*New* Timer mechanic
Visibility will eventually decrease over 20 minutes, red smoke will fill the cave, cave-ins will become a lot more frequent, floor cracks will erupt throughout the cave. And finally the entity that resides in this cave will come to take the player.
Minecart Visual and Audio Enhancements Added rocking motion while moving, corner tilts with sparks, stop lift-up animation, and gradual starting speed. Stop sound now plays correctly at end tracks.
Updated Loading Screen Visual overhaul of the loading screen.
Menu Text Changes Renamed “Continue Run” and “New Run” to “Continue Descent” and “New Descent”.
Main Menu Cleanup Reduced minecart spawns, removed darkness event, cleaned up menu text.
Enemy Healing on Ground Eruptions Enemies now heal when entering ground eruptions.
Footprint Attachment Fix Footprints now attach correctly to terrain and surfaces.
Raised Bat Nest Spawns Adjusted height of bat nest spawns for better level flow.
Reduced Bat Spawn Rate Lowered total bat spawn frequency to improve pacing.
Adjusted Vine Height Tweaked vine height to better fit surrounding geometry.
Quest Spawn Fix for Seed 1505
Resolved issue where “Clear Tracks” quest would not spawn under certain seed.
Reduced roof support spawns Roof Spawns happened too often and cluttered the level.
Minecart Stop Sound Fix Resolved bug where stop sound would not play at the end of the track.
Decal Sound Logic Fix Stop sound now only fails when not at the end of track; logic corrected.
Minecart Corner Spark Reduction Reduced intensity of sparks during minecart corner tilts.
Wind Particle System Update Improved visuals and behavior of wind particles.
Minecart FX Improvements Refined sparks and added polish to movement-based effects.
Speech Bubble Timing Adjustments Increased both display time and typing speed for better readability.
Retry Buttons on Death & Win Menus Added quick-retry buttons to improve usability post-run.
Steam Deck players were seeing debug watermarks in the bottom left and right corner of the screen. This fixes that.
Please continue enjoying your regularly schedule episode of Battle Suit Aces.
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Hi everyone
It’s been more than 50 days since our last post-mortem for our Old demo.
We know, that’s a long time, and saying “we’ve been busy” doesn’t even begin to cover it. September and August were two intense months filled with reflection, reality checks, and Major Development news, too. But we will talk about those in Future Devlogs, so for now we will continue with our post-mortem Post, where we talk about how and why we changed our entire game Idea from 1 year ago.
In our last post (Devlog #04), we looked back at the first fight system in the early version with basic combos, a parry mechanic, and one-on-one combat with our old idea in 2023. Back then, we were dreaming big. We wanted a mix of stealth gameplay and free traversal, creating a world that felt open-ended, where players could move vertically, sneak past enemies, and complete objectives in multiple ways.
It was our first glimpse of what a deeply interactive and choice-driven experience could be. That idea excited us. It was bold, ambitious, and full of possibilities. But as development continued, the cracks beneath the surface started to show.
The Harsh Reality of Scope :
But as we started putting that dream into practice, cracks began to show beneath the surface.
To build that kind of freedom, stealth animations, takedowns, traversal moves, enemy awareness systems, and seamless transitions between them, you need a lot of animation work. Just for stealth alone, we estimated it would take at least three animators and two full years to reach a playable, polished state.
And that’s not even counting the level design.
To support deep player navigation and multi-approach gameplay, we’d need an entire art team to fill each environment with meaningful assets, alternate paths, climbable surfaces, hiding spots, interactive props, and so on. Based on our early estimates, that would mean five more artists and another three years of work.
Some Images of Environment Art We made in 2023 (Old Version)
Then came our unique art style (Our Celshade art style), beautiful, but time-consuming. Every visual choice we made increased the workload even further.
In short, what we wanted to make wasn’t impossible…
But it was impossible for our small team at that time.
Images showing our Art Style in 2023 (Old Version)
Images showing the Tree and grass in our old Art Style in 2023 (Old Version)
Images showing the Main Character and Enemies in our old Art Style in 2023 (Old Version)
After the Demo, It was the time when Reality Hit hard :
When we finally released the old demo, we were proud. It was a 15-minute playable snapshot of our vision, functional, focused, and ambitious. But it also opened our eyes.
Behind the scenes, our team was stretched thin. Our art lead had already left midway through production, and while we managed to finish the demo without him, that left a huge gap. What we had was essentially an MVP, a “minimum viable product,” not a foundation we could easily expand into a full game.
We began reaching out to publishers, hoping to find a partner who could help us take the next step. But again and again, the answer was the same: “It's more or less impossible to make, based on your Team.”
When asked to present a development plan with milestones, team allocation, and production estimates, the truth hit us hard. With a three-person team and limited time, there was no way to deliver the game we had originally envisioned. Our dream version simply wasn’t possible — not without sacrificing quality or burning out completely.
Redefining the Dream
So, we went back to the drawing board.
We stripped everything down and asked ourselves the toughest question:
“What can we deliver — beautifully, meaningfully, and completely — with the team we have?”
It wasn’t an easy decision, but it was the turning point.
We began identifying the core pillars of our game — the elements that truly define the experience and make it fun, immersive, and achievable.
It meant rethinking not just what we wanted to build, but how we wanted to build it.
This is where the new direction truly began.
We decided to completely remove all actions regarding stealth mechanics.
We decided to keep the feel of the cinematic that Firva was moving toward.
We decided to have a unique experience rather than having lots of filler mechanics.
We decided to keep our Story Rich World, but only tell the necessary stories.
We decided that now that we are using fewer mechanics, we need to have more Atmospheric theme.
We decided not only to keep the Narration and Dark Fantasy Mood, but also to expand it.
We decided to move toward a combination of Classic games like God of War from 2005 and try to take a Modern Approach to appeal to old and new players.
And all of these Decinces led us, led the Firva to this conclusion :
In our next devlog, we’ll dive deep into these core pillars and expand on them. so
Stay tuned, and as always, thank you for following this journey with us. Your feedback, comments, and energy keep this dream alive. 💪
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Due to unforeseen circumstances, oneway.exe is going to be releasing on Oct. 22.
We're really sorry, we wanted to be able to let you guys know the change in plans as soon as physically possible. This is not something we anticipated and everyone's excitement and enthusiasm has helped us a lot during our dev process.
It may not be as soon as you're excited for, but we hope that Oct. 22nd you will be first in line to try the game you've been supporting. We hope it's not only the game you wanted, but exceeds even that.
What's New:
Visual updates to the tower
Adjustments to the computer (notice any new apps? 👀)
Refreshed app visuals on the computer
As we work towards a demo release for Don't Forget the Phone, we'll be sharing new screenshots each month here on Steam for those interested.
Regarding Lore Videos: Production on our YouTube lore series is paused temporarily and will resume with the official demo announcement.
At this point in time, about 90% of the game logic and systems are complete. The primary focus has now shifted to polishing everything up.
Talk to you again soon!
– Jaxkey