Last month, I announced One Night: Ultimate Edition, an overhauled re-release of my very first survival horror game. Since then, we’ve been hard at work updating One Night for a modern release, rewriting every single line of text, recoding the engine from scratch, and implementing some desperately needed quality of life tweaks that, quite simply, were far beyond my technical skills in 2007.
Needless to say, it’s been quite a task, something much larger and much more challenging that what I originally envisioned. Our original plan was to have the game ready by the end of November, but that obviously wasn’t going to happen. Taking a game with a codebase as messy, badly optimised and, in some places, as outright broken as the original One Night and updating it to the standards of something I’d release today wasn’t easy. It’s a wonder the original game even worked with all of the clunky systems 16 year old me built into it. Despite all that, we’re finally seeing One Night: Ultimate Edition come together as a playable title.
So then, release info: at this stage, we’re aiming to release the game in early January 2018. This gives us another month to finish polishing the game and to make sure all of the overhauled systems function as intended.
Also, while I originally announced that One Night: Ultimate Edition would retail at a price of 3.99 USD, we’ve since decided to release it as a free to play title after all, maintaining the spirit of the original release. I’d like for One Night: Ultimate Edition to serve as something of an introduction to my horror titles for new audiences – the idea is that if people like it enough, they’ll go on to buy Mythos: The Beginning and other survival horror games in the future. Eventually, we’ll update the other entries in the One Night series for Steam as well, which will thankfully be a much easier undertaking.