One of the Last cover
One of the Last screenshot
Genre: Strategy, Adventure, Indie

One of the Last

Oculus Release!!

We're pleased to announce that we now have dedicated oculus support live on Steam :D

This release is based solely on the Oculus SDK, so requires that Oculus Home is installed - it mainly addresses issues around controllers being rotated incorrectly (though we wish it was just that easy to move from OpenVR SDK to Oculus SDK lol)

In addition Oculus and Vive users can now play side by side in multiplayer :)

Please post any bugs in the following thread - we're keen to jump on them and get them fixed as soon as possible..

Oculus release discussion page

- Thanks for the support!

Release 8 - BIG UPDATE - Boss Rounds, more guns, throwable objects, new perks, increased zombie aggression and more!

Hi Everyone,



We are pleased to announce our next big update with a ton of new features, guns, increased map content and play-ability!

We're taken all your advice and included as much as we possible could. Changing the zombies to spawn closer to players, increasing their aggression and ensuring that we up the visual quality (new fog, better fire particles and impact particles!)

For those expert gamers - we can't get beyond level 21, can you????



Here's the full list of new features we added (some tweaks and bugs are mentioned towards the end):

* NEW Gorilla Boss rounds (every 5th, 10th, 15th, etc. round)
* NEW Throwable distraction items (flares, noise generator grenade, etc.)
* NEW guns - M4A1, AK47, UMP-45 and Skorpion VZ (models, sounds, etc.)
* NEW "Extended Mag" soda tin perk (get 2x clip size of all weapons)
* NEW Smoke grenades (distract zombies)
* NEW "Dead on Dead" world perk (zombies attack each other for 20 seconds)
* NEW "Steam roller" tin perk (withstand a zombie pounding for longer)
* NEW Add 30% more to "D-Day +356" Map
* NEW death system - you float up with instructions

* Increased rate of perks being dropped
* Reduced zombie health increase per round
* For multiplayer, the more players the more zombies per round
* Nail gun can now be placed in pocket (3D sound was fixed)
* Alter spawn system so that zombies spawn close to players (rather than anywhere)
* Zombies will respawn if players get too far from them
* Accumulate the dollar total (instead of seeing lots of +$2 for shotguns)
* Zombie head shots now give the correct amount of dollars
* Max ammo doesn't work unless in pockets
* Turn down blood flash on high damage
* Blood particles are too red, need to be more realistic
* Fixed wood and concrete particles to look more realistic
* The first fence in "D-Day +356" needs to be free
* Increase initial Shotgun ammo to needs 70 (Max ammo 100)
* Fixed bug where dead players could pick up perks and see 100% green screen

As always, any feedback is greatly received!!

- Team Deep Voodoo

Release 7 - New MP Map and more!

We're pleased to announce our 7th major Early Access update (in less than 3 months!).

In addition to better ambient audio (wind, birds, etc.) we've now made the single player map ("D-Day +356") multiplayer ready - meaning a whole new map to player with your friends. On top of that we've added a new zone and cut some more Zombie holes in the existing zones.

The great new's is from this point on all our maps will run as both single or multiplayer!

You can now pick-up perks whilst holding guns, and even throw grenades (or your guns if desperate) to pick up perks that are out of reach!

We also tweaked touchpad and teleport locomotion to make their movement speeds similar!

For a full list of the new features see our Release Notes (it includes all the new features you see in our new release!)

Expect to see a ton of new perks, guns and interesting things on our next release ːsteamhappyː

- Team Deep Voodoo

Multiplayer Event (28th Jan 7pm GMT, 2pm ET, 11am PST)

This quick announcement is just to say we're holding a multiplayer event on the 28th Jan between 7pm and 11pm (GMT), 2pm to 6pm (ET) or 11am to 3pm (PST).

This will give you a chance to play with 8 of us(!!)

This includes One of the Last's developers, testers and level designers!! We welcome all you input, bug finding and horde killing skills as we try to pass round 30 :)

See you at Round 20 in the "shotgun corner"!!

- Team Deep Voodoo

Release 6 - Grenades, crawlers and pockets!

We are pleased to announce our latest update is live! It brings some great new features:

Up coming features Thread : http://steamcommunity.com/app/550360/discussions/0/142261027573097677/

New Features for this release

* Grenades!! A "wall buy" weapon, that will create...
* Crawlers!! created via close grenades (50% probability atm)
* Added in new crawler sounds
* Hip reload zone, move any weapon to your side to reload it
* Improved pocket system. Hold 2 weapons, and 2 throwables (grenades)
* Add pockets to multi-player system (seen by others)
* Pockets now highlight when selected or if "full"
* Disable one shot kills on the knife in the head (for any round)
* Re-balance money earned (with community feedback)
* Sound ambiance, add more ambient sound effect.
* Further tweaks to teleport + touchpad locomotion

Bug Fixes for this release

* Picking up weapons when a pocket was "on top" of them would make them disappear
* Fix zombie sound effects (footsteps sound harsh, etc.)
* Fix issue where gun fires when purchasing a weapon (holding trigger)
* Fixed bug where Max Ammo was not firing correctly on multiplayer

Thanks again for the great support and please come talk to us in the discussion threads :)

Release 5! Map improvements, barriers and locomotion options

We're pleased to announce the latest update to our game! (We're averaging between 9 and 10 days on major updates, so expect this to continue!!)

* Touchpad Locomotion added
* Totally new exterior to multi-player map (loads of new prebuilt barriers added)
* Buildable barriers in multi-player
* Barriers can be destroyed by weapons
* Wooden barriers now respawn after being broken
* Burning Zombie particles are much nicer, watch'em burn :)
* Reduced the money earned from zombie deaths
* Fixed issue with doorways not opening correct if you join late in a MP game
* Fixed issue where nail gun and shotgun did not flash when dropped
* Fixed issue with money being too easy to earn
* Rebalanced shot-gun damage and general reward mechanics

If you'd like to see what's coming up in our next release(s) then please view our coming soon thread - http://steamcommunity.com/app/550360/discussions/0/142261027573097677/

Thanks again for the great support!!

- Team Deep Voodoo

Multiplayer is LIVE!!

Hi,

We're pleased to announce that "One Of The Last" multiplayer is now Live..

This means you can jump into the mayhem with up-to 4 of your friends, sharing weapons, perks and getting into the undead action!

Please bear with us during our initial multi-player launch, we've spent over 2 weeks testing it throughout the world - but we expect a bug or two exist :)

Our next release will have some exciting extensions to both our single player campaign and our multi-player levels.. but we will also be throwing in:

* Boss mode every 5 rounds!
* New weapons (RPG, AK47, etc.)
* Throwable grenades
* New perks to be picked up ("Death on Death" and 1 more!)
* and we hope to have the Knives available in Multiplayer :)

Thanks again for the support, please remember to review and spread the word!

- Team Deep Voodoo

Multiplayer Update (not long to go now!)

Hi Everyone!

Quick update on our new Multi-player Co-Op feature, we're about a week away from release! It's taken us a little longer than expected (going from zero to fully networked in 2 weeks is a mean task!) but we're very close.. Check out our latest developers video:

https://youtu.be/hg4LGII3a64

If you want to learn more about what's going to be in this next release please check out our discussion thread:

http://steamcommunity.com/app/550360/discussions/0/152390014797350493/

- Team DeepVoodoo

Networking update! (video + info on our first multiplayer level!)

We've just finished our first (remote) run through our network test harness, and it worked great!

https://www.youtube.com/watch?v=RfvdTYYG0es

This video shows a game owner in a game lobby with another player, the game owner starts the game which loads the same level. At this point the two players interact with networked objects..

Next up is rolling this harness into the game, we are creating a brand new level just to allow for better testing of the network - it will be an arena style map, single area designed to be fast and unforgiving..

Network Lobby - Sneak peak development video!

We've just completed the network lobby, it's nothing too fancy at the minute (function over form!)

https://youtu.be/uNdYFq2dyEo

Stay tuned we will be releasing another teasing video on Saturday showing the network test harness in operation (other players, picking up "network" objects and throwing, etc..)

Still on track for an alpha release of Multiplayer on the 27th!!