- Release Year: 2014
- Platforms: Android, iPhone, iPad, Browser, Windows Apps, Windows Phone, Linux, Windows, Macintosh
- Publisher: SMG Studio Pty. Ltd.
- Developer: SMG Studio Pty. Ltd.
- Genre: Action
- Perspective: Third-person
- Gameplay: Arcade
- Setting: Abstract
- Average Score: 71/100
Description
One More Line is an endless, top-down 2D scrolling arcade game featuring a unique slingshot mechanic, often described as a ‘space disco’ skill timing challenge. Players control an object that constantly moves, leaving a colored trail, with the primary goal of traveling as far as possible through an environment filled with various objects and walls to avoid. By tapping or clicking, the player’s object attaches to the nearest anchor point and swings around it in a perfect circle, allowing for changes in movement direction and velocity, but a single collision instantly ends the run, making it a test of timing, strategy, and reflexes.
Gameplay Videos
Where to Get One More Line
PC
Windows
Windows Apps
Windows Phone
Guides & Walkthroughs
Reviews & Reception
metacritic.com : The foundations of a great survival game are here, but it currently feels a bit ‘style over substance’ and too ruthless, even if you’re a fan of insanely hard arcade games.
steambase.io (73/100): One More Line has earned a Player Score of 73 / 100, calculated from 277 total reviews which give it a rating of Mostly Positive.
pocketgamer.com : The foundations of a great survival game are here, but it currently feels a bit ‘style over substance’ and too ruthless, even if you’re a fan of insanely hard arcade games.
gizorama.com : The two elements [gameplay and presentation] complement each other perfectly, creating a neon space-disco feel that’s a dizzying treat to behold.
higherplaingames.com (70/100): Simple, quick, furiously fun and frustrating in equal measure – this is one for the hi-score chasers and local multiplayer gamers.
One More Line: A Deep Dive into the Hypnotic Hyper-Casual Cosmos
1. Introduction
In the ever-evolving landscape of video games, where grand narratives and sprawling open worlds often dominate the discourse, there emerges a distinct class of experiences that defy maximalism through elegant, almost brutal simplicity. ‘One More Line’, a creation from the Australian indie developer SMG Studio, stands as a seminal example of this philosophy. Released initially in 2014, it carved out a significant niche, proving that profound engagement can be distilled into a single, perfectly timed interaction. This review, as a professional game journalist and historian, will dissect ‘One More Line’ in exhaustive detail, arguing that its minimalist design, addictive slingshot mechanic, and distinctive “space disco” aesthetic not only propelled SMG Studio into prominence but also solidified its place as a cornerstone in the burgeoning hyper-casual genre, leaving an indelible mark on how we perceive quick-fire, high-score driven gaming.
2. Development History & Context
2.1 The Genesis at SMG Studio
‘One More Line’ emerged from the creative crucible of SMG Studio Pty. Ltd., a Sydney-based developer renowned for its prolific output across original and licensed IPs. The studio, comprising key talents such as Tim Taylor (Developer), Patrick Cook (Design), Ilija Melentijevic (Art), and executive producers Mark Fennell and Ash Ringrose, has a rich portfolio that includes collaborations on titles like Fast & Furious: Takedown and Risk. However, ‘One More Line’ represents a particularly personal and pivotal chapter in their history.
The game’s origin story is rooted in what the developers openly describe as “therapy.” Following an arduous 16-month development cycle on their previous title, OTTTD, which missed numerous internal milestones, the team sought a rapid, focused project. The initial concept for ‘One More Line’ began as a “very different, slow-moving space/moon rotation game” prototyped in just one day. Through a week of intense iteration and refinement, this nascent idea transformed into the “fast-paced arcade action” that players recognize today. This agile development process underscores the game’s core design principles: simplicity, immediacy, and a tightly-wound core loop.
2.2 Technological Landscape and Release Strategy
‘One More Line’ entered a dynamic gaming landscape, first appearing on Android on November 18, 2014, quickly followed by iOS (iPhone/iPad) and browser versions in the same year. Its multi-platform rollout continued into 2015, reaching Windows Apps, Windows Phone, Linux, Windows (via Steam), and Macintosh. This broad release strategy reflects the game’s inherent accessibility and SMG Studio’s understanding of a diverse market, leveraging the Unity game engine with FMOD for sound, and Fabric and Firebase for middleware, common tools for efficient cross-platform development.
At the time, the mobile gaming market was experiencing a surge in “hyper-casual” titles – games characterized by simplistic controls, instant gratification, and short play sessions. ‘One More Line’ perfectly aligned with this trend. Its initial mobile and Windows Apps versions adopted a freemium model, offering the game for free with a single in-app purchase ($1.99) to remove advertisements. The browser version, while ad-free, prominently promoted its mobile counterpart. A later commercial release on PC platforms (Steam, August 25, 2015) was priced at $2.99, distinguished by the absence of ads and the inclusion of exclusive features, demonstrating a sophisticated, tiered monetization and distribution approach.
The competitive landscape included other minimalist, high-score-driven arcade games such as Super Hexagon, Boson X, and dEXTRIS. Within this burgeoning mini-genre, ‘One More Line’ introduced its distinctive “slingshot” mechanic, positioning itself as a fresh take on twitch-based challenges, often compared to titles like Sling Drift for its core movement philosophy. This context highlights its contribution to defining the parameters and expectations of hyper-casual gaming in the mid-2010s.
3. Narrative & Thematic Deep Dive
3.1 The Absent Narrative and the Player’s Journey
‘One More Line’ eschews conventional narrative structures entirely. There are no characters in the traditional sense, no dialogue, and certainly no discernible plot beyond the meta-narrative of endless progression. The player controls an abstract, “stylised letter D” object, which leaves a “coloured trail” in its wake, traversing an infinitely scrolling, abstract environment. The explicit goal is simply “to get as far in the environment as possible,” a primal directive that underpins countless arcade experiences.
Yet, within this stark minimalism, an implicit narrative emerges—the player’s personal journey of mastery and endurance. Each attempt is a chapter, each collision a definitive end to a fleeting story of skill and strategy. The game’s replay screen, which pans down to reveal “every loop and angled trail you’ve left behind, like a spirograph of careful effort ending in shrapnel,” serves as a poignant visual summary of this individual narrative—a beautiful, ephemeral record of a doomed flight.
3.2 Themes of Addiction, Mastery, and Existential Challenge
At its core, ‘One More Line’ is a thematic exploration of addiction and compulsive replayability. Described by critics as “highly addictive,” “finger crack,” and having the “one more go factor in spades,” the game leverages its rapid-fire rounds to create a potent “just one more turn” loop. The average game lasts “under 30 seconds,” making death a constant, fleeting occurrence, yet restarting is “a single button-press away.” This design consciously encourages obsession, transforming casual play into a “mild obsession.”
The game also delves deep into the theme of mastery through simplicity. Its “one button” control scheme belies a profound depth of skill. Reviewers consistently note that it’s “a very easy game to learn, very hard game to master.” The “deceptively simple premise masks some real strategy and skilled timing work.” Players are not fighting external foes, but “playing against yourself, challenging yourself to improve each time you die and learn from your mistakes.” This self-improvement loop is explicitly reinforced by the high-score system, with a horizontal line marking the player’s personal best, constantly pushing for self-transcendence.
Furthermore, ‘One More Line’ masterfully juggles a relaxation-tension dichotomy, an almost existential challenge in its brutal difficulty. The “space disco” soundtrack, characterized by “burbling synth riffs” and “pulsing ’90s dance rhythms,” creates a “bliss-out chill trip” atmosphere. This sonic serenity, however, stands in stark contrast to the gameplay’s “viciousness without respite.” It’s “furiously fun and frustrating in equal measure,” a “hardcore gaming experience without nuance” that “doesn’t quite provide you with the tools to respond” to its relentless demands. The player’s object, an isolated ‘D’, navigates an endless, indifferent void, constantly tethering itself to fleeting anchor points in a desperate bid for survival. This creates an almost philosophical struggle against the inevitable, an endless dance with entropy.
4. Gameplay Mechanics & Systems
4.1 The Slingshot: Core Mechanic and Loop
The central pillar of ‘One More Line’s gameplay is its innovative slingshot mechanic. The player controls an object that travels at a constant speed, either horizontally or vertically depending on the platform, leaving a distinct colored trail. The environment is populated by various static objects and confining walls, all of which spell instant death upon collision.
To navigate this perilous space, the player executes a single, intuitive action: tapping or clicking and holding. This action instantly “attaches” the player’s object to the “nearest object,” initiating a perfect circular rotation around it. The crucial detail is that “the distance to the object before attachment determines the rotation speed and diameter.” Releasing the tap/click launches the object off the circular trajectory in its current direction. This “slingshot” action is the sole means of changing direction and advancing through the endless level. Mastery hinges on precise timing for both attachment and release, managing rotational momentum to find optimal trajectories.
The game’s core loop is elegantly simple: navigate, slingshot, survive, repeat. Each successful maneuver carries the player further, inching towards a higher score. A “single collision immediately ends the game,” whether with an environmental object or a wall, even if the player’s object collides with another object while in rotation. This unforgiving nature is integral to its addictive quality.
4.2 Strategic Nuances and System Innovations
Despite its one-button simplicity, ‘One More Line’ features several clever design choices that add layers of strategy:
- Wall Interaction: A key strategic element is the allowance for the player’s object to “travel through” walls while actively in a slingshot rotation. This temporarily grants immunity, creating moments of breathing room and enabling daring shortcuts or repositioning, but immediately reverts to a deadly collision upon release if outside the safe zone. This mechanic forces players to consider not just their path, but also their tethered state.
- Predictive UI: A crucial aid for players, particularly in the fast-paced late game, is the “dotted line that previews your imminent pathway the second you successfully attach the grappling line.” This visual feedback is invaluable for quick decision-making, allowing players to plan their release point effectively.
- High-Score System: The game diligently tracks “best scores,” which is the primary form of progression. On Steam, a persistent horizontal line visually represents the player’s highest achieved distance, moving with them on subsequent runs. This serves as a constant, tangible challenge, reinforcing the game’s self-improvement theme.
4.3 Progression, Multiplayer, and Design Flaws
While the core game emphasizes skill mastery and high-score chasing, the PC version introduced elements of cosmetic progression. Players can unlock “several types of hats, unlockable tails and several skins,” adding a touch of personalization to the otherwise abstract experience. Steam Achievements and Trading Cards further incentivize engagement on this platform.
A significant enhancement for the PC version was the introduction of local multiplayer for up to four players. This transforms the solitary high-score pursuit into a social, competitive endeavor. Multiple game modes are available, allowing players to compete for time attack scores, be the “first to 100 points,” or engage in chaotic free-for-all within the same lane, actively trying “to not crash into each other.” Critics praised this feature, noting that “4 player local battles are fantastic” and calling it an “easy sell to new players” due to its one-button accessibility.
However, the game is not without its minor flaws. Some reviewers noted “occasions where you will expect to slingshot from the nearest node to you but actually it grabs a different one beyond that.” This occasional lack of precision in target acquisition can lead to frustrating, unearned deaths. Critics also highlighted the game’s “ruthless” difficulty, with Pocket Gamer calling it “viciousness without respite,” which, while central to its appeal for some, could deter others seeking a more forgiving experience. The mobile version’s ad-supported model, with the IAP to remove ads not explicitly stating its price on the button, was also a point of minor critique.
5. World-Building, Art & Sound
5.1 Abstract World-Building and Atmosphere
‘One More Line’ crafts its “world” not through lore or intricate details, but through a cohesive aesthetic experience. The setting is an abstract, “endless tunnel” or “infinite playfield” in what is often described as a “space disco” or “retro-futurism in space.” There’s no sense of place beyond the immediate, constantly shifting environment of obstacles and walls. The “world” is simply the challenging pathway, a minimalist canvas upon which the player’s performance is painted.
This abstract setting cultivates a unique atmosphere that is both dizzying and intensely focused. The constant, unyielding forward momentum, combined with the rapid shifts in direction and circular rotations, creates a hypnotic effect. It’s an atmosphere of concentrated tension, broken only by the immediate, finality of a collision. GIZORAMA succinctly captures this holistic feel, noting that “the two elements complement each other perfectly, creating a neon space-disco feel that’s a dizzying treat to behold.”
5.2 The Visual Direction: Minimalism with Flair
The visual direction of ‘One More Line’ is a masterclass in minimalist design with vibrant accents. It employs a “2D scrolling” perspective, often described as “top-down.” The background is typically a “dark, serious grey,” providing a stark contrast for the dynamic elements. The player’s object, sometimes likened to “a capital-D,” emits a “tri-colored” or “rainbow” trail, leaving behind intricate “lines” that are central to the game’s identity. These lines, especially in the replay, are “colorful and compelling to watch,” transforming gameplay into “like an art installation” or a “spirograph.”
The “bright colours” of the obstacles and the player’s trail pop against the dark backdrop, making the game “fast, eye-catching.” This “beautifully executed” visual style ensures clarity amidst the frenetic action while delivering a distinct “psychedelic seventies” vibe. The simplicity is not a lack of effort but a deliberate choice to enhance focus on the gameplay, ensuring players “never feel cheated, only beaten by your inability” when faced with its visual demands.
5.3 The Sonic Landscape: “Space Disco” Bliss
The sound design is arguably as iconic as the visual style, defining the game’s overall “space disco” identity. The original soundtrack, composed by Jared Underwood (credited as Batterie from Sydney), is a cornerstone of the experience. It features “burbling synth riffs” and “pulsing ’90s dance rhythms,” creating a distinctive electronic soundscape. Critics consistently laud the music, with IGN Italia praising its “great OST” and Pocket Gamer describing it as a “bliss-out chill trip” that features Giorgio Moroder playing his “latest instrumental classic, while being remixed live by the Chemical Brothers.”
This “sweet beats” soundtrack is not merely background noise; it actively shapes the player’s perception, creating a state of focused flow amidst the intense challenge. An “electronic voice hisses ‘One More Line'” at the start of each round, a subtle yet effective auditory cue that reinforces the game’s addictive mantra. The music manages to “put you on edge with the same degree of success with which it relaxes you,” embodying the game’s inherent tension-relaxation dichotomy. The sound and visuals work in concert to immerse the player in a hypnotic, high-stakes arcade trance.
6. Reception & Legacy
6.1 Critical and Commercial Reception at Launch
Upon its initial release, ‘One More Line’ garnered a diverse, though generally positive, critical reception, particularly across its various platforms. MobyGames aggregated a 70% average critic score based on a single review (Higher Plain Games, 7/10 for Windows), alongside a player score of 3.0 out of 5 from four ratings.
On mobile, Metacritic offered a glimpse into early iOS reception:
* IGN Italia (80/100): Praised it as “Stylish, with precise controls and a great OST,” deeming it a “good one” for the arcade genre.
* Pocket Gamer UK (60/100): Acknowledged the “foundations of a great survival game” but felt it was “a bit ‘style over substance’ and too ruthless,” even for fans of hard arcade games, describing it as “viciousness without respite.”
* Apple’N’Apps (40/100): Was more critical, suggesting the game was “at odds with itself with a gameplay mechanic that doesn’t fit with the goal, and a control scheme that doesn’t fit with player interaction.”
Despite some mixed critical opinions on mobile, particularly concerning its unforgiving difficulty and the initial ad model, ‘One More Line’ achieved significant commercial success. It boasted “Over 6 million downloads” worldwide, indicating massive player engagement. This widespread adoption was further supported by recognition such as Google Play Editors’ Choice, Indie Mini Booth Selection at PAX East and PAX Prime 2015, and a Best In Play honourable mention at GDC 2015.
The Steam release in August 2015 saw a more consistent positive reception, largely due to its commercial, ad-free model and the inclusion of exclusive features like local multiplayer. Steam user reviews are “Mostly Positive” (71% positive out of 213 reviews), with Steambase reporting a “Player Score” of 73/100 from 277 total reviews. Quotes from this era solidified its reputation, with Rooster Teeth calling it “so fun. I got everyone on the set hooked on it. It’s a very easy game to learn, very hard game to master,” and GameStitch famously dubbing it “finger crack.”
6.2 Evolution, Influence, and Legacy
‘One More Line’s reputation has evolved from a popular, though sometimes divisive, mobile title into a recognized standard-bearer for minimalist arcade design. Its success directly spawned a prolific “One More series” from SMG Studio, including One More Dash (2015), One More Brick (2016), One More Bounce (2016), One More Bubble (2018), One More Roll (2018), and One More Island (2022). This extensive lineage is a testament to the core mechanic’s versatility and enduring appeal, cementing SMG Studio’s expertise in the hyper-casual space.
The game’s influence extends beyond its direct sequels. It helped popularize the “one-button” gameplay paradigm, demonstrating that deep, skill-based challenges could arise from the simplest controls. Its vibrant, abstract “space disco” aesthetic became instantly recognizable and influential, proving that minimalist visuals could be both functional and captivating. ‘One More Line’ effectively showcased how a tightly-wound gameplay loop, combined with instant restarts and compelling high-score chasing, could create profoundly addictive and replayable experiences perfectly suited for short, intense bursts of play.
Ultimately, ‘One More Line’ proved that a game born out of developer “therapy” could become a therapeutic, albeit frustrating, addiction for millions. Its accolades, commercial success, and the subsequent “One More” franchise establish it not just as a passing mobile phenomenon, but as a significant milestone in the history of hyper-casual games, influencing design philosophies and player expectations for fast-paced, skill-timing experiences.
7. Conclusion
‘One More Line’ is a testament to the enduring power of elegant, minimalist design in video games. Born from a need for swift creative release at SMG Studio, it rapidly transcended its humble origins to become a globally recognized, highly addictive arcade phenomenon. Its core slingshot mechanic, distilled to a single, intuitive button press, masks a profound depth of timing, strategy, and reflex-based challenge, epitomizing the “easy to learn, very hard to master” philosophy.
The game’s “space disco” aesthetic, characterized by vibrant, abstract visuals against a dark backdrop and a pulsating electronic soundtrack from Batterie, creates a hypnotic atmosphere that is both intensely focused and almost meditative. This potent combination of “furiously fun and frustrating” gameplay, coupled with the relentless pursuit of an ever-higher score, forged an experience that critics lauded as “finger crack” and “the most accurate name in mobile gaming.”
While initial mobile critical reception saw some division regarding its brutal difficulty and ad model, the game’s overwhelming commercial success (over 6 million downloads) and a largely positive Steam release, featuring innovative local multiplayer modes, solidified its legacy. ‘One More Line’ not only became a cornerstone of SMG Studio’s “One More” franchise but also served as a crucial touchstone for the burgeoning hyper-casual genre. It demonstrated conclusively that sophisticated engagement, profound replayability, and a unique artistic vision could be achieved through a singular, perfected mechanic.
As a professional game historian, I can definitively state that ‘One More Line’ is more than just a time-waster; it is a meticulously crafted arcade experience that pushed the boundaries of minimalist design, proving that sometimes, all it takes is “one more line” to redefine a genre. Its place in video game history is secure, an enduring symbol of how simplicity, expertly executed, can leave an incredibly complex and captivating impression.