One More Night Guide: Four tools that keep you alive
About
OverviewOne More Night is a co-op roguelike survival game inspired by Five Nights at Freddy's, where you hold out in an office against waves of threats across multiple nights. Each run you buy upgrades between nights, face harder enemies, and push toward one of several endings. This guide walks you through the core systems, the threats you'll face, the boss fights, and how achievements work.
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One More Night
Four tools that keep you alive
StepYour office has three doors — left, right, and back — and every threat approaches through one of those entry points, the cameras, or the vents. You switch between defending each using four distinct tools, and the trick is never burning through power faster than you earn it.
- Doors close the matching door the moment a door threat approaches; reopen it once the threat leaves so the door cools down and stops draining extra power.
- Camera laptop open it to find and deal with camera threats across all 13 rooms; tap the light button to shine a camera's beam and drive threats away, then close the laptop when you don't need it.
- Flashlight shine it directly at office and vent threats; it has no effect if something solid is blocking your line of sight, and it still works during a power outage.
- Power generator find it on the Maintenance camera and hold the button to restore 0.7 power per second.
How power consumption works
WarnPower is the resource everything depends on. Using multiple tools at once stacks their drain rates, and a closed door gets progressively worse the longer it stays shut — going from 0.6 power per second up to 1.2 over 16.5 seconds. If all three doors hit maximum overheat at the same time, you lose 5.4 power every second from doors alone. Open a door as soon as the threat leaves so it cools and the rate drops back down.
Threats and how to handle them
TipsSubtitles appear on screen to name threats as they move or act, so turn them on if you're struggling to track what's happening.
- Bad waits in the Entrance camera holding a sign with an arrow; watch which direction it points, then close that door the moment you hear him run.
- Barry walks from the Stage through the Dining Room and Kitchen toward the right door — stare at him on the cameras to push him back; if he reaches the right door, keep it closed for the rest of the night.
- Balloon Boy and Balloon Girl crawl through the left and right vents respectively; flash them until they shake and leave — Balloon Boy drains more power while Balloon Girl increases aggression more.
- Ball drops from above with a red warning marker on the floor — step out of that spot before it lands.
- My Shadow is completely invisible and attacks from doors using whispers as its only cue; close the whispering door immediately.
Mask and stamina
TableBoth resources have hard caps and don't come back easily mid-run, so spend them deliberately.
| Mask HP | starts at 2; absorbs hits from Rush, Noob, Screech, Ball, and Raptor before they hurt you directly. |
| Mask downside | vision narrows and both walk and run speed drop significantly while worn. |
| Broken mask | once it breaks, it cannot be used again for the rest of that night. |
| Stamina default | 2 points, where each point equals 0.5 seconds of sprinting. |
| Stamina recovery | refills at 1 point per second while you are not sprinting. |
| Sprint lock | you cannot start a sprint if your stamina is below 0.5 points. |
Game modes
SummaryYour mode is determined by how many players are in the lobby, except for Sandbox, which you choose when you first join.
- Solo 1 player; some threats are adjusted to be easier to manage alone.
- Standard 2 to 4 players; normal rules.
- Big Lobby 5 or more players; enter through the dedicated teleporter in the lobby, aggression is higher.
- Sandbox chosen at join; fully customizable settings plus 13 presets, five of which reward you for completing them.
Night 20 boss — Myself
StepMyself only appears on Night 20 and adds 60 seconds to the night's length. It runs door attacks, camera attacks, a window attack, and a vent attack from My Shadow simultaneously, with each type accelerating as the night goes on. The night ends in a Final Stand minigame where you must keep your flashlight trained on Myself until it retreats.
- Starting position stand in the center of the office so you can reach every door, the window, and both vent openings without crossing the whole room.
- Door attacks the targeted door glows blue and black; close it before Myself pushes through; it can come from any of the three doors.
- Window attack Myself knocks on the window and breaks the glass fast if ignored; deal with it immediately after any active door threat.
- Vent attack (My Shadow) there is no sound cue; look for glowing eyes with a black aura at a vent opening and flash them quickly.
- Camera attack a blue glow around the screen signals Myself is on the cameras; scan through them quickly, shine the light on it, and do not forget to check the vents while you are on the camera screen.
- Final Stand Myself teleports between four spots; track its bright blue glow and keep your flashlight on it; it moves closer the longer you leave it unlit.
Night 21 boss — Scorched Myself
StepScorched Myself appears on Night 21 during the Burning it Down ending and operates in a different location from the normal office. The night runs for exactly four minutes and twenty seconds. A Temperature meter builds over time and locks out stamina recovery, camera use, and door access if it gets too high.
- Cold room it sits at the back corner of the location, providing cooling and regenerating Temperature when you stand in it.
- Door attack when Scorched Myself laughs, check the cameras for a Memory Shard; open the door where the Shard is, not the door where Scorched Myself is hiding.
- Power cord when power drops low, pull the cord next to the generator to fully refill it; if power reaches zero the laptop becomes uninteractable until power is restored.
- Fire barricades if a wall of fire cuts off your path, run the alternate route around it.
- My Shadow spawns a small head appears near Memory Shards; break its line of sight before the static and warning messages stack up.
Achievements worth chasing
TipsAchievements are tracked through the trophy icon on the left side of the screen. Once unlocked they can be equipped as nameplates in the lobby. Some descriptions are hidden until you complete them.
- Never Tired — collect 3 Bloxy Colas during a run; rewards the Bloxy Drink starter, which raises stamina, walk speed, and run speed.
- No Time To Think — complete a run in under 35 minutes; rewards the Adrenaline item.
- Broken Soul — die 10 times in a single run; rewards the Telltale Heart.
- Hard Worker — reach an ending with 3 Overtimes and no Quickly Outs; rewards the XVIII - The Moon tarot card.
- Strongest Hammer — score 97% or higher on the Strongman's Hammer minigame in the hub; rewards the Pocket Bell.
Glossary
Glossary- Threat
- Any enemy character that tries to end your run, each with its own behavior and counter.
- Overheat
- The state a closed door builds toward, increasing its power drain from 0.6 up to 1.2 per second over 16.5 seconds.
- Exposure meter
- A bar certain threats fill by being near you; it pauses while your mask is on and drains down when the threat leaves.
- Coins
- Currency earned by repelling threats, spent on items and upgrades between nights.
- Tickets
- Lobby currency earned by surviving nights, claimed when you leave via the blue orb or the in-game door, and spent on flashlight skins and lobby upgrades.
- Overstamina
- A bonus stamina buffer granted by certain items that kicks in after your base stamina is depleted.
- State of Mind
- A character option unlocked through specific endings and achievements, equippable as a nameplate in the lobby.
- Final Stand
- The closing minigame of the Night 20 boss fight where you must keep your flashlight on Myself until the night ends.
Common questions
FAQWhat happens when I run out of power?
Your flashlight still works during a power outage. The camera laptop becomes uninteractable until power is restored.
Can the Balloon Children actually kill me?
They cannot kill you directly, but Balloon Boy drains your power while Balloon Girl raises the aggression of every other threat. Either effect can indirectly cause a death.
Do I need to complete Sandbox presets in a specific order?
No. Five of the thirteen presets carry specific rewards — Lights Out rewards a Flash Beacon, Lost Music Box rewards a Music Box, and Math Exam rewards Dry's Calculator — but there is no required sequence to unlock them.
Is it safe to play if I am sensitive to flashing lights or loud sounds?
The game includes flashing lights, loud noises, and jumpscares by its own description. If any of those affect you, consider whether you want to play.
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