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Hey, cinema guests!
In this patch, I made several behind-the-scenes changes to improve performance and fix a variety of smaller issues:
Rendering pipeline overhaul: The biggest change is the switch to a much more lightweight rendering pipeline. The previous system included a lot of unnecessary overhead, while the new one keeps nearly the same visual quality with significantly better performance. Depending on your hardware and settings, this may result in up to 100 additional FPS.
Smoother floor transitions: Switching between floors should now feel much smoother, with fewer or no visual side effects during the transition.
UI fixes and keyboard navigation: I fixed several small visual issues in the UI. Navigating through the menus using only a keyboard was previously not working correctly, but it should now function properly.
3D model adjustments: Small gaps between some floors and walls allowed players to see outside the rooms from certain angles. These gaps have now been closed.
Improved freezer lighting: The lighting inside the freezer looked strange in some situations and has now been improved.
Updated poster design: The "Bring the Book Back" poster has been replaced with a fresh new version.
Unity Engine update: The game has been updated to the newest stable version of the Unity Engine.
Additional small fixes: I also changed and fixed several tiny things here and there that I probably forgot to write down.
Overall, this update should provide a much smoother experience for everyone and prepare the game for future improvements!
Cheers, Struggle Games Studio Marten
Hey everyone,
I’ve started working on a new content update for the game with new anomalies and other creepy additions! For that, I need your help and ideas!
Which horror movie moments or unique movie scenes should I add? Or do you have any other ideas, maybe some new habits or behaviors for Mr. Popcorn Guy? Let me know in the comments. I appreciate every bit of inspiration and help!
Now to the update itself:
In this small patch, I adjusted the anomalies that could kill you and tried to make them feel a little more fair, so it’s easier to understand how to escape them. Some players felt like there was nothing they could do against certain anomalies and that death felt unavoidable. I want to improve the experience and make the game feel better and more understandable for everyone.
Cheers, Struggle Games Studio Marten
Hey everyone,
Since I learned a few new things while developing Olivia, I decided to apply some of those improvements here as well to improve the game’s performance even further.
I also updated the character models for Olivia, Jim, and Mom so they look better now, and corrected small details in the scenes to improve the overall visuals as well.
Have a great weekend! Struggle Games Marten
Hello everyone,
You’ll have come across Olivia and Jim here and there during your visits to the cinema. Now you can visit them at home. “Olivia” is a short, story-driven cartoon horror game in which you get to the bottom of the missing girl’s story!
Cheers, Marten
Hey everyone,
In this patch, I’ve removed (hopefully) all AI-generated content from the game. Thanks to the support and revenue from my games over the past month, I was able to hire voice actors to record all the voice lines.
Since I didn’t want to use AI voices for the upcoming prequel “Olivia”, I decided to record voice lines for all three games at once. Thank you for playing my games and giving me the opportunity to do something like this!
I also replaced two images in the game after players pointed out that they were AI-generated. Since I don’t create every asset myself, I can’t always be 100% sure how they were made, and sometimes it’s not obvious. If you notice anything that still seems AI-generated, please let me know, I’ll double-check and remove it if necessary.
I also made some improvements to the second scene of the clip, as parts of it were a bit messy previously. It should look better now.
Additionally, I updated the Unity build to the latest stable version and made some minor code and asset optimizations for better performance.
Have a great weekend!
Struggle Games Studio Marten
Hey everyone! This small update focuses on performance improvements and technical optimizations.
Reworked several textures on smaller objects to reduce graphical load
Minor lighting adjustments
Updated the Unity version to the latest LTS version
Added movement smoothing when the player starts and stops moving
Added Vulkan as a startup graphics API option.
Have a great weekend!
Struggle Games Studio Marten
PS: Wishlist the prequel Olivia if you'd like to support my game dev journey!
Hey everyone,
Here’s a small performance update. In this patch, I reworked how lighting is calculated and lowered or removed some light settings that didn’t have any noticeable effect on the scene.
I went through every object and light and defined which lights can affect which objects. This reduces the amount of lighting and shadow calculations and improves performance. At the same time, I removed even more objects from dynamic lighting where the lighting never changes, meaning there’s no need to constantly calculate shadows for them.
I also reduced the size of the baked light and shadow maps, which should further improve performance.
Wish you a great weekend and maybe watch a cool movie!
Marten Struggle Games Studio
PS: If you want to support my journey to someday do game development full-time, please wishlist the prequel “Olivia” if you haven’t already. Thank you!
Hey everyone!
In this small patch, I added a first version of full controller support to the UI. While working on this, I also fixed a few small UI styling issues that I noticed during the rework.
If you encounter any strange controller behavior, whether using mouse and keyboard or a gamepad, please let me know so I can fix it!
Thank you to all the players. Even several months after release, there are still new players joining every day, which makes me really happy!
PS: If you still missed it, the prequel "Olivia" to "One Last Clip" will be released in March! You can wishlist it here, that would help me a lot and might even allow me to do game development full-time instead of part-time at some point. That would be a big dream of mine.
Have a great week!
Marten Struggle Games Studio
Hey everyone,
In this patch, I focused on improving the game’s performance. On my system, the FPS increased by around 20–30 frames. To achieve this, I adjusted several graphics configurations in Unity that were costing performance without providing real visual benefits, or replaced them with much simpler solutions that achieve the same results.
I also reworked some of the 3D objects in the scene so they are less performance-heavy. A nice side effect of this is that some strange lighting effects on walls and floors are now gone. They might not have been noticeable to everyone, but they bothered me for a long time. Now the scene lighting looks much smoother overall.
Additionally, I made a small UI change so the interface should now scale correctly on widescreen monitors.
And if you haven’t already, please consider wishlisting my upcoming game “Olivia”, a prequel to One Last Clip that tells the story of her disappearance.
Have a nice day!
Marten Struggle Games Studio
Hey Paper Panic Watcher, I am happy to announce that the Steam Page for the prequel Olivia is now live! You would really help me out by adding it to your wishlist: Check it out here! One more trailer and additional videos will be come in January. The game is now planned to launch at the end of February, or at the latest at the beginning of March. It’s no longer releasing in January as I first planned, because it has grown a bit bigger than I originally expected.
Now for the update: I’ve added initial gamepad support, so you can play with a controller if you prefer. For now, only the main gameplay supports it, the main menu and pause menu still require mouse input, but they will receive controller support in one of the next updates. I also added Indonesian as a new language. Additionally, I updated the Unity version the game is built on to the newest LTS, which should include some minor performance optimizations.
Thanks again for all your support!
Marten Struggle Games StudioHey everyone,
The Halloween decorations are gone, and the popcorn guy wanted some Christmas decorations in his entry hall to get into the winter mood.
Other than that, I’ve changed my plans for the next release, Teddy Won’t Help will be coming later next year. Before that, I want to bring the story you experienced in One Last Clip to an end with a small horror game called Olivia. In this game, you’ll play as the person who wrote the manuscript for the Paper Panic clip.
The release is planned for early to mid-January.
Hope you’ll like it!
Marten Struggle Games Studio
Hey everyone,
Great to see so many people enjoying the content update! In this small patch, I’ve made a few performance improvements for certain anomalies, which should help reduce lag when they occur.
I’ve also fixed a few issues that some players made me aware of, thanks a lot!
Fixes:
Fixed an issue where two anomalies blocked the rewatch function, even though they shouldn’t.
Fixed a problem where specific anomalies appearing one after another could cause strange behavior.
Fixed a few minor spelling errors.
Wish you all a Happy Halloween! 🎃
Marten Struggle Games Studio
Hey everyone,
so the Halloween update is here! It brings some new content, improvements, and fixes. First of all, thank you to everyone who played it so far, never thought so many people would walk in loops through my little cinema. Thanks!If you pressed pause during a quiz and went back to the game, it was locked and required a restart, fixed.
When sitting, your player model had two thumbs… fixed!
The Popcorn Guy’s hair was slightly improved.
The light in the space scene no longer affects the light in the lobby.
Fixed a bug where, after death, you couldn’t start the next film correctly.
Fixed the issue where the player character ran in place when sprinting, then stopping while still holding Shift.
See you in the cinema! Marten Struggle Games Studio
Hey everyone,
First, thank you for all your feedback!
I’ve changed the death penalty balancing from yesterday’s patch and moved it to a new menu option called “Easy Mode.” Now you can choose whether you want to be completely reset after death or just sent back two floors. I think this is a much better solution, thanks for the input!
As you can see in the picture below, I also added a diagram with Jim that explains the task cycle. I wanted to replace the big wall of text with something more fitting for the whiteboard and less overwhelming to read.
I think this will be the last small patch before the bigger content update in about 3–4 weeks.
Have a great weekend!
Marten Struggle Game Studio
Hey everyone,
In this small patch, I’ve adjusted the penalty for dying. The probability of an anomaly occurring that kills you is highest in the last two theater halls, and I noticed it was quite frustrating to be thrown completely back to the start.
It should still feel like a challenge, though. Just like the Whiteboard says, you need to avoid those dangers. That’s why I’ve changed it so you’re no longer sent all the way back to Cinema Hall 8 after dying. Instead, you now have to redo three extra halls.
For example, if you die in Hall 1, you’ll be sent back to Hall 4.
I’ve also updated the Whiteboard instructions with a warning that dying will result in a penalty of extra work.
I hope this makes the challenge feel more balanced and fair than before. Thanks for playing and please leave your feedback in the comments!
Marten Struggle Games Studio
Hey everyone,
First, a big thanks to the people who made me aware of these two little bugs!
The first bug was that you could walk out of the map in the back corner of the theater. The second was a minor display error: on the finish screen, the statistic for “Decided for flaw but there wasn’t one” almost always showed 0 because the wrong statistic was being displayed.
Both are now fixed.
Have a great weekend!
Marten Struggle Game Studio
Hey everyone,
first of all, in this small patch I adjusted the lighting in the cinema a little. It’s no longer quite as dark in the backseats, but still dark enough. The reason for this change is that many players had trouble seeing where they could walk, and for some anomalies you need to take different paths.
Before Halloween, I’m planning a bigger content update. This should be released no later than October 24, and maybe even a few days earlier. As you can see in the picture with these update notes, there will be a new character in the content update: the mom of Jim and Olivia, along with a lot of other new stuff!
Have a great week!
Marten Struggle Game Studio
Hey everyone,
with this small patch I tried to reduce the heavy lag that occurred when entering the cinema entrance and the theater for the first time. It should be much less noticeable now, but I’ll keep working on optimizing performance further.
Thanks, and have a nice day!
Marten Struggle Game Studio
Hey everyone,
before I talk about the small change in this patch, I want to hear your ideas for a content update (1.1.0) that I’m planning before the spooky season of Halloween! This update should include some more anomaly references from horror and non-horror movie classics, as well as more clip flaws and maybe other small things for the popcorn guy to do.
So please share your ideas in the comments, either just mention a movie you think would be great to see, or even suggest how I should integrate it if you have something in mind. Many thanks in advance!
Now, for the change in this patch: I noticed a lot of players were getting confused by the fog anomaly reference to The Mist, which is totally understandable if you didn’t program it yourself and don’t know what to do. To help, I added a voice line and a corresponding subtitle after you get teleported into the fog, giving you a clue about what to do next.
I’ve really learned a lot on my game dev journey from everyone who has played the game. The most important lesson and one I always need to remember, is that the things I develop are completely clear to me only because they came from my own head. I need to explain them in some way so everyone else can understand what I intended.
Thanks for all the learning and support!
Marten Struggle Game Studio
Hey everyone,
The first change in this patch is that when you reach Cinema Hall 0, the Popcorn Guy now guides you a bit more clearly toward the manuscript. The manuscript contains some backstory and lore behind the clip and its characters. Since I noticed many players were passing by Hall 0 without noticing it, I wanted to make it more visible. The manuscript can now also be found in the backroom near the camera projector, once you’ve finished the game at least once.
I also made a few minor adjustments to hopefully reduce occasional frame drops, along with some translation optimizations.
Thanks again for all your support!
Marten Struggle Games Studio
Hey everyone,
Over the last couple of days since release, I’ve been watching a lot of your streams and videos of One Last Clip, as well as reading your comments. Two of the most requested quality-of-life features are now included in this patch:
Skip Hall 8 after reset When you get reset to Hall 8 (because of death or a wrong decision), you can now open the normal exit instead of being forced to rewatch the correct clip you may have already seen many times.
Separate Jumpscare Volume You can now adjust the volume of jumpscares independently. Previously, jumpscares were tied to sound effects and often came across as a little too loud. Now you can set it exactly how you like.
I also fixed a rare issue where the Popcorn Guy sometimes spawned in the wrong place, got stuck in the ground, or behaved oddly. On top of that, he now has a proper collider, so players can no longer walk through him in certain situations.
Known Issue In some cases, the chairs may open right after starting the clip, or show other incorrect behavior. I’ve seen this happen in playthroughs, but I haven’t been able to reproduce it myself yet. I’m still investigating so I can pinpoint and fix it.
Thanks again for all your support and the super helpful feedback it really helps me make the game even better!
Marten Struggle Games Studio
Hey everyone,
First, a BIG thank you to everyone who has already played One Last Clip! I really appreciate it to see so many people having fun with the game.
In this first small update, I’ve balanced some of the anomalies that can kill you. I either increased the reaction time or reduced the waiting time. Before, if you didn’t fully understand what was happening, the timing felt unfair, and dying often seemed inevitable without a lot of trial and error.
Next, I worked on making the text hints on the board a bit clearer, but still without directly explaining everything to the player. They now clarify that the anomalies in the cinema don’t affect your choices, and they also give small tips on how to survive the deadly anomalies.
I also fixed a small bug where the “Clown/It” Anomaly was very difficult to trigger, which made the related achievement nearly impossible to unlock. On top of that, I’ve upgraded Unity (the game engine) to the newest stable version, so everything stays up to date.
Thanks again for your support!
Marten Struggle Games Studio
About
This page aggregates Steam news feeds, patch notes, and developer announcements for One Last Clip, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main One Last Clip statistics page.
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