One More Night v0.4.0: The Survival Horror Update
One More Night has always been about scraping through the dark with not enough bullets. With v0.4.0 we leaned all the way into that identity — this is a survival horror road trip, and every change in this release pushes the game toward move, sneak, scavenge, survive. Here’s what shipped.
The Clock Bug That Explained Everything
This one is the headliner, even though you’ll never see it. If you alt-tabbed away from the game — or your OS quietly throttled the hidden window — the game clock fast-forwarded by the entire time you were gone the moment you came back. Nights that ended suspiciously early, a shop screen appearing mid-roam, a survival timer reading 87 minutes — all one bug. The night timer now only counts time you actually spend playing. Tab away to answer a message; the dark will wait for you.
Remappable Keybindings
Movement, inventory, weapon swap, and interact can all be rebound from the main menu. Click a key chip, press the new key, done — conflicts swap automatically so you can never lock yourself out of moving. Your bindings persist between sessions, and every tutorial hint and help page reads the live bindings instead of assuming WASD.
How to Survive
There’s a proper in-game guide now — HOW TO SURVIVE, right on the main menu. It covers the things the game deliberately doesn’t shout at you: zombies hunt by sight, sound, and scent; ammo is a budget, not a faucet; boarding a door is what you do when fighting isn’t an option. There’s a full written player guide in the repo too, but the short version is the game’s first tutorial hint, which now tells you the truth: you don’t have to kill them all.
A HUD That Speaks Survival Horror
The interface got a UX review from top to bottom, and the language of the game changed with it. The wave timer now counts down to DAWN and turns red in the final seconds. The kill counter became a threat counter — it tells you how many are still in the dark, not how many you’ve killed. Ammo displays as icon rows per ammo type instead of raw numbers. Item stats in the shop and inventory use readable labels (DMG, ARM, HEAL) instead of cryptic abbreviations, and trying to buy something you can’t afford flashes your coin count red instead of silently doing nothing.
The game over screen was rebuilt too: stats no longer clip off the panel, the layout breathes, and the revive option is presented as a quiet card instead of a flashing demand.
The Road Is One-Way
The route map between nights now only offers locations ahead of you on the road to Fort Haven. You’re a survivor heading somewhere, not a commuter. Combined with the campaign win condition from last release, every night is now one stop closer to the gates.
New Art, Zero Generation Budget
A pile of new sprites landed without spending a single AI generation: brass tracer bullets rotated along their travel direction, shotgun pellets, muzzle flashes, a proper health pack, player death animations, and eighteen street props — rusted cars, barricades, debris — mined from our post-apocalypse asset pack and packed into sheets with a deterministic build script. The streets between buildings finally look like somewhere a world ended.
Steam Prep Continues
All seventeen achievement icons now have polished 256px Steam exports with locked variants, the desktop build passed a full QA pass, and the keybindings work brings us up to Steam’s input expectations. Store assets and the Steamworks upload are next.
What’s Next
The Steam release checklist: store capsules, key art, a trailer, and clean-machine installer testing. The game itself is in the best shape it’s ever been — now we make the storefront match.
Play the latest at night.echoforge.games. Let us know what you think on Discord.
— Bruno