Autosave system implemented ! Game will autosave at the start of each gameplay loop \[Chase, Hall, Desktop]
Game save is deletable.
Clicking save file loads you back to the saved checkpoint.
Major gameplay changes and improvements to Meaty's desktop route.
keygen.gif no longer duplicated
Anita sillyman game now completes and closes normally
Anita’z zip folder in her room now unzips properly
Instances of DOLLHOUSE.exe dialogue not completing were fixed
DOLLHOUSE.exe now skips the intro if you have seen it before
Polished the fantome messaging app window to better display different channels
Fixed bug that caused the password in Spiderface’s room to be unclickable
Added close button to the password prompt in Spiderface’s room
Adjusted Spiderface’s animation
Asset updated in Billie’s room
Asset updates on desktop
Fixed bug related to indefinite loading time in opening
Fixed bug related to opening sequence window staying too long
Disabled dithering shader after chase sequence
Fixed the glitch texture effect appearing in scenes outside of the chase
Fixed issue where desktop shortcuts dragged into fantome would stick there and become un-interactable
Adjusting scaling for the toolbar tabs at certain resolutions and aspect ratios Instances where the screen would be dark after a scene change should now be fixed
Resolved issue where Anita’s desktop route was not sequencing files correctly
Adjusted Spiderface’s desktop route
Resolved an issue in the opening where the full opening would not play even after deleting all save files.
Removed ability to drag pompom while she is in her feed routine, causing her to never go hungry again.
Hall sequence no longer displays incorrect messages if loaded in after an incomplete route.
Grapeline no longer zipped in Anita's route.
Grapeline UI scaling fixes.
New Notifications icons on apps
Pinned messages displaying new content in Fantome
Character cards + comics collected throughout routes should persist in consequent loops.
Music loop fix in hall.
New emotes added to Fantome.
Fixed two conversations mixing in grapeline in Fiona's route.
Fixed diary appearing outside of Billie's room
Fixed visual glitch with Billie’s quizzes on her desktop route
Fixed Ophie card not displaying in files
Fixed screenshot in Fiona's route not displaying in files
General visual improvements/fixes across the entire game.
Thank you everyone for your patience and support throughout our first ever game launch. While we may not have launched in an ideal state, I hope you can see that we have every intention in making this game be the perfect game we know it has the potential to be.
Being two programmers, and in general just three devs, we have entirely devoted ourselves into making oneway.exe fun and enjoyable to play.
In the past 3 days we have accomplished many major bug fixes, UI issue fixes, as well as properly implemented a functioning save system. All published routes are playable and completable, and importantly also logical!
We love this game it is our reason to be. We would and WILL do anything for oneway.exe
Have a great weekend,
Bugs Ray
Added grass in outdoor circus zone.
Redesigned closed slide layout.
Fixes
- Witch hat cackle now has variation in pitch
- Removed collision on spoopy pumpkin hat
- Fixed position of a couple Halloween decorations in town
Hi! I posted a new trailer while I'm polishing some levels in the game. In the next week I'll be adding to this trailer as I finish polish on other levels. So in the next 2 weeks you'll see a wide variety of levels that are in the game now.
So right now the trailer shows one of the levels I recently finished for the game. This should give you a good idea of what the gameplay is like since that's what it is: 100% Gameplay. This level is part of the City Crossing group of levels where you are dodging cars, manholes, fire hydrants, all kinds of things that explode, smush, or launch your sheep into orbit.
Right now, the game has a lot of different levels types in different settings like:
Winter levels
Westerns
Factory levels
Pinball levels
Mayhem levels
and a bunch more.
Honestly, I can't wait to give everyone a peak of them as the trailer gets updated over time.
So for the time being, I guess this is more of a Teaser Trailer hehe. I hope you like it! There's lot's more to come.
Check the store page to see it now :)

This update brings some of our most significant improvements yet, including a major dialogue system overhaul, the introduction of combat mechanics, and the long-awaited music system!
Dialogue System Completely Overhauled - Eliminated all button render delays in the dialogue system for smooth, responsive conversations
Options Menu Fixed - The options menu no longer stays on screen after unpausing the game
Controller Options Added - Players can now configure controller settings through the options menu
Rootling Combat - Players can now attack and defeat rootlings! This marks the introduction of combat mechanics to Harper and Lyre
NPC Interaction Indicators - Helpful "Interact" prompts now appear when you approach NPCs, making it clear when you can start conversations
Music System Implementation - Music has been added throughout the game! All music files are now properly linked to collectables and game areas
Enhanced Controller Support - Continued improvements to controller functionality for UI elements (still in progress, more updates coming)
Main Menu Tooltips - Information now appears when hovering over menu options for better clarity
Landscape Remeshed - Terrain has been refined to better support the Fleet Feet ability for smoother movement
Dialogue Updates - Revised dialogue for Hugo and Springo to improve character interactions and story flow
One of our most requested features is finally live! The game now includes a complete music system with tracks tied to different areas and collectables. Experience Harper and Lyre with the soundtrack it deserves!
💬 Join Our Community Share your feedback on the new combat system and music: Discord:
https://discord.com/invite/qVNnvmTKeV
This is a massive update that addresses some of our biggest system improvements. Thank you for your patience and continued testing!
The Harper and Lyre Development Team 🎵
New
4 new Beacons
Weapon’s Mobility stat now also affects ADS/Block transition speed
New setting: Enemy outline/glow intensity
Updates
(Enemy Knight) Reduced attack slide distance by ~10%
Enemy spawning algorithm has a new component based on player’s travel distance
Enemy squad spawning size is now tied to total danger limit instead of being a flat scaling value.
The goal here is to make the scaling with difficulty smoother and make lower difficulties have fewer trickles of 1 enemy at a time. This will likely require further tuning over time.
Fallen ambushes now have an announcement so they don’t just show up randomly
Beacon rolling pool per stage has been doubled in size to increase variety
(Ricochet Beacon)
Now auto targets nearby enemies, still goes in random direction if none are close.
Damage reduced to 50% (was 100).
Now can trigger other ranged hit perks
Fixes
Fixed Knights, Brutes and Chargers ignoring base movement speed stats while attack chasing.
It’s been bugging me for quite a while how heavy knights feel so oppressive and hard to manage when they are supposed to be the slower tankier enemies… finally found it. Might need to buff their other stats in the future to compensate.