One More Night cover
One More Night screenshot
Genre: Shooter, Strategy, Indie

One More Night

Critical Audio Issue Fix

We became aware of a major audio issue affecting the built version of the game. We now have fixed that issue which was caused by certain audio objects deactivating before they played the sound. We also fixed another issue causing footstep sounds to not play. Thank you for your continued patience, and join our discord to stay up to date with all the latest news! Discord.gg/BigRedPlanet

One More Night Development Update

We’ve all been hard at work the last few months since the last post on here trying to shape up One More Night to be ready for the full release. We’re going to start doing posts every one or two weeks in order to keep you guys in the community updated. We post in our community discord very frequently and it is the best way to report bugs or talk to the developers. In the next update we will also be adding a changelog to the main menu to add even easier access to see what new changes we’ve implemented. A few months ago, we brought on a new developer and have been getting him up to speed so that we can push out new updates and fixes faster so we can bring this project to life and make it amazing like all of us have envisioned!

Our last update was December 15th and fixed some networking issues, annoying UI bugs and animation issues. This time we’ve fixed many multiplayer issues including an issue causing bullets fired by the non-host to be up to 45° off from the direction that it was fired and a whole bunch of other bugs and updates to make your playing experience much smoother and enjoyable. Without further ado here are the new bugs that have been fixed.

Fixed issue with not being able to place down or get rid of building on screen after right click
Fixed issues with fence coloring
Fixed multiple sound issues with some defense objects and player objects
Fixed some incorrect respawns
Fixed placement issues with towers and defenses
Fixed deadly fog starting incorrectly
Fixed issue with deadly fog clouds changing size depending on player location
Fixed an issue causing server to try and incorrectly spawn a building on startup
Fixed an issue causing texture upgrades to be called too early on certain buildings
Fixed issue that caused all other player's building to despawn while they were trying to place if another player placed a building first
Fixed an issue causing upper body animation to not sync across all clients in multiplayer
Fixed issue causing settings to incorrectly load up on game start and can now revert settings as well
Fixed rare issue with new areas unable to be purchased
Fixed issue with missing data and rocket launcher
Fixed issue with rocket launcher turret killing an enemy and not giving kill to player that owned the turret
Fixed rare issue with multiple nights starting at once and night turning to day
Fixed slot containing gatling gun tower or barricade switching tower type to the other if one of them was placed
Fixed rare issue causing buildings to not be able to be placed
Fixed issue preventing players from seeing purchased bonuses
Fixed issue preventing players from allocating skill points in skill tab
Fixed multiple text issues
Fixed multiplayer issue causing non host to see all guns a player had ever equipped
When clicking game in multiplayer lobby, name and description will no longer disappear
Fixed multiplayer issue causing players to be able to start game when they shouldn't have been able to
Fixed multiplayer issue with rocket launcher turret bullet causing no damage to be done
Fixed multiplayer issue causing non-host to not be able to upgrade barricades
Fixed multiplayer building issue when it disabled if you didn't originally place building
Fixed multiplayer issue with flickering barricade on server side, as well as not being able to see barricade on client side due to incorrect positioning
Fixed multiplayer issue for being able to buy the same weapon twice
Fixed multiplayer issue causing non-host to have bullets shoot incorrectly
Networking optimizations and updates
Cleaned up some backend issues
Added new level hack by pressing Keypad 3 for testing purposes













One More Night development

Just posting this to clear the air since there has not been an official update on the Steam page for quite some time. This announcement is for anyone who is not in our Discord server and may be out of the loop on the progress of One More Night in the past year.

The current live version of the game had some limitations to the gameplay features as well as some networking bugs that we couldn’t quite figure out. We decided to take all of the feedback and suggestions we’ve received with the original version of the game and start over. We have been working hard on this rebuild of the game and we’re getting close to being able to officially swap the current “Version 1” with the reworked “Version 2” of One More Night. The V2 build is currently on steam and fully playable under the private beta branch and should be avaliable as the main branch any day now. We post a new build at minimum every Friday and so far we have pushed over 200 updates to steam on this V2 build. If you’re interested in getting access to this to help us with balancing and testing please join our discord. If you already own the game there shoudl be no change on your account other than the new version of the game will launch and the current version you've been playing is gone. If you don’t own One More Night don’t worry. We will send you a beta key so you can have access to the game for the entirety of the early access beta phase.

Current state of One More Night.

Animations
90% done. We are working on smoothing out multiplayer and single player animations to have an overall feel of finished product. There are some hiccups and bugs atm along with some of the animations being worked on.

Sounds
75% done. We are working on adding in all the sounds and elements so we can give the player the feeling of excitement and thrill to the game.

Core
100% done. The core of the game is finished and structure is implemented.

Weapons
90% done. We still need to balance out all the weapons to make sure they are well used and nothing is over powering. There are still some minor hiccups and bugs with guns and we are still ironing it all out.

Towers
90% done. We have added some new towers along with a few news ones in mind for future updates. Along with some additional smoothing out we are also still working on the balancing so they don’t over power the enemies.

Power ups
95% done. Still need to tweak and balance the power ups and the drop rates so they come at the right moment you need them or just to give you that leap advantage at times.

Multiplayer
75% done. We have most of the multiplayer done and functional but there is a lot of potential bugs to creep up so we need a lot of testers to help get all these ironed out to find every little issue with latency and such that could arise on different types of pcs.

Discord
50% - The core of the discord is in place and such will update the info to display in discord. We still need to finish implementing the voice for multiplayer.

Gamepad Support
75% done. Currently in finishing stages of getting single player all finished and worked out.

Story mode
10% done atm. We are working on a story option that could explain the backgrounds of the characters.

Boss Battles
10% - We have implemented the very first boss into our game. It comes early but is currently being tested for its stat adjustments. We will add even more boss battles as you progress through the waves and the possibility of some simple cinematic feature when a boss enters battle.

In V2 we have added almost every suggested feature and mechanics that was requested on our community Trello page to include more guns, towers, defenses, characters, and even boss battles. With this redesigned code structure the project is much more stable and adding new features in the future should be much easier moving forward.

We are currently in the polish and enhancement phase meaning that the game is (should be) stable and completely playable. We’re focusing on updating the visual feel of the game world such as adding and replacing placeholder art and models, animations in some places are still not added or fully blended, and there is still a lot of balancing that we are working on to make sure the game is fair to play and provides a challenge while not being outright Impossible.


Future of One More Night

We still have multiple new features we plan to add including:

AI team mates
More new enemy types
Companion combat pets
A story/lore focused campaign
New maps with themed enemies unique to them.
Traps you can buy from the shop that have utility uses such as slows, stuns, or knock backs.

As always we are 100% community focused and take feedback and suggestions to heart. We will base future updates on our community Trello board to make sure that the features we add are what you, the community, want to see added to the game.

One More Night V2 update

I just wanted to take this time to let you know that we are still working on a total rework of OMN and to thank you all for the amazing support, patience, and feedback we have gotten thus far. We truly value all community feedback and listen to every voice and will always continue to do so to the best of our ability.

As many of you who hang out on discord know, version two of the game is taking a little longer than expected. This is mainly due to all of the programming being done by one person. To solve this problem we brought two more programmers onto the team recently so you might see them around on discord. Malcolm and Jake. This should allow us to finish up the rework much quicker.

Right now we have a somewhat playable version and if you are interested in helping us test it join Discord and let one of us know and we can get you access to the private beta build. Not all systems are up yet but we’re getting close!

Good luck out there and if you have any suggestions or feedback please hop on Discord and let us know!

Reworking the game to allow for tons of new features

:OMNcigar:One More Version 2 :OMNcigar:



Greetings survivors,

After releasing One More Night we have had tons of amazing suggestions that we never thought about adding to the game out of the gates.

Our current Steam version does not support a lot of these such as boss fights, flying enemies, local offline co-op, traps, random weather, ext. The current version is developed in a way that will prevent us from adding in these new features that you guys really wanted. So, we have made the decision to completly rebuild the game!

We started the rebuild a month ago. After encountering a series of roadblocks it came to our attention to reprioritize all development to V2. By planning ahead this will allow for tons of new features and will make it easier to add in any additional features that are suggested!


Planned features



-Visit our Dev Roadmap to see, vote, and add items for what you want to see added into the game! We take this Trello seriously and really listen to you guys when planning our game. Whatever items have the most votes will be added into the game first. And any items on this list will be in the game.

A few planned features will be


  • Complete redesign of all UI including a new multiplayer lobby and character select.
  • Full voiceovers for all characters
  • More buildings, towers, and traps
  • Throwing weapons
  • Random weather
  • More characters
  • Melee weapons
  • In game chat



Community Discord


-Our Community Discord is the best place to keep up to date on all the news and to find people to play multiplayer games with!

Known bugs in V1


-If you play a game and leave it by dying or returning to main menu from in game you are unable to join any multiplayer lobbies. If you close out of the game and reopen it it will allow you to join multiplayer lobbies.
-In multiplayer games some enemies will not be able to be seen by anybody but the host. This seems to happen around level 20.

Burn, Baby! Burn!

Flame weapons





-Added the flamethrower weapon! It burns everything in a cone dealing massive AOE damage!

-Added 3 levels of the flame tower! What's better then a flamethrower? An automated rotating flamethrower with a 360 degree arc of fire destruction!

Changes to skills


-Instakill is now .5% chance down from 1% per level.
-Speed is now 2% per level down from 5%.

Buildings


-Light pole no longer had quadruple the health of a barricade.
-Increased the cost of barricade from 100g to 150g.

Bug Fixes


-When reaching the tower limit you can now navigate around it on the action bar.
-Rocket towers being attacked no longer causes crashing.
-Increased network stability that should stop non host players from getting kicked out of games

Community Discord


-Our Community Discord is the best place to keep up to date on all the news and to find people to play multiplayer games with!

Known bugs


-If you play a game and leave it by dying or returning to main menu from in game you are unable to join any multiplayer lobbies. If you close out of the game and reopen it it will allow you to join multiplayer lobbies.
--In multiplayer games some enemies will not be able to be seen by anybody but the host. This seems to happen around level 20.

New game play trailer!

Check out our new trailer featuring gameplay from the recent visual update.
Special thank you to all the Discord members who helped to record footage! :IzzyWink:

Check out the trailer here

If you want to join in the Discord fun for live updates to the game, invited to special events both online and offline, or just want to shoot the shit, Click here to join our Community Discord:OMNcigar:

New options menu, E3, and GamerCon San Diego!

Hello survivors,

It's been a while since I have posted an announcement so I figured I would let you all know what's been going on in the past two months!

New Options Menu


We redesigned the options menu to add in a lot of new options and features including Anisotropic filtering, V-sync, as well as various keyboard layouts to choose from. Don't worry, we still plan to add in fully customizable hotkeys in the future before full release. If there are any other option you want to see please mention it on Community Discord!

E3 and Gamercon San Diego



E3
We will be attending E3 as attendies, but, we will have some One More Night T-shirts and game keys we will be giving away during the event! We will be wearing black T-shirts that say One More Night Dev team so be on the lookout!

GamerCon San Diego

We will have a booth at GamerCon San diego at the end of July! We will release more info as it becomes avaliable or you can Check out their website here

Bug fixes and multiplayer stability updates!

This week's update brings a few bug fixes, stability improvements and balance changes to bring the game closer to our vision.

We need your help


We are looking for good footage of multiplayer play so we can create a new and improved trailer! If you would like to be featured in our new trailer please send us your recordings to support@bigredplanetgames.com or post it on Discord! Please make sure the recordings are in 16:9 aspect ratio and at least 30FPS.

Balances


Bonus prices now going up for all bonuses if you purchase one.

Base prices for the bonuses are higher.

We will continue to balance and update the bonuses and skills as we progress closer to full release.


Bug fixes


Fixed an issue where multiplayer games disconnected from the server causing enemies to neither take nor do damage and show 99999 above them.

Fixed a bug when a max level player got hit by an XP orb, it made the game freeze for several seconds.

The ragdoll system is reworked so enemies death animations look smoother. No more flying green heads!

As always, if you experience any bugs please post them on our Discord or in the Steam discussions!

Coming soon



Controlller support has reached the final stages of testing and pending any emergencies should be done in 1 to 2 weeks!!

Complete rework of game mechanics!

Hello survivors!



This past month we have been in all your feedback and have been hard at work on a bunch of new game mechanics that will really spice up the experience. Below I will outline some of the major changes and reworks of the game.


New mechanic: Deadly fog



We have added in a new mechanic to make the rounds more time sensitive. After X seconds a thick toxic fog will roll into the map and start to deal damage over time. The damage increases as time passes. This adds in a sense of urgency every night so make sure to kill all the enemies before the fog arrives.

New mechanic: Set victory condition



The game now has a set victory condition of surviving 25 nights that you have to achieve rather than having infinite amounts of rounds until you die. Reaching that goal is still very challenging and will require a lot of strategy and teamwork. If you do manage to survive all 25 nights you'll have the option to end the game or continue to see how many more rounds you can survive.

XP and Skill tree moved to in game only



You no longer gain XP after every match and level up your account. You now gain XP by every enemy you kill and gain bonus XP after every round.
Your character levels up in game and your levels will allow you to purchase better weapons and towers once you unlock them.

Map areas and unlocking weapons, skills, and buildings



As you kill enemies you collect gold that is used to unlock map sections. That hasn't changed. However, there is now a reward for every section of the map you open. One sections unlocks weapons and another unlocks skills etc. :omnshoot:


New enemies



We have added a few new types of enemies to the game. I'm not going to give away any thing here but I think you'll have a blast when you see them :IzzyWink:

Overhaul of the shop UI and functionality



We have changed the shop and added tabs to represent what gets unlocked when you open the corresponding gate. This is still a work in progress and we plan to completely overhaul the UI once again before final release. The goal for now is to make sure everything functions properly.

Winter Game Fest



In two days we will be setting up our booth at wintergame fest! If you live in Southern California come on by! We will be handing out a bunch of goodies and possiably even character skins!

Good luck out there :OMNThumb: