are all official stats.

For more updates on what's been happening in 2.0, join the official discord server now!

New Server/Azure Platform Testing

Hi All,

We have a new dedicated server up (just click the "Use Static Server" checkbox in the main menu to see it). This server will remain up permanently while we test an important component of Down To One v2.0 - using Microsoft Azure as a replacement to our old server hosting provider. If you would like to organize a community event, feel free to add me and the server can be customized to your needs.

In 10 minutes from this post, if you would like to get together and have a game, I will be on the server doing a Q&A on Down To One 2.0.

GLHF,
-GoGo

DTO 2.0 Devblog 1 - A change of hands


DTO 2.0 Devblog 1 - A change of hands
No! Down To One is not changing hands as you might be thinking, but this devblog details some of the changes I've been making to the various systems in DTO for its biggest overhaul yet, including graphics, viewmodel (including your hands!), and new main gamemode.
 
Viewmodels in Unity
One of the biggest issues with Down To One 1.0 is the characters hands. In DTO v1, I used a multi-camera setup, with a second camera that only renders the characters hands and weapon. The disadvantages of this:







After experimenting with command buffers and tweaking the multi-camera setup, I ended up with DTO V2's solution to this problem: A 'simple' shader edit. Now, whenever a renderer needs to be rendered in front of anything else, a few things happen:





An issue popped up with this: The characters feet would render on top of everything as well. This was fixed by the addition of a script that can be added to any renderer+material to tell the material never to get "first-person'ed".
Also, the custom projection matrix was not as easy as calling GL.GetGPUProjectionMatrix in Unity, as for whatever reason, it does not return the actual values that the shader uses. So, a C#-side conversion from OpenGL into DirectX Viewmodel has to be made to un-flip it and correct it:
public void SetCustomProjMatrix(Camera fromThisCamera)
{
                var projectionMatrix = GL.GetGPUProjectionMatrix(fromThisCamera.projectionMatrix,false);// fromThisCamera.projectionMatrix;
                if(isDirectX)
                {
                                for (int i = 0; i < 4; i++) {
                                                projectionMatrix[2, i] = projectionMatrix[2, i] * 0.5f + projectionMatrix[3, i] * 0.5f;
                                }
                }
                Shader.SetGlobalMatrix("_CustomProjMatrix", projectionMatrix);
}

Now, let's look at the benefits of this approach:








So, it's definitely a win. Also, something that could've technically been done in DTO v1 was the FoV of the first-person camera changed to be smaller, which really makes it look like a proper FPS:
New

Old

 
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