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One Rotten Oath News

One Rotten Oath v1.0.2 update - Various optimization tweaks and bugfixes

[p]Hey guys![/p][p][/p][p]Patch v1.0.2 is live. This time around I focused on various optimization tweaks.[/p][p][/p][h2]Changelog (v1.0.2)
[/h2][p][/p][h3]Optimization improvements:[/h3]
  • [p]FMVs were re-rendered in WebM that’s more friendly to older devices. Choppy FMV issue shouldn't appear anymore. If the problem still persists on your end, toggle the fullscreen in the settings menu. The FMVs should run even better in the windowed mode.[/p]
  • [p]3D scenes are now cleared out of memory after beating the level or leaving to the main menu. This should help everyone low on RAM. [/p]
  • [p]Treeline resolution got halved. This should render the scenes a bit faster.[/p]
[p][/p][h3]Bugfixes:[/h3]
  • [p]Fixed a few typos in the intro (Thanks Karlec!).[/p]
  • [p]Deleted “Pause when game lost focus” condition from the visual novel segments. Pressing ALT+TAB on those scenes shouldn’t break the game anymore.[/p]
  • [p]Fixed a weird visual glitch in the first FMV.[/p]
  • [p]Fixed the rain showing up on the HUD in the first stages.[/p]
[p][/p][p]That’s it for now. Thanks again for playing One Rotten Oath.[/p][p][/p][p]Have a good one,[/p][p]PB[/p][p]
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One Rotten Oath v1.0.1 update - Improvements, optimization fixes and bugfixes

[p]Hey again![/p][p]Thanks to your gameplay clips and various feedback, I was able to fix a few things.[/p][p][/p][h2]Note about choppy FMV issue on some hardware configurations[/h2][p][/p][p]Before we head into the changelog, I’ve heard that some of you experienced choppy FMV sequences. For some reason, this happens while playing the game on Steam. Enabling the windowed mode seems to be fixing the problem. I’m trying my best to fix the playback issue for you all. Hang tight![/p][p][/p][h2]Changelog (v1.0.1)[/h2][p]
If the game runs fine on your end and you’ll like to know what’s new, here’s the changelog:
[/p][h3]Improvements: [/h3]
  • [p]Optimization fixes. Object culling was manually adjusted to each level. This should significantly boost performance on older hardware.[/p]
  • [p]Fences now make noise when players run into them. This should give them a bit more spacial awareness. These sounds will disappear after a certain ‘event’ in the game. [/p]
  • [p]Improved hitmarkers. The enemy is still alive if the cross turns blue. If it’s red, the mutant you shot at is dead.[/p]
  • [p]First mutant introductions were moved to the stage right after the tutorial (and not the second one as in previous build), so that it’s more consistent with the later enemy introductions.[/p]
  • [p]Rephrased a few sentences in the behind the scenes segment of the game in order to not scare players with potential spoilers.[/p]
[p][/p][h3]Bugfixes:[/h3]
  • [p]Muzzle flash in the main menu now shows up properly while using a controller.[/p]
  • [p]Pointer lock now works as it should after resuming the game. [/p]
  • [p]Hitmarkers now show up properly in the tutorial.[/p]
  • [p]Fixed a few typos (including credits!)[/p]
[p]
Thanks a lot for playing One Rotten Oath and have a good one!

PB[/p]

One Rotten Oath available now!

[p]Hey![/p][p]After 1,5 years of development, One Rotten Oath is finally released. It’s hard to believe that we’ve come this far. 5 years ago, I wouldn’t believe that I would come back to game dev with such a big project. We’ve done this thing in a 42m2 apartment, two old cameras and a 7 year old PC. [/p][p]I know I’m mostly in the spotlight due to creating basically everything you see in game, but I’d like to thank my fiancee - Olga Lewińska - for composing the soundtrack to the game. One Rotten Oath would lose its charm without her music. My brother - Paweł Bunkowski - also helped out a lot by playing a few mutants. We’ve destroyed a lot of shirts and spilled some fake blood that at the end of the day was barely visible in the postproduction. They don’t like to come forward, but I know that without them, it wouldn’t be possible. They motivated and supported me whenever it got hard. [/p][p]Huge thanks for everyone that supported us throughout this journey. All the YouTubers/Streamers that played our game. All the press and radio stations that were interested in us. All the foundations, engine creators, other devs and events that believed in us. Thank you everyone, seriously. You made our dreams come true![/p][p]We’ve put everything we had in this game. All of the hearts, measly budgets, creativity, sleepless nights and so on. I hope you’ll enjoy One Rotten Oath. If you have any questions or want to know more about the game, feel free to reach out![/p][p][/p][p]Have a good one,[/p][p]PB[/p]

A comprehensive guide to One Rotten Oath's development

[h3]Small talk with GDevelop team[/h3][p][/p][p]Hey there![/p][p][/p][p]I never would've thought that I'd speak with GDevelop team (creators of the game engine that ORO is running on) about One Rotten Oath development cycle. I did a deep dive with Marcos Codas. We've talked about the game design, inspirations, PGA 2025 and a lot more. Check it out here: [/p][p][/p][p]https://gdevelop.io/blog/fmv-fps-made-in-gdevelop-game-expo[/p][p][/p][h3]Steam Deck[/h3][p][/p][p]After our conversation, Marcos played the game on Steam Deck and I'm happy to say that the game works flawlessly on it. According to Marcos, all you need to do is download and play it. That's a huge news for me, since I can't really test the game on Steam Deck.[/p][p][/p][p][/p][p]I'd like to thank the GDevelop team for their time and interest in One Rotten Oath. It's such a big highlight of my carrer and I can't everyone enough for supporting me in this journey. [/p][p][/p][p]On that note, have a good one and we'll see each other in the full game![/p][p]PB[/p]

Demo v1.2.0 released! - hitmarkers and piercing bullets

[p]Hey!
[/p][p]Since we’re close to the release date, I decided to implement a few things to the demo that are present in the full version. Here’s what’s changed:[/p][p]
[/p][h3]Added:[/h3]
  • [p]Hitmarkers. Now you’ll know for sure if the bullet hit someone. This feature was requested by a lot of you on PGA 2025, so I decided to add it in.[/p]
  • [p]You can now skip tutorial by holding Space or Y button on the controller.[/p]
  • [p]Rifle bullets now go through enemies. This makes the first stages a bit more balanced in terms of difficulty.[/p]
[p][/p][h3]QoL improvements:[/h3]
  • [p]Adjusted hitboxes on the Local Football Player. In the previous builds, sometimes the bullets passed right through him without inflicting damage.[/p]
[p][/p][h3]Bugfixes:[/h3]
  • [p]The game icon on the desktop now shows up properly.[/p]
[p][/p][p]You might ask why I’m updating the demo right before the release. Well, the demo is here to stay (regardless if it cuts the sales or not). I want you to know what kind of game you’re buying and I want it to be the best experience possible (even if it’s just a demo)![/p][p][/p][p]Have a good one and see you soon in the full thing![/p][p]PB[/p]