42 Players Start. Only 1 will survive.Down to One is a competitive survival shooter in a large, interactive, open-world environment. Start out with nothing, and use anything you can find in the environment to survive, and eliminate other competitors over the course of a brutal round.
User reviews:
Mixed (15 reviews) - 40% of the 15 user reviews in the last 30 days are positive.
Mostly Negative (1,714 reviews) - 37% of the 1,714 user reviews for this game are positive.
Release Date: Jan 7, 2016

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Recent updates View all (117)

August 15

New Server/Azure Platform Testing

Hi All,

We have a new dedicated server up (just click the "Use Static Server" checkbox in the main menu to see it). This server will remain up permanently while we test an important component of Down To One v2.0 - using Microsoft Azure as a replacement to our old server hosting provider. If you would like to organize a community event, feel free to add me and the server can be customized to your needs.

In 10 minutes from this post, if you would like to get together and have a game, I will be on the server doing a Q&A on Down To One 2.0.

3 comments Read more

July 28

DTO 2.0 Devblog 1 - A change of hands

DTO 2.0 Devblog 1 - A change of hands
No! Down To One is not changing hands as you might be thinking, but this devblog details some of the changes I've been making to the various systems in DTO for its biggest overhaul yet, including graphics, viewmodel (including your hands!), and new main gamemode.
Viewmodels in Unity
One of the biggest issues with Down To One 1.0 is the characters hands. In DTO v1, I used a multi-camera setup, with a second camera that only renders the characters hands and weapon. The disadvantages of this:
  • Post-Processing that relies on depth buffers (like Ambient Occlusion) doesn't work with a multi-cam setup without an incredible amount of hacks.
  • Post-Processing on the second camera in general isn't plug-and-play, and required edits to shader code, which broke anytime any of my Post-Processing effects (like PRISM, the one I make) had to update.
  • Extra overhead of rendering 2 cameras can really hit Unity. Unity is not built for 2-camera, large world setups, particularly when trying to use deferred rendering. Unless they've fixed it recently, there are still some 2-camera gotchas that mean each camera loops through lists of every renderer in the scene multiple times even if they're not needed to be rendered. In a game as big as DTO, this has an impact.
  • Objects rendered by the second camera don't receive shadows and look 'floaty'
  • Objects rendered by the second camera don't cast shadows by default
After experimenting with command buffers and tweaking the multi-camera setup, I ended up with DTO V2's solution to this problem: A 'simple' shader edit. Now, whenever a renderer needs to be rendered in front of anything else, a few things happen:
  • It is registered in a dictionary on the main camera as a "First Person Renderer"
  • All materials in that renderer are set to use a "FIRST_PERSON" shader keyword until they are unregistered
  • This keyword enables code in the vertex shader that forces the model to use a custom view matrix (ie. a set Field Of View), and also offsets the depth the model is rendered at, so that it is always rendered in front of anything else.
An issue popped up with this: The characters feet would render on top of everything as well. This was fixed by the addition of a script that can be added to any renderer+material to tell the material never to get "first-person'ed".
Also, the custom projection matrix was not as easy as calling GL.GetGPUProjectionMatrix in Unity, as for whatever reason, it does not return the actual values that the shader uses. So, a C#-side conversion from OpenGL into DirectX Viewmodel has to be made to un-flip it and correct it:
public void SetCustomProjMatrix(Camera fromThisCamera) {                 var projectionMatrix = GL.GetGPUProjectionMatrix(fromThisCamera.projectionMatrix,false);// fromThisCamera.projectionMatrix;                 if(isDirectX)                 {                                 for (int i = 0; i < 4; i++) {                                                 projectionMatrix[2, i] = projectionMatrix[2, i] * 0.5f + projectionMatrix[3, i] * 0.5f;                                 }                 }                 Shader.SetGlobalMatrix("_CustomProjMatrix", projectionMatrix); }
Now, let's look at the benefits of this approach:
  • Super cheap, only performance impact is a tiny vertex shader change
  • Works on any shader as long as we add the "FIRST_PERSON" shader feature into it (one line of code)
  • The FoV of the gun is always completely independent of the camera FoV
  • First-Person models don't need any hacks to work with post-processing. They're all rendered on the main camera.
  • Everything casts shadows properly
  • Everything receives shadows properly (and looks a lot less 'floaty')
So, it's definitely a win. Also, something that could've technically been done in DTO v1 was the FoV of the first-person camera changed to be smaller, which really makes it look like a proper FPS:


Stay up to date on Twitter for more devblogs @DownToOneGame.

16 comments Read more

About This Game

Down to One is a competitive survival shooter in a large, interactive, open-world environment. Start out with nothing, and use anything you can find in the environment to survive, and eliminate other competitors over the course of a brutal round.

Core Features:

  • Realistic Bullet Physics: With physics values from real-world guns, bullet drop, and dynamic bullet penetration, ranged combat has never felt so good.
  • Dynamic Looting: Everyone loves looting. With custom loot spawning mechanics, you'll find things where they should be.
  • Customization: Play how you want to - take perks that let you knock players weapons out of their hands, play dead to confuse your opponents, and much more.
  • Built For Performance: With support for 4K resolution, 64bit-only systems and DX11, your hardware won't get bored easily.
  • Advanced 'Netcode': Our networking system dynamically changes network update rates - 'tickrate' - as the player count decreases throughout a round.
  • Dedicated Servers: Don't settle for games hosted on someone's dial-up. Our high performance dedicated servers will make multiplayer feel like you're at a LAN.
  • Immersive Interaction: Interact with anything you find in the environment with & use it to your advantage.
  • Full Body Character: It's hard to have an immersive experience as a floating pair of hands. In Down To One, what you see is what you get.
  • Improved Anticheat: With a custom anticheat system, and authoritative networking features, we're aiming to tackle cheating head-on.
  • Responsive Input: Raw input sampling and competitively calibrated sensitivity. If you miss, it's not our fault.
  • Esports Support: With support for LAN play, custom server rules, and private servers, we're putting the competition into survival.

System Requirements

    • OS: Windows 7 64 bit
    • Processor: 2.4 GHz Intel Dual Core Processor
    • Memory: 4 GB RAM
    • Graphics: NVIDIA GeForce GTX460/ATI Radeon HD 5850
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 4 GB available space
    • Sound Card: Direct-X compatible sound card
    • Additional Notes: Minimum spec assumes user runs the game at 1280x720 resolution with low graphics settings.
    • OS: Windows 8.1 64 bit
    • Processor: 3 GHz Intel Quad Core Processor
    • Memory: 6 GB RAM
    • Graphics: ATI Radeon HD 7970/Nvidia GeForce GTX 660
    • DirectX: Version 11
    • Network: Broadband Internet connection
    • Storage: 6 GB available space
    • Sound Card: Direct-X compatible sound card
    • Additional Notes: Recommended spec assumes the user runs the game at 1920x1080 resolution with "Very High" graphics settings
Customer reviews Learn More
Mixed (15 reviews)
Mostly Negative (1,714 reviews)
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