Red Expo dedicates its indie lineup to a spacious, separate hall. Through December 1, attendees in Canada and the United States can explore dozens of carefully curated independent games that passed a rigorous selection process. Among these is One Way Home, a platformer with horror and puzzle elements that invites comparisons to Little Nightmares. Yet firsthand experience reveals more nuance than the initial vibe suggested. Here is what stands out.
Plot of One Way Home
The game’s plot centers on a boy who wakes in an unfamiliar setting with memories erased. An uncanny world unfolds, ruled by its own brutal laws. Ghostly figures appear as black silhouettes, and a crimson glow from windows can prove deadly to anyone within reach. The atmosphere hints at an alien reality, echoing the mood of Silent Hill. Whether these events are truly paranormal or a child’s fantasy remains ambiguous. Walls adorned with shifting drawings suggest a different layer to the story, and the developers say these visuals help players understand the narrative more clearly.
Favorite aspect of Little Nightmares?
Realm
The visual style recalls a painting that could have been drawn with watercolor. The soft palette makes the uncanny stand out, turning monsters into focal points against a muted backdrop. This deliberate dissonance keeps players glancing around, heightening tension as unsettling figures drift into view.
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Gameplay and non-linearity
At first it is not easy to tell One Way Home apart from Little Nightmares. The player moves through a semi 3D space from left to right, pushing crates, dodging enemies and solving puzzles. The controls can feel clunky, making it tricky to judge distance and some floor gaps vanish from sight. Occasional moments demand several difficult actions in quick succession, and a misstep can end a life. That level of challenge is not unusual for this genre.
Non-linearity adds another layer. The game does not hinge on dialogue choices but on how the player approaches challenges. Puzzles, a demanding obstacle course, or stealth past foes all become valid routes. In many sections the developers design multiple routes, each tuned to a distinct play style. This approach is rare in the industry and invites experimentation.
Currently the project is not as polished as Little Nightmares. The controls still feel awkward at times, which leads to avoidable mistakes. The field of view for enemies can be overly generous, a detail not clearly indicated in-game. The developers have promised to address feedback, including notes gathered at Red Expo. If the team follows through, One Way Home could emerge as a compelling alternative to Little Nightmares 3.
Readers are invited to share their impressions in the comments — on-site impressions.