[Alpha] Explore, hunt, be hunted, kill, destroy, build... Fight in a colorful, devastated world that everyone is trying to take for themselves. Do it yours, but remember your main goal at the start of the day; try to survive one last day.
All Reviews:
Mixed (85) - 69% of the 85 user reviews for this game are positive.
Release Date:
Apr 28, 2015

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Read before buy, please. Early Access provides the game for the fans to play along the development, and money to the developers to keep developing it. We asked to our community if they would like to have an Early Access or wait for a full release and the answer is now here!

Since we are only 2 developers, thanks to Early Access we will be able to increase the development speed and dedicate our full time to the game instead of second jobs.

We're planning updates every 2-3 weeks along the Early Access development, adding new content to the game and implementing already-done features.

Reminder: this game is still in Early Access state. This means that you might find bugs and other problems. However, if you'd like to be part of the development and get some exclusive content, we're happy to say "welcome!".

Approximately how long will this game be in Early Access?

“This game will be in early access until it reaches the beta or first release state. This might happen in a few months (5+) based on a listing of "to do" things. You can see the most important "to do" things in our "Future features / roadmap list" in the game's description.”

How is the full version planned to differ from the Early Access version?

“We're working to make a ever growing sandbox. Talking about release or first official version, we're adding a lot of planned content, and some of them, already done, but pending to be optimized and fully implemented (like vehicles, accesories, skills...).”

What is the current state of the Early Access version?

“We're currently working on the base game yet. We want to make a game free of bugs (yes, we know, that's impossible) or at least stable to keep adding more and more content in a future. So let's say that we're working on a big open base. We're currently on alpha stage.”

Will the game be priced differently during and after Early Access?

“Our goal is to keep the same price after and during Early Access, however you might get items and experiences in game that you couldn't get after Early Access.”

How are you planning on involving the Community in your development process?

“Our community is very important for us. As we can't make every single suggestion become true, we will pick the best ones and put them in game voted by the community itself.

Oh, and we'd love to hear about your opinion of the game and what do you think is the best to improve it. After all, we are here because of you, thank you!”
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Recent updates View all (69)

July 30

#UPDATE 0.29a - Performance and changes

Hey! How is it going?

So here we go again, here you have a new update, but remember, as I said in the last post, these updates are going to "change" the game for the new coming version.

However, you are getting a big performance gap between this new version and the last one, and more performance is coming.

This update contains a bunch of techinical stuff that you might not understand (or you might do), but it should be doing a great job anyway.

Voxel system is being reworked and optimized. The game modes we have in mind require a constant, stable fps rate and our goal is to get the best we can.

Some UI and AI is being reworked too, and they will be improved a lot in the upcoming updates.

Content removed
Don't kill me yet! Wait!
I'm removing some content from the game for a simple reason. This content is causing a lot of performance spikes and as I said, our current main goal is to reach a stable performance rate. This content will be coming back as soon as I get it running smoothly, so don't worry!

Some bugs may appear
Big, huge changes are being done in One Last Day, so you might see some new bugs. Some are known, some are unknown yet, but the "known" ones aren't making the game unplayable.

Of course these will be solved in the upcoming updates until the new version comes.

Simplified patch notes
- Lightning bolt removed (it was using the old particle system and procedural mesh movement, performance expensive)
- Texture atlas references is now a separated class declared only once, instead for each chunk
- Texture atlas references are now a custom struct instead of Vector2 class
- Physx Unity system is being replaced by a custom voxel collision system, it might be buggy at the moment
- Custom collider systems now uses primitive colliders pools and voxel detection instead of mesh colliders
- Skeletons meshes removed, they were very expensive in performance and their material (item) will be added in other loot pools
- Each chunk is now updated (checking for changes and rebuild mesh) 1 time every X frames, instead of X times every 1 frame
- Particle raycasting (for raining and fire) optimized
- Grass and vegetation meshes are not generating mesh colliders anymore
- General code cleaning from the previously removed old networking system
- Texture atlas reduced from 4k to 2k, gaining a great performance in RAM and no loss on quality
- UI Event System optimized for the current UI system
- Enemy sound event system (sound detection) executed every X frames instead of X times every frame
- Sun flare removed (will be replaced with another effect)
- Added a probability spawn rate to clouds to reduce acid clouds
- Damage produced by acid cloud deactivated temporarily
- Updated to Unity 5.6.2 (added GPU instancing for some meshes / materials)

- Mesh colliders are removed from terrain and replaced with voxel detection + primitive colliders, beware of strange physics behaviours
- Some textures from some old models might be missing (these models are going to be replaced)
- Some animations might be broken, but still playable

I hope this update makes your game run better!
3 comments Read more

July 16

Upcoming updates

Since the last update (long ago), many things have passed.

As you now I was the only one keeping the development alive, but I have also bills to pay (they are growing up every year... sigh*).

Fortunately some else joined the Bloodwolf Studio team (IVM) and we finally decided to start the game from scratch using the same base.

All the art will be changed for a better game. Gameplay will be changed also (sandbox will be kept and improved, but it wont be the main game mode).

Upcoming updates
Since we are changing the whole game using the same base, I'm going to upload some updates that will improve performance of the current state of the game, for some users with an average mid-low computer this might mean a lot.

Remember, again, we are changing the game completely (I'm sure for a better way), and this means that some buggy or cost expensive content will be removed gradually in the next updates (not much), bringing you a stable world in performance.

So, what's coming in these updates?
Performance of the base game system. We'll begin with the current voxel system, that is being improved in performance a lot. It is important to keep a constant frame rate and reduce performance spikes to a minimum possible for the game modes that we are planning.
Render effects and postprocessing will be gradually changed into something closer to our final thoughts.

However new models, textures, gamemodes and mechanics will be part of a major update and wont be available until it's ready.

The next performance update should be coming really soon.
4 comments Read more
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About This Game

When everything is over, when there is no society, law or even world and you need to fight every day for a last breath, your only goal is to survive one last day.

Explore, hunt, be hunted, kill, destroy, build... Just do whatever you need to survive in a colorful, devastated world which the nature has taken back.

Current features (alpha stage)

  • Explore procedural generated world alone or with friends.
  • Build and destroy. This is voxel and you can destroy every single piece of map.
  • Survive at any cost. You can survive by gathering resources just from the nature.
  • Be a scavenger, search stuff in abandoned buildings, or rob other players.
  • Living world. Day / night cycles with consecuences and dynamic weather system.
  • Dangerous world. Avoid the acid radioactive rain and try not to be struck by lightning.
  • Cooking. Hunt, gather and scavenge food and then cook it.
  • Arm yourself, you can craft basic weapons and search for the most advanced weaponry.
  • Create and customize your character, you can find clothes and wear them.
  • In-game shop (with in-game currency).
  • Great crafting system that keeps growing and improving every update.
  • Continuous development with personal support from the developer (if he's awake!)
  • Offline mode. You don't need internet connection in order to play.
  • Windows and OSX support.

Features coming in very next updates (already done, but being tested)

  • Infinite map / large scale map support.
  • Weapon customization (silencers, sights...).
  • Huge performance optimization.

Features currently being developed / implemented

  • Campaign / story mode.
  • New character system allowing new actions and new weapons types.
  • More weapons.
  • Vehicles (bikes, helicopters, quads and cars).
  • Skills and character progression.
  • More enemies and wildlife.
  • Map events.
  • Xbox 360 controller support.

Future features / roadmap

  • Character accesories (for example, a parachute).
  • Further languages.
  • Enhaced multiplayer experience.
  • Linux support.
  • Whatever the community wants!

As for alpha 0.25a, multiplayer mode is currently disabled for a new multiplayer system addition working with Steam.

Internet connection is recommended in order to play

System Requirements

Mac OS X
    • OS: Windows XP Service Pack 2 or greater
    • Processor: Intel Dual Core 2.8GHz or greater
    • Memory: 2 GB RAM
    • Graphics: Nvidia 9600 GT / ATi HD 4670 or greater
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Disk space and requirements may vary due to development
    • OS: Windows 10 64-bit or greater
    • Processor: Intel Quad Core 2.4 GHz or greater
    • Memory: 4 GB RAM
    • Graphics: Nvidia GTX 260 / ATi HD 5770 or greater
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Additional Notes: Disk space and requirements may vary due to development
    • OS: OS X 10.9.5 or greater
    • Processor: Intel Core i3 2.0GHz or greater
    • Memory: 6 GB RAM
    • Graphics: AMD Radeon HD 6750M (512 MB)
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: You may be able to run the game with less RAM by lowering graphic settings
    • OS: OS X 10.9.5 or greater
    • Processor: Intel Core i5 3.0GHz or greater
    • Memory: 8 GB RAM
    • Graphics: AMD Radeon R9 M380 (2 GB)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
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