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You won’t outgun them. You’ll outlast them — one terrible night at a time.

v0.5.0

Survival Horror Stealth Zombies Road Trip

About the Game

One More Night is a top-down survival horror road trip. Fort Haven is ten stops away, and every stop costs you a night in a dark building full of things that hunt by sight, scent, and sound. Ammo is scarce, noise is fatal, and dawn is the only victory. Play free in your browser, coming to Steam.

Sneak past what you don’t have to kill. A knife in the dark beats a shotgun at midnight — every gunshot is a dinner bell. Scavenge food, gear, wood and nails; board the doors before something comes through them; and when the sun comes up, trade with the scavenger and move one stop closer to safety. Then do it again. One more night.

Features

They Hunt by Sense

Every zombie tracks you by sight, scent, and sound. Break line of sight, mask your trail, move quietly — or be found. A ! means you were seen. A ? means you were heard.

Every Bullet Counts

A small ammo budget per night, and gunfire carries. The silent knife and crossbow are often the right answer — the shotgun wakes the whole building.

The Road to Fort Haven

Ten stops from Happy Homes to safety — suburbs, a gas station, a hospital, a bridge. One night each. The route is one-way; there is no going back.

Scavenge & Hold the Line

Loot gear across 7 equipment slots, eat what you find, and spend scarce wood and nails boarding doors before something comes through them.

Dynamic Lighting

Line-of-sight shadows and a flashlight that cuts the dark — and gives you away. Light works both ways.

Steam Achievements

17 achievements — from surviving your first night to completing the road to Fort Haven and the 5,000-kill mountain of bones.

Screenshots

Coming soon — gameplay screenshots and GIFs will be added here.

Update Log

Recent changes and improvements.

Jun 14

v0.5.0 — Between Nights & The Balance Pass

  • Between Nights hub — the shop and your equipment are now one screen. See your full loadout and live stats, equip what you scavenge, and buy or sell with compare-against-what-you’re-wearing indicators — with a confirm before you sell anything rare.
  • Survival-horror balance overhaul — the old wave-defense scaling is gone. Fewer but deadlier zombies, a fair difficulty curve, and a real floor: ignore gear and upgrades and the nights start killing you. Lean in and a fully-kitted survivor feels genuinely powerful — and purchased upgrades now actually count.
  • Hardening — a full security pass (fixed a leaderboard issue, added automated checks) and test coverage raised past 85% across the board.
Jun 12

v0.4.0 — The Survival Horror Update

  • New identity — One More Night is now a stealth survival horror road trip. Zombies hunt by sight, scent, and sound; ammo is a per-night budget; the knife and crossbow are silent; the shotgun is a last resort that wakes the building.
  • The road to Fort Haven — a 10-stop one-way campaign with a real ending (and endless mode beyond it). Travel between stops on the route map, trade at the scavenger shop between nights.
  • Door repair — board broken doors with scavenged wood and nails. The hammering makes noise; pick your moment.
  • Procedural music & tone pass — quiet ambient dread, chase tension, a restrained title screen, and a cold UI palette.
  • New art — player death animations, projectile sprites with muzzle flashes, street props (rusted cars, shipping containers, hydrants), ground variants, and an icon-based ammo HUD.
  • How to Survive — an in-game guide, remappable keybindings, and a big stack of fixes: alt-tab no longer fast-forwards the night, the route map can’t send you backward, and the death screen finally shows all your stats.
Mar 20

v0.12.0 — Architecture & Visual Polish

  • Pixel art upgrades — Shield orbs and drones now use hand-crafted pixel art sprites instead of programmer-art shapes.
  • Object pooling — Enemies and XP gems are recycled instead of created/destroyed each wave. Smoother performance at high enemy counts.
  • Boss debuff system — All 6 boss debuffs (stun, control inversion, disorientation, property lines, overtime, fire rate) extracted into a dedicated system with proper timer management.
  • Death effects — Screen flash, blood splats, and death particles now managed by a dedicated VFX system.
  • Code quality — 5 new systems extracted, 65 new tests (2,155 total), typed event registry for all 50 game events.
Mar 16

v0.3.1 — Polish & Steam Achievements

  • Steam integration — 17 achievements now sync to Steam, plus cumulative stat tracking across all runs.
  • Sound effects — New audio for gunshots, zombie groans, explosions, and boss abilities. The horde sounds as dangerous as it looks.
  • Death animations — Every zombie type now has a unique death animation instead of simply disappearing.
  • 16 unique bosses — Each boss archetype now has 2–5 signature abilities matching their personality.
  • Map variety — Procedural buildings now generate with more room shapes, hallways, and outdoor yard layouts.
Mar 16

v0.3.0 — New Enemies & Drone Ability

  • Crawler — Low-profile zombie that ducks under bullets. Shotgun and flamethrower work best.
  • Exploder — Bloated zombie that detonates on death, damaging nearby enemies and the player. Keep your distance.
  • Drone ability — Deploy an orbiting drone that auto-fires at nearby enemies for 15 seconds.
  • 2,000+ tests — Massive test suite added across gameplay systems, ensuring fewer regressions going forward.
Mar 15

v0.2.0 — Bug Squash & Balance

  • 27 bugs fixed — Major stability pass covering combat, spawning, save/load, UI scaling, and weapon upgrades.
  • Zombie speed cap — Late-game zombies no longer reach undodgeable speeds. Difficulty comes from variety, not velocity.
  • Boss cleanup — Toxic puddles, lingering projectiles, and minion spawns all despawn properly when a boss dies.
  • Memory leaks fixed — All scenes now clean up properly, so long play sessions stay smooth.
Mar 15

Balance & Stability Patch — 19 Issues Resolved

  • Speed cap — Zombie speed soft-caps at wave 16 with diminishing returns, hard-capped at 3x. Late-game difficulty from enemy variety, not undodgeable speed.
  • Faster variety — All zombie types now appear by night 5 instead of night 7.
  • Boss cleanup — Spewer toxic puddles fade out when the boss dies.
  • Shotgun balance — Pellet count capped at 12 for performance.
  • Boss teleport fix — Bosses can no longer teleport inside walls.
  • Fullscreen lighting fix — Darkness overlay no longer glitches on fullscreen toggle.
  • Memory leaks fixed — All scenes properly clean up on shutdown.
  • About/Credits — New credits section in Settings with art attribution.
  • Boss HP display — Large HP numbers abbreviated (10k+) to fit bar.
  • Save logging — Corrupted saves now log warnings instead of failing silently.
Feb 25

New Enemy Types: Runner & Spitter

  • Runner (wave 4+) — Fast, fragile green-tinted zombie. Closes distance quickly but dies in a few hits.
  • Spitter (wave 7+) — Purple ranged enemy that stops at distance and fires acid projectiles every 2 seconds.
  • Weighted variant pool ensures balanced spawns as new types unlock
  • Spitter acid sound effect (wet chirp) and wall-destructible projectiles
Feb 25

Boss Encounters

  • Boss fight every 5 nights — a massive 3-phase zombie with escalating speed and damage
  • Minion spawns every 8 seconds during the boss fight to keep pressure on
  • Boss HP bar at bottom of screen with phase indicator and color changes
  • Boss defeated rewards: 50 coins, guaranteed Legendary gem, and a bonus ability pick
  • “BOSS FIGHT!” announce and “BOSS DEFEATED!” celebration splash
Feb 25

Bug Hunt: 16 Fixes & Mobile Support

  • Fixed weapon balance: Flamethrower fire rate upgrade, Shotgun pellet scaling (+1/level), door timing pauses with game
  • Kill counter now shows wave-specific kills (e.g. “9 / 26 enemies killed”)
  • Coin rewards accelerate with wave number — late-game waves are more rewarding
  • Mobile HUD scales 1.5x for readability on phones
  • Nav icons and level-up cards enlarged on mobile
  • Portrait orientation prompt guides mobile players to landscape
  • Shop shows “NOT ENOUGH!” feedback when you can’t afford an upgrade
  • Improved hybrid device detection (iPad + keyboard, Chromebook)
  • Added favicon, fixed menu text cutoff, HUD no longer overlaps level-up screen
Feb 24

Balance Tuning & Gameplay Feedback

  • Splash background no longer stretched on desktop (cover-fit scaling)
  • Auto-aim now targets nearest enemy when mouse is idle (>200ms staleness check)
  • XP curve tapers at level 16+ (1.10x growth instead of 1.5x) — leveling stays achievable in late game
  • Coins now awarded per wave clear with visible HUD counter and “+N coins” popup
  • Gem drops tightened: wave 1 is ~83% Common (was ~62%), no more random Legendaries in early waves
  • Big enemy gem shift reduced so wave 5 big zombies drop Uncommon/Rare, not Rare/Epic
  • Admin panel now shows wave config, crit-adjusted DPS, and actual enemy HP
Feb 22

New Abilities, Hearts & Visual Polish

  • 3 new abilities: Headhunter (critical hits), Night Vision (expanded light), Second Wind (survive lethal hit)
  • HP bar replaced with Zelda-style heart system
  • Health packs are now pixel-art potion bottles; XP gems have outlines and sparkle highlights
  • Fixed death animations not rendering (were hidden behind walls)
Feb 21

Balance & Stability

  • Tuned XP gem drops: early waves now drop mostly Common gems, scaling to Rare/Epic in later waves
  • Fixed building transition freeze caused by camera callback failures
  • Removed dead code from XP system
Feb 20

Store Polish & Launch

  • Crisp store UI: sharp edges, icon columns, high-contrast cards
  • Game deployed to night.echoforge.games
Feb 19

Accounts & Economy

  • Account system with email verification
  • Coin economy with meta-upgrade shop
  • Polished pause menu with stats panel
  • Death screen overhaul
Feb 18

Weapons, Abilities & Lighting

  • Crossbow, Flamethrower, and Dragon's Breath weapons
  • Dodge, Regen, Blitz, and Shield abilities
  • Line-of-sight lighting with shadow occlusion
  • 5-tier XP gem system (Common to Legendary)
  • Nightly survival timer
Feb 17

Building System

  • Multi-floor building progression
  • Procedural buildings with rooms and yards
Feb 16

Initial Prototype

  • Core survival gameplay with zombies and wave system
  • Atmospheric horror: darkness, audio, damage feedback
  • Props, decorations, and spritesheet art
  • Joystick and WASD controls

FAQ

Is One More Night free?

Yes. One More Night is completely free to play in your browser with no account required.

Is my progress saved?

Meta-progression (coins and shop upgrades) is saved locally between runs. Each combat run starts fresh. On Steam, achievements and cumulative stats are synced to the cloud.

Is it better on mobile or desktop?

It is designed desktop-first at 1280×720 landscape, but also plays on mobile browsers in landscape orientation.

How do I report a bug?

Join our Discord and post in the One More Night feedback channel, or email hello@echoforge.games.

Ready to Survive?

The horde is waiting. How many nights can you last?

Play Free Demo →