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Steam News8 January 201610y ago

Down To 1.0

Hey Everyone, 40 Weekly tournaments. Over 100 updates. Thousands of rounds played. Still No Zombies. The time has finally arrived!

Full notes

Full Down To One update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

2 fixes1 addition3 changes0 removals
  • Performance
  • Balance
  • Fixes
  • Gameplay
addedHey Everyone,40 Weekly tournaments. Over 100 updates. Thousands of rounds played. Still No Zombies . The time has finally arrived! After 3 Release Candidates (RC1, RC2, and RC3) over the last week, Down To One has reached 1.0, and with the help of everyone who's supported it during our 11 months in Early Access, is now feature-complete and playing the best it ever has. Our goal at the start of Down To One's development was to create a competitive survival game with no zombies , and you can take a look at the success of our weekly cups as a testament to how well that's turned out. Check out our Launch Trailer What about the future? Our top focus right now is optimization - expect a patch next week (or even this weekend) This question is bound to pop up, so let's get it out of the way. 1.0 for Down To One marks a point where the game is feature complete, optimization has improved dramatically since launch, and everything is playing well. The Down To One weekly cup will still continue, and we'll continue to support the game with patches for as long as possible, and of course, keeping our top-tier dedicated servers up and running as we have since launch on Early Access. New Price Point With 1.0 comes our new permanent price of $0.99, which should help keep a steady trickle of new players in. As we promised during Early Access, Down To One will never have any P2W microtransactions in it, and will never be F2P. You pay once, you get to play Down To One forever, simple as that. Real community-driven development One of the things that we promised Down To One would have at the beginning of Early Access was community-driven development. This has absolutely been one of the most important aspects of development, without our community (particularly the regulars - you know who you are), Down To One would simply be less fun without your input, bugreports, suggestions, and general activity. So, a huge thanks to all those who are still hanging around after 11 months of Early Access :dtoDanger: Want to host your own DTO server? In case you missed it, a while ago we partnered up with the great folks over at uHostPro to offer excellent server hosting & great support. If you want to host a custom Down To One server (or a bunch of other gameservers), check them out! Of course, there's a couple of final changes and bugfixes for today's patch as well: Additions and Improvements
changedHey Everyone,Slightly reduced playable area damage per tick -The tick damage of the playable area was just a bit too high, this change brings it in line with other survival-related damage ticks
fixedHey Everyone,Fixed rare main menu loading screen loop
fixedHey Everyone,Fixed radio giving incorrect heading data
changedHey Everyone,Increased vertical speed threshold at which jump damage ticks up
changedHey Everyone,Heavily optimized bandwidth usage Weekly Cup 40 - Faceoff It's a special weekly cup this week as we jump into our 40th cup since launch. We've come a long way since then, and to celebrate, this weeks weekly cup will feature DOUBLE PRIZES - don't miss it! For more info, check out the news post on our website here. As always, don't forget to follow Down To One on Twitter , and if you'd like Steam notifications for when matches are starting, don't forget to join the Let's Play Down To One Steam group.

Down To One changes

added40 Weekly tournaments. Over 100 updates. Thousands of rounds played. Still No Zombies . The time has finally arrived! After 3 Release Candidates (RC1, RC2, and RC3) over the last week, Down To One has reached 1.0, and with the help of everyone who's supported it during our 11 months in Early Access, is now feature-complete and playing the best it ever has. Our goal at the start of Down To One's development was to create a competitive survival game with no zombies , and you can take a look at the success of our weekly cups as a testament to how well that's turned out. Check out our Launch Trailer What about the future? Our top focus right now is optimization - expect a patch next week (or even this weekend) This question is bound to pop up, so let's get it out of the way. 1.0 for Down To One marks a point where the game is feature complete, optimization has improved dramatically since launch, and everything is playing well. The Down To One weekly cup will still continue, and we'll continue to support the game with patches for as long as possible, and of course, keeping our top-tier dedicated servers up and running as we have since launch on Early Access. New Price Point With 1.0 comes our new permanent price of $0.99, which should help keep a steady trickle of new players in. As we promised during Early Access, Down To One will never have any P2W microtransactions in it, and will never be F2P. You pay once, you get to play Down To One forever, simple as that. Real community-driven development One of the things that we promised Down To One would have at the beginning of Early Access was community-driven development. This has absolutely been one of the most important aspects of development, without our community (particularly the regulars - you know who you are), Down To One would simply be less fun without your input, bugreports, suggestions, and general activity. So, a huge thanks to all those who are still hanging around after 11 months of Early Access :dtoDanger: Want to host your own DTO server? In case you missed it, a while ago we partnered up with the great folks over at uHostPro to offer excellent server hosting & great support. If you want to host a custom Down To One server (or a bunch of other gameservers), check them out! Of course, there's a couple of final changes and bugfixes for today's patch as well: Additions and Improvements
changedSlightly reduced playable area damage per tick -The tick damage of the playable area was just a bit too high, this change brings it in line with other survival-related damage ticks
fixedFixed rare main menu loading screen loop
fixedFixed radio giving incorrect heading data
changedIncreased vertical speed threshold at which jump damage ticks up

Hey Everyone,

40 Weekly tournaments. Over 100 updates. Thousands of rounds played. Still No Zombies. The time has finally arrived! After 3 Release Candidates (RC1, RC2, and RC3) over the last week, Down To One has reached 1.0, and with the help of everyone who's supported it during our 11 months in Early Access, is now feature-complete and playing the best it ever has. Our goal at the start of Down To One's development was to create a competitive survival game with no zombies, and you can take a look at the success of our weekly cups as a testament to how well that's turned out. Check out our Launch Trailer What about the future? Our top focus right now is optimization - expect a patch next week (or even this weekend) This question is bound to pop up, so let's get it out of the way. 1.0 for Down To One marks a point where the game is feature complete, optimization has improved dramatically since launch, and everything is playing well. The Down To One weekly cup will still continue, and we'll continue to support the game with patches for as long as possible, and of course, keeping our top-tier dedicated servers up and running as we have since launch on Early Access. New Price Point With 1.0 comes our new permanent price of $0.99, which should help keep a steady trickle of new players in. As we promised during Early Access, Down To One will never have any P2W microtransactions in it, and will never be F2P. You pay once, you get to play Down To One forever, simple as that. Real community-driven development One of the things that we promised Down To One would have at the beginning of Early Access was community-driven development. This has absolutely been one of the most important aspects of development, without our community (particularly the regulars - you know who you are), Down To One would simply be less fun without your input, bugreports, suggestions, and general activity. So, a huge thanks to all those who are still hanging around after 11 months of Early Access :dtoDanger: Want to host your own DTO server? In case you missed it, a while ago we partnered up with the great folks over at uHostPro to offer excellent server hosting & great support. If you want to host a custom Down To One server (or a bunch of other gameservers), check them out! Of course, there's a couple of final changes and bugfixes for today's patch as well: Additions and Improvements

  • Slightly reduced playable area damage per tick -The tick damage of the playable area was just a bit too high, this change brings it in line with other survival-related damage ticks

Bug fixes

Fixed rare main menu loading screen loop

Fixed radio giving incorrect heading data

Increased vertical speed threshold at which jump damage ticks up

Heavily optimized bandwidth usage Weekly Cup 40 - Faceoff It's a special weekly cup this week as we jump into our 40th cup since launch. We've come a long way since then, and to celebrate, this weeks weekly cup will feature DOUBLE PRIZES - don't miss it! For more info, check out the news post on our website here. As always, don't forget to follow Down To One on Twitter, and if you'd like Steam notifications for when matches are starting, don't forget to join the Let's Play Down To One Steam group.

Source

Steam News / 8 January 2016

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