Final Call - Bar Fight Simulator
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"Final Call" is a hilarious first person physics based bar fight simulator.
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"Final Call" is a hilarious first person physics based bar fight simulator.
You're the lone sheriff in town, it's the last call for drinks at the bar and everybody is determined to stand between you and a cold bottle of hooch.
Step into the shoes of the sheriff and hurl tables, chairs, bodies and punch your way through to the bar to get "one more round."
You'll slowly find out theres more to this saloon than meets the eye.
If you had fun, a vote would mean a lot as I have poured my heart and soul and every fibre of my body into this game for the past 3 weeks straight !!You'll slowly find out theres more to this saloon than meets the eye.
Features
- Physics based fighting where you can pick up and throw anything and everyone!!!
- Punch, kick, block and dash
- Completely custom sound effects from the PSX era
- Sweet Doom inspired HUD and sprites.
- Fully voice acted characters
- A rage mode that lets you tear enemies apart
- A tutorial, three levels and a soonTM boss fight (tommorow trust!!)
Controls
Left/right click to Punch.
V to Block.
E to grab -> Hold left click to Throw.
Spacebar to Dash.
F to Kick
V to Block.
E to grab -> Hold left click to Throw.
Spacebar to Dash.
F to Kick
Credits
Game Design, Gameplay, Programming, Level Design: Jasper
Gameplay & Level Design: Ethan H.
Gameplay and UI Design + Sprites: Ethan B.
Sound Design: Deanerdaweiner
Key Art: Goodman29
Gameplay & Level Design: Ethan H.
Gameplay and UI Design + Sprites: Ethan B.
Sound Design: Deanerdaweiner
Key Art: Goodman29
Voice Acting
Ethan H. - Sheriff, Enemies
Kazuki, Jasper - Bartender, Boss
Thank you to everyone who supported me and stayed up late helping get this into a playable state. I love you all <3
Kazuki, Jasper - Bartender, Boss
Thank you to everyone who supported me and stayed up late helping get this into a playable state. I love you all <3
17
Total Users
34
Total Sessions
7.2 hours
Total Playtime
Positive
Negative
How this works: This chart tracks all anonymous thumbs up/down votes, not just the written reviews below. Playtime is permanently recorded at the exact moment the user casts their vote. Data is exactly as returned by the Facepunch API.
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5
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6
2m - 4m
6
16m - 32m
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32m - 1.1h
1
1.1h - 2.1h
3
2.1h - 4.3h
2
4.3h - 8.5h
2
17.1h - 34.1h
3
0 recorded entries
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Package ID:
kornflakes.one_more_round
Created:
2026-09-23 20:44 UTC
Updated:
2026-09-24 14:17 UTC
Type:
game
Public:
Yes
Version:
395656
files:
2,697
Size:
497.5 MB
Engine Version:
29
Asset Version ID:
395656
Version Created:
2026-09-24 14:17 UTC
Hash:
1790259442
Manifest: Open manifest
Multiplayer:
Unknown
Versus:
Unknown
Co-op:
Unknown
settings Engine & Multiplayer Configuration
Player Count:
1 Players
Tick Rate:
50 Hz
Network Type:
Multiplayer
Startup Scene:
Scenes/cutscene_saloon.scene
Map Select:
Unrestricted
Big Update 2
Sep 24, 2026
Added
- White flash around the screen edges when you dash.
- Screen edges darken when stamina runs low.
- The last 1–2 enemies get a faint outline you can see through walls.
- Level names on the title card: Angry Drunk, Soup Night, Gun Show.
- Tutorial: after 3 enemies are down, a "Hold Left/Right Click to Heavy Punch" prompt stays up until you do one.
- The rage intro line now reads "Rage Heals you to Full Health", with Health in red.
- #Changed
- Dash goes further, and costs a little more stamina than before this session.
- Punching, heavy punches, kicking and blocking all cost about a fifth less stamina.
- Knocked-down enemies get up 1.5 seconds sooner.
- Level 1: your first hit fills the rage bottle, then it builds normally.
- Guns have a blue tint instead of an outline.
- Bigger "Enemies Left" counter and belt percentages, and the percentages sit centred in their slots.
- Louder music and bartender voice.
- The slow motion at the start of the tutorial is gone.
- #Fixed
- Moths disappearing while you move around lighting
- Enemies getting stuck in stairs.
- Enemies punching you from below or above.
- The rage message showing on top of the level title card.
- The rage bottle showing as full and open at the start of level 1.
- In level 1, rage filling almost straight away after the first bottle.
- The bartender's voice coming from the bar counter instead of her.
Big Patch
Sep 24, 2026
Added
- COMBAT
- - Guns now insta kill.
- - The shotgun gibs whoever it kills.
- - A gunshot that knocks someone down finishes them, so a graze never feels like the gun did nothing.
- - Downed enemies can no longer hit you
- - Rage now makes you invulnerable.
- - Kicking costs half a stamina bar.
- AUDIO
- - The revolver now has custom gunshot sounds.
- - Gunfire now comes from you and follows you instead of playing from wherever the gun was picked up.
- - Level 1 plays “Peacherine Rag.” Its band was switched off entirely and is now working.
- - Patrons taunt about twice as often.
- TUTORIAL AND PROMPTS
- - The punch prompt now appears with the slow motion rather than a couple of seconds after it.
- - The slow motion kicks in twice as fast.
- - Level 2 teaches the kick at the top of the stairs.
- - Key names in prompts are spaced properly.
- - Round numerals no longer split onto two lines.
- - The bar stops flashing once the tutorial's opening pan is over.
- LEVELS
- - Fixed enemies spawning embedded in the floor in level 2.
- - Added a ton more detailing to each level with plenty more props to throw around.
- - Added kill boundaries to levels 1 to 3, so a fighter who ends up out of bounds can't stop the round from finishing.
- - Tidied up the internals of every level.
- - Balanced each level slightly and adjusted enemy count
- CONTROLS
- - Block and Dash can now be rebound in the settings menu. Kick is no longer hidden under "Shove".
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Package References
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