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!

Hey long-haul truckers! We are gearing up to finally release a playable alpha to folks and wanted to talk about it a little.

Everyone who was cast or crew on the game will get an Itch.io key for a free copy once the playable alpha is ready. You/they will, of course, get a Steam key once that is released too. Those of you looking to help support the game and snag an early alpha key will get the opportunity at that time. The game will sell for a very discounted price and allow those of you willing to jump in early to try it out and gives suggestions as we move into beta. Once we hit beta the price will go up and again at release.

Just so you’re aware, we will not be doing a Steam Early Access release but builds will still be available over there while we go through the beta process.

We will have more information as we get closer to the date. Given that we are also working on the redux version of One Way To Die, the targeted time-frame for playable alpha is probably somewhere around the end of Summer. See you soon!

Hey, anonymous alcoholics! Today we are releasing the version 1.6.0 update which contains the Easter event!  This has new skins, achievements, a bot, arena, and more.  The event runs until April 27th to beat H.H. Bunny and keep your Easter unlocks (well, until next year this time).

Here is the change log for those who know:

  • Added: new bot - H.H. Bunny
  • Added: two new achievements
  • Added: six special holiday drinks
  • Added: new holiday arena
  • Added: new Easter skins
  • Fixed: missing holiday flags in save file
  • Fixed: avatar head spacing in multiplayer
  • Fixed: need for flag to stop rechecking Steam stats

Next up is the infamous Brewmaster expansion!  More on that this summer!

Hey, anonymous alcoholics!  Today we’re updating Into Oblivion with the St. Paddy’s Day event which adds a new bot, new skins, new achievements, new drinks, and a new arena.  There are also some refinements under the hood to boot!

Here is the modest change log too:

  • Added: St. Patrick’s day skins
  • Added: Timothy the Leprechaun bot
  • Added: new St. Patrick’s day arena
  • Added: two new achievements
  • Added: six new St. Patrick’s day themed drinks
  • Changed: the “made with Godot” splash screen
  • Changed: unlocking system under the hood
  • Changed: cleaned up some unused variables and code
  • Fixed: missing click sound in statistics section

We are also gearing up for the version 2.0 which will introduce an upgraded engine and tons of changes to almost everything (yes, even the networking stuff).  Stay tuned and happy St. Paddy’s!

Today I’m showing a bit more of Super Cuddle Argument Party.  This video shows the sun who watches down over each match; particularly his idling animation.  As the match goes on, if the monster starts getting the upper hand, the sun will become more concerned looking.  If the monster actually gets really far ahead, the sun will lose his flame and light (for a future video).

More to come next week!