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One More Night v0.2.0–v0.3.1: The March Sprint

Three versions shipped in quick succession this month. What started as a bug-fixing pass turned into a full feature sprint — new enemies, a new ability, Steam integration, and a lot more polish. Here’s the rundown.

27 Bugs Squashed (v0.2.0)

We went through the entire issue backlog and cleaned house. Combat bugs where damage wasn’t registering correctly, save files that could silently corrupt, UI elements that scaled wrong on different screen sizes, weapon upgrades that didn’t apply properly — all fixed. The zombie speed curve got a hard cap too, so late-game waves are challenging because of enemy variety, not because everything moves faster than your bullets.

Boss fights got a proper cleanup pass as well. Toxic puddles from the Spewer now vanish when the boss dies. Minion spawns stop immediately. No more taking damage from invisible hazards after you’ve already won the fight.

Memory leaks in the scene lifecycle were plugged across the board, so long play sessions on Steam stay smooth without the gradual slowdown that crept in before.

New Enemies: Crawler & Exploder (v0.3.0)

Two new zombie types join the roster, and they both change how you play.

The Crawler is a low-profile enemy that ducks under your line of fire. Regular bullets sail right over them. You’ll want to switch to the shotgun or flamethrower — weapons with spread or area coverage work best. They force you to pay attention to your weapon choice, not just your aim.

The Exploder is a bloated zombie that detonates when it dies, dealing area damage to everything nearby — including other zombies and you. Kill them at range or use them tactically to thin out a crowd. Just don’t let one sneak up behind you in a hallway.

Drone Ability

The new Drone ability deploys an orbiting companion that auto-targets and fires at nearby enemies for 15 seconds. It’s especially useful during boss fights when you need to focus on dodging while the drone handles trash mobs. Pick it up from the ability selection screen between waves.

2,000+ Tests

This one isn’t visible in-game, but it matters. We added over 2,000 automated tests covering combat, spawning, abilities, upgrades, saves, and UI. Every future update runs through this gauntlet before shipping, which means fewer regressions and faster patches when something does slip through.

Steam Integration (v0.3.1)

One More Night now talks to Steam properly. All 17 achievements sync — from surviving your first night to reaching wave 20 and racking up 5,000 lifetime kills. Cumulative stats like total zombies killed and highest wave reached are tracked across runs and synced to the cloud. If you’ve been playing the web version, your Steam profile will start tracking from your next session.

Sound Effects & Death Animations

The game finally sounds like a zombie apocalypse. Gunshots, zombie groans, explosions, boss ability telegraphs — everything has audio now. Each weapon has a distinct sound profile, so you can tell what’s firing even off-screen.

Zombie deaths got visual love too. Every variant has its own death animation instead of just popping out of existence. It’s a small thing, but it makes combat feel significantly more satisfying.

More Map Variety

The procedural building generator got an upgrade. More room shapes, longer hallways, outdoor yards with different layouts — each run feels a bit more distinct now. We’re still working on additional tile variety, but the structural diversity is already noticeably better.

What’s Next

We’re looking at a progression rework, more weapon types, and a proper leaderboard system. The foundation is solid now — time to build on it.

Play the latest at night.echoforge.games or grab it on Steam. Let us know what you think on Discord.

— Bruno

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