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One Way To Die News

One Way To Die: Redux Edition - New Sabotage Mode

Hey there, death-seekers. So the redux version of the game is nearly ready and we decided to drop a post about how the new sabotage system works.

If you remember, the old system allowed one random player to set "traps", per page, that all other players would run across in their game. Collectively the players could un-set traps and, after enough were un-set, that would boot the saboteur and randomly select another. Well, that system didn't work too well and caused a lot of network traffic for our server; mostly through poor optimization.

We later revamped it to do more of a community pool of traps that updated more slowly and allowed players to earn more saboteur points faster. This is what the current version of the game is using and isn't really what we wanted to do.

With the upcoming version of the game and a new version of GodotSteam, we can finally have the sabotage system more like we intended. So when you boot the game up and click play, you'll have a new game mode called Sabotage.



Selecting this will bring up a server list of available games you can join and sabotage. When a saboteur joins, they will appear in the lower right-hand corner of the HUD. There will also be a five second cooldown after a page displays before the player can make a choice; this gives the saboteur time to "trap" one of the available options, making it blood red on their screen. The player, unaware of which choice is trapped, will pick one as normal but if it is the same as the saboteur then they will die automatically. Picking a choice that isn't trapped will count against the saboteur and after ten successes it will banish the saboteur from the game.

All of this can be turned off in the Options sub-menu, of course.

We will be putting the new version of the game into a beta branch in the next few weeks to let you guys try it out before full release. We will make another post once we get the beta branch up and have a firm date on when the update will be ready.

Stay tuned!

One Way To Die: Redux Nearing Release



Hey folks! Since the redux version of One Way To Die is entering the testing phase, we figured it was a good time to talk a bit more about it.

What's New
All of the graphics are getting updated along with splash screens; an attempt to match the art styles with our newer stuff. The player character, Jenkins, will also be featured more visibly. Some animations have been added to break up the monotony as well. And there will be some new music.

There is a new story mode which will restructure how the game flows. There will be somewhat more paths to take, with possible ends at the usual array of deaths. The writing will also get a punch up. Once story mode is beaten, it will unlock the older choose mode and, of course, when that is beaten you can play random mode. Oh, and there is a new achievement for beating all three.

Statistics and leaderboards have been expanded. Some additional content has been added to the deluxe edition as well, with more goodies being added after launch.

We're updating the trading cards (which are still all janky), the wallpapers, emoticons, and related stuff. The trailers are also being redone.

Finally controller support might make it in before we update but might be added shortly after... depending.

When's It Coming
It should be out at the end of August or beginning of September barring any weird issues we hit before then. If there is a delay we'll probably write more about it. When there is a definite launch date, it'll get posted.

See you then!

One Way To Die: Redux This Spring



We are wheeling out the redux version of our first Steam game, One Way To Die, this spring. Both the free regular version and deluxe edition will get updated; though the deluxe will end up with a few more extra features. Here is some of what we have going on:
  • New content like more deaths
  • Various re-writes and update to existing content
  • All-new graphics
  • New story mode
  • Re-worked random and choice modes
  • New leaderboard system
  • New sabotage system
  • And more!

Our hero, Jenkins, first seen in our newest game Into Oblivion, will be more visibly present in this version. New mechanics added to the story mode will make your choices actually mean something instead of being a crap shoot. And make achievement spamming a lot more tricky.

Stay tuned for more information as we get closer to the date, including more screenshots and such.

One Way To Die - Version 4.1.1 Update

Hey death-seekers! Today we are pushing out another small patch for the game that fixes the log file naming and a few tweaks to achievements. Here is the change log for the curious:
  • Fixed: name for logging file
  • Fixed: issues with some achievements

We're still gearing up with a large content update / overhaul that will make many significant changes to the game as and add in some new stuff for everyone. There is a planned announcement with specifics coming at the end of February so stay tuned!

One Way To Die - Version 4.1 Update And More

Hey, death-seekers! Today we are releasing the version 4.1 update to One Way To Die which mainly focuses on achievement and statistic fixes. And, of course, a bunch of tiny changes to a bunch of other stuff too.

Also, we have made some small changes to prepare for a QOL content update that will add a new game mode in. There is no real date as to when it will launch but there will be some significant changes made to the game similar to what we did with the last big update.

Here is the change log for the interested parties out there:
  • Added: logging system like other CoaguCo games
  • Added: hooks for upcoming features and content
  • Changed: functions dealing with achievements and statistics, mainly how the game interacts with Steam
  • Changed: volume ranges for music and sound
  • Changed: functions dealing with CoaguCo API
  • Changed: minor pieces of code in almost every scene


Happy holidays and stay tuned!