- Against All Odds is part of Freedom Games Publisher Sale! - 15 April 2024
Hi everyone - if you were thinking about getting the game, now is a great time to do so. The game will be 40% off from April 15th through the 22nd! Make sure to check out Freedom Games Publisher Sale page to pick up some awesome indie games at great prices. Whether you like to play alone or with friends, there are some great deals you won't want to miss out on! https://store.steampowered.com/app/1465560/Against_All_Odds/
- Against All Odds is part of the Steam Winter Sale! - 21 December 2023
Hi everyone! If you were thinking about getting the game, now is a great time to do so as we are part of the Steam Winter Sale through our publisher Freedom Games! From December 21st until January 4th, the game will be on sale for 20% off! Make sure to check out Freedom Games' Winter Sale 2023 page to pick up some great games to play over the holiday season. Whether you like to play alone or with friends, there are some great deals you won't want to miss out on! https://store.steampowered.com/app/1465560/Against_All_Odds/
- Challenge Yourself in Against All Odds - 4 December 2023
Against All Odds is officially a single player game. It's time to hop offline and avoid those buzzsaws in a race against the clock and yourself! Enjoy access to over 100+ customization options as you dodge flamethrowers and slide along the ice. Jump, float, and avoid death as you strive to achieve the highest rank possible with the fastest time. Browse Stages Choose how you wish to challenge yourself through the new stage selection menu. See your personal best for each stage at any point, keep track of your Rank Saws, and test yourself on just how fast (and how safely) you can complete each one. Obtain Rank Saws Run fast and avoid the deadly obstacles in order to obtain Perfect Rank Saws in each stage. There are four different Rank Saws that can be earned that depend on how fast you go and how few deaths you have. Can you earn all the Bronze, Silver, Gold, and Perfect Rank Saws? Perfect…
- Updating the game to Single Player - 4 December 2023
Moving the game to a single-player title with a focus on speed running.
- The Future of Against All Odds - 20 November 2023
It is with an extremely heavy heart that I must bring some sad news regarding the future of Against All Odds as we know it. Those of you in our Discord know that a few months back we learned we couldn’t continue to fund the constant cost of the online services. Instead of shutting down the game completely, we decided to transition the game to offline-only that will allow players to enjoy the game without needing an account or internet connection. The game will be transitioning to a single player game on December 1st and will cost $4.99. Matchmaking, creative mode, purchasable customization, and combat features will no longer be part of the game after this update. Instead, players will have access to over 100+ customization options right away and be able to play the game locally to achieve the highest rank possible for each stage. I’d just like to say a few words to thank all of you for…
- Patch Notes for v0.1.34 - 30 May 2023
Menu/UI Added a Feature Stages preview carousel to Multiplayer and Creative menus. Creative Relaxed some object rotation and scale restrictions where possible. Changed Mover delta limits from 50 to 150. Shops Fixed visual client-side prices discrepancy with actual prices. Misc. Fixed Terrible Trope (Tool of Destruction) spikes not appearing during a match. Fixed Bouncing Brutality (Tool of Destruction) death sound effects not respecting audio settings. Reduced loud sound effects when starting matches.
- Time to beat the odds! - 19 May 2023
It’s time to get rich, everyone! I bet you’re excited to hear the news! Against All Odds is live now on PC! 🎉 You have been accepted to try out the deadliest game show on the planet. Enter Matchmaking alone or with a squad of friends Play through the 16 official courses or play the thousands of user-generated custom maps Earn experience, cash, and fans each time you participate Unlock hundreds of different cosmetics, emotes and victory animations. Create your very own course and share it on the global Stage Browser Thank you all for your support throughout development! We’re super excited to show you everything we’ve accomplished through development, and we hope you enjoy your time in the Slaughter League as much as we do. As you get to playing, please consider leaving a review for the game on Steam. Getting your feedback is very important to us! If you find any bugs, please report the…
- Dev Update #9 - Progress Update - 16 March 2023
Hello everyone, I hope you’re all doing well and you’ve had a great week. As promised, I’ve managed to find some time to give you all an update on Against All Odds. Today’s post will be focused on articulating the expected launch features, what will be coming later and giving a general tour around the game. The Three Pillars of AAO From the inception of Slaughter League (and eventually AAO) I always wanted to deliver a three core features: Multiplayer – as I’d never made a multiplayer game before, this project was initially started to essentially be a teaching moment for myself. As I’d had some success with 2D platformers in the past, it seemed like a no-brainer to pair these two ingredients together. It was exciting to see how far I could take it. Creative – being a huge fan of the Halo series I’ve always admired how dedicated those games are to community features, and without them pre…
- Slaughter League is now Against All Odds! - 10 June 2022
Hi everyone! Slaughter League is over. I’ve witnessed too many painful decapitations to carry on… Well, not quite. We’re beyond excited to announce that Slaughter League will now become Against All Odds and I want to discuss today what this means for the game! You might be asking yourself “why the rebrand?” While the game itself isn’t changing one bit, there’ll still be all the gorey humorous deaths as before but, unfortunately, the word “slaughter” got caught in profanity filters a lot. For those of you in the community last year may remember our alpha playtest and how awkward it was to name streams and content. Twitch out-right didn’t allow streams to be named “Slaughter League”. We view Against All Odds as a social, community-driven multiplayer game, and we want everyone to have fun with it. We felt that the name hampered its potential so changed it up. For a game like this to thrive…
- Dev Update #8 - Creative Tools Part 2 - 10 June 2022
Hey everyone! Hope you all are having a wonderful week! Before we get into everything, we will be having a very exciting announcement later today during IGNs Summer of Gaming showcase! Make sure to tune in at 4pm ET to catch the Freedom Games showcase where we will be featured! Today I’m going to discuss part two of the SL Creative Tool’s development progress. The focus today is all about the power and speed of object parenting and duplication. What is parenting? For those not familiar with 3D software or common game development practices, parenting is the concept of objects you see in game can have a parent object and/or children objects. Once parented, any child object will move and rotate with the parent object’s movement. In SL, deleting an object with children will also delete all of the children and duplicating an object with children will duplicate the entire chain on objects inc…
- Dev Update #7 - Creative Tools - 1 March 2022
Hello everyone, hope you’re all having a great start to the week! This week we’re going to begin showing off our Creative tools that will be available day one of Slaughter League’s launch. As writing these blog posts and creating the material for them takes time away from development I’m going to be splitting these into chunks over the coming weeks and discussing each core feature and design decision in as much detail as possible. With that said, it makes sense to start from the very beginning of the Creative experience in Slaughter League. From the main menu, Creative will have its own space to dive into others’ user-built stages, tutorials, and the tools as a whole. When creating a new stage, you are immediately hit with two options: Location and Mode template. Want to build a stage inside a volcano? Space? Jungle? Go for it. Locations do not affect the gameplay in any crazy way, so i…
- Dev Update #6 - Back to Square One - 3 December 2021
Hey everyone! It's been a while sicne our last update, and I’d just like to give yall a small development update before the weekend to keep you informed of the state of the game and where we currently are at. From previous posts you may be aware that Slaughter League has undergone a huge refactor/rework, and, in fact, we completely started from scratch. Some assets such as 3D models, audio, animations (for the most part) were able to be returned into the new client, but, all code, application flow, networking, stage building has been entirely remade with the goal of expandability and longevity. With the insane high demand for fresh new content that modern games require to survive in today’s market, we needed better workflows and systems in place so we can push updates as quickly as possible without fear that other parts of the game would break. With our April demo, although it was still…
- Dev Update #5 - Delays and Progression - 31 July 2021
Hey all! I'd just like to do a quick update today following some news about launch, some crucial design decisions were making and show off the UI designs for our player progression systems. Let’s get the bad news out the way with, and that it is looking more and more unlikely SL will be finished in Fall 2021. The decision to drastically improve our Creative tools from allowing map creation to allow game mode creation is such a huge can of worms that touches so many areas of the game, but it is not a feature we’re willing to cut. This feature alone, if given the time to bake, could see SL being played in millions of different ways for years to come, spawning original game modes. Additionally, we’re really trying to build it scalable so in the future if we want to add more options (which we definitely will) it won’t break anything previously produced by players. The other option is to lau…
- Dev Update #4 - E3 and Leveling Up - 18 June 2021
Hi everyone! What a week. Just in case you missed it, Slaughter League ‘attended’ its first gaming convention this week, and what a better convention to start at than E3!? When my brother and I were first discussing the idea of Slaughter League back in early 2020 we could never have imagined how far it would come. That said, we’re still very much at the start of the journey so who knows where SL will be in years to come! Slaughter League E3 trailer: I know a lot of our Discord has been asking about the economy and progression systems of Slaughter League, so today we are going to take a deeper dive into many of the systems we have planned. As with all these updates, things can change. Nothing is ever concrete but at this stage this is what we believe to be the direction the game is headed. Progression and the Economy A multiplayer game’s economy is often the most important part to get ri…
- Dev Update #3 - Stage Builder Updates - 17 May 2021
Dev Update #3 Since our last update, a lot of work has gone into redesigning some of Slaughter League’s core features and I just wanted to keep you, the future competitors, as informed as possible as we flesh these changes out. Coming from the demo, the original plan was to dive immediately in the in-game Stage Builder’s tools and create as many unique stages/concepts as possible. However, while playing with it, we felt the original scope was somewhat restrictive. Sure, you would be able to design stages for a small number of strict developer-defined game modes (race, zombies, last man standing etc.) and that would be cool, but what if we could allow players to build not just stages but game modes too? And that is exactly what we are hoping to do! This decision to allow the creation of game modes within the game itself fundamentally changes everything about a game of Slaughter League. S…
- Dev Update #2 - Post Playtest Weekend - 23 April 2021
Hello competitors! So it has been roughly three weeks since the start of our very first public playtest! Time flies. What a madness it has been for us, watching streams, cringing at bugs, crunching the data, and ultimately creating a plan for a game experience you’re all going to love! Today’s development blog is aimed at detailing what worked with the demo, how we felt we can improve and what new features we have planned as a result. What went well? First and foremost, I would like to thank every single player who joined in on the weekend, had some fun and reported feedback in anyway to us (in-game or Discord). Over 125 user-generated bug reports were sent in using the in-game tools over the weekend. These reports have been an absolute goldmine for tracking issues we have never seen at all, as well as helping track issues that keep evading us! Additionally, big shoutout to anyone who t…
- Slaughter League Playtest Weekend! - 30 March 2021
PREPARE YOUR LIMBS - PUBLIC ALPHA TEST IS IMMINENT! Who’s ready to sign their life away and join the deadliest game show on the planet? For one weekend only we’re going to be allowing contestants from around the world to download a slice of Slaughter League’s multiplayer offering for free. The Demo servers will be online starting at Noon Pacific time on Friday, April 2nd. Servers will be online from Noon to 8pm PT and, on April 3rd, from 10am to 6pm PT. To participate, you will need to download the demo from Steam when it becomes available Friday, April 2nd. You can also sign-up early to receive a key here: https://www.freedom.gg/slplaytest -- Keys will be sent shortly before the demo goes live! What is the point of the alpha test? Firstly, as a very small development team (two people) with a disproportionately sized vision for the game it will always be a struggle to test anything at s…
- Dev Update #1 - 5 February 2021
So what is new in Slaughter League? This week has been an absolute slam dunk for us all in terms of content as Matchmaking is now implemented. Along side the custom games browser, players will now be able to select a playlist they'd like to play (currently only Race or Zombies) to join a queue. As you'd expect, once the queue is full, we will take care of the rest and sort the game mode and stage according to your playlist decision. Matchmaking also features region select so you can play with as little ping as possible We've also greatly expanded the custom games stage/game mode selection tools with purpose-built selection screens for each. You will now be able to see the difficulty, location and description of stages as you browse. For game modes, we've exposed as much information as possible about the mode so you can see what rules or modifiers are enabled. Eventually, these modifiers…