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jasonrohrer
OneLife
C++2017–2026
jasonrohrer / OneLife

OneLife

a multiplayer survival game of parenting and civilization building

6Distinct people
8Mentions
0Explicit recommenders
1.1KGitHub stars
REPOSITORY AT A GLANCE

What to know before exploring

What it is

a multiplayer survival game of parenting and civilization building

GitHub

Where it is used

No documented product use has been verified yet.

What people are saying

No recommendation phrase was found in the indexed comments.

No classified warning is attached to this page. Read the discussions before treating silence as approval.

Also in these discussions

No other repository is repeatedly linked in the same discussions.

This week on Hacker News

Nov 7–Nov 14 UTC · Direct repository links and separately labeled related project stories. Indexed through 11/14/2026, 3:56:07 PM UTC.

No direct repository links were found in the indexed HN discussions over the past seven days. Older discussions are available below.

Mentions over time

HN mentions by year8 dated mentions

Observed mentions: 2017-12-29 15:00:27 UTC to 2026-06-03 23:08:05 UTC.

0123452017-01-01 00:00:00 UTC to 2018-01-01 00:00:00 UTC (exclusive): 1 mentions; 0 submissions, 1 comments20172018-01-01 00:00:00 UTC to 2019-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2019-01-01 00:00:00 UTC to 2020-01-01 00:00:00 UTC (exclusive): 5 mentions; 0 submissions, 5 comments2020-01-01 00:00:00 UTC to 2021-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2021-01-01 00:00:00 UTC to 2022-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments20212022-01-01 00:00:00 UTC to 2023-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2023-01-01 00:00:00 UTC to 2024-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2024-01-01 00:00:00 UTC to 2025-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2025-01-01 00:00:00 UTC to 2026-01-01 00:00:00 UTC (exclusive): 0 mentions; 0 submissions, 0 comments2026-01-01 00:00:00 UTC to 2027-01-01 00:00:00 UTC (exclusive): 2 mentions; 0 submissions, 2 comments. Incomplete calendar period.2026*

* An incomplete calendar period is marked with an outlined bar. Its count is not directly comparable with a full period.

Counts come from the repository’s dated source evidence. Index cutoff: 2026-11-02 08:16:59 UTC.

View mention counts and date ranges
UTC ranges include their start and exclude their end. Select a period to filter the source evidence.
PeriodStart (UTC)End (exclusive, UTC)MentionsSubmissionsComments
20172017-01-01 00:00:00 UTC2018-01-01 00:00:00 UTC101
20182018-01-01 00:00:00 UTC2019-01-01 00:00:00 UTC000
20192019-01-01 00:00:00 UTC2020-01-01 00:00:00 UTC505
20202020-01-01 00:00:00 UTC2021-01-01 00:00:00 UTC000
20212021-01-01 00:00:00 UTC2022-01-01 00:00:00 UTC000
20222022-01-01 00:00:00 UTC2023-01-01 00:00:00 UTC000
20232023-01-01 00:00:00 UTC2024-01-01 00:00:00 UTC000
20242024-01-01 00:00:00 UTC2025-01-01 00:00:00 UTC000
20252025-01-01 00:00:00 UTC2026-01-01 00:00:00 UTC000
2026 (partial)2026-01-01 00:00:00 UTC2027-01-01 00:00:00 UTC202

What Hacker News says

8 sources
> OAOL runs commercial proprietary servers and the community was not free to distribute the game or run competing servers during the commercial active period. Reference? The source was dedicated to the public domain in early 2018, which coincides with the release of the game [0]. > So the model that made this economically viable was the proprietary control model. This is a complete fabrication. > Anyway, just because a handful of games can exist on libre models (even given what I've said) that doesn't mean the industry can survive with mandatory libre requirements. Making a living from open source software is hard, game or no. Making a living as a game developer is hard to begin with and many proprietary games are not commercially successful or viable. My point was that the ecosystem is a lot more complex than your reductive analysis. [0]
Read the rest
In Stop Killing Games
> That... basically kills the entire gaming industry. Pretty dismissive, no? Jason Rohrer puts many (most?) of his games in the public domain, including "One Hour, One Life" [0] [1]. As far as I know, his game is pretty successful, by indie standards. Teeworlds was at one point accepting donations, I believe [2]. Solarus has a donation page [3]. I'm sure there are many more examples that span the spectrum of payment options and cover different permutations of being online or offline. To me, the deeper question is what are you actually purchasing? The bytes? The convenience? A slice of server resources? Developers and artists time? I'm happy to give money to projects that I use, especially if it creates less friction than trying to go outside of the payment method and if the project is libre/free. I'm willing to pay for proprietary content
Read the rest
but I have little expectation about what kind of service they're providing, especially they fold. If there's a libre/free option, I would much prefer to invest in it. If there's a proprietary option that is asking for resources, I'm much less prone to give since it's clearly a transactional relationship. [0] https://onehouronelife.com/ [1] https://github.com/jasonrohrer/OneLife/blob/master/no_copyri... [2] https://www.teeworlds.com/forum/viewtopic.php?id=446 [3] https://www.solarus-games.org/about/donate/
In Stop Killing Games
I'm admittedly not proficient in C++, but I can't see what's beatiful about the code. Looking at the specific example you linked to... inconsistent formatting and "magic values" aside, what's the point of, say: if( !relaunched ) { printf( "Relaunch failed\n" ); setSignal( "relaunchFailed" ); } else { printf( "Relaunched... but did not exit?\n" ); setSignal( "relaunchFailed" ); } Instead of simply: if( !relaunched ) { printf( "Relaunch failed\n" ); } else { printf( "Relaunched... but did not exit?\n" ); } setSignal( "relaunchFailed" ); ? Such copy-pasta style redundancy does count as somewhat sloppy in my book. And do C++ books or tutorials recommend cramming over 20 KLOC in a si
Read the rest
ngle file? https://github.com/jasonrohrer/OneLife/blob/master/gameSourc... I don't have any bone to pick with the guy, whom I don't know and who I'm sure may be very talented. I only fail to see why code quality, beauty even, would be considered a forte of this particular project.
In GitHub removes 5 years of One Hour One Life designer's work
Must have been a mistake. It's there again: https://github.com/jasonrohrer/OneLife I also found this comment on his site: Tarr (1,819.0 hours on record) Posted 42 hours ago "Can't recommend the game to anyone who either doesn't have 15+ years of game development or doesn't know Jason personally. Game dynamics are too rich for a filthy casual like myself. If you want to make a suggestion please learn to read spaghetti code and hope the copypasta is as delicious as it is hard to untangle." Which is interesting, because Jason's C++ code is one of the very best I've ever read. I normally hate C++, but his code is beautiful and very readable. Like out of a book or tutorial. E.g. https://github.com/jasonrohrer/OneLife/blob/master/gameSourc... Also his dischord game support channel is filled with hate about him. Not only by this guy, but by many
Read the rest
seemingly childish individuals. Looks like another gamer gate to me.
In GitHub removes 5 years of One Hour One Life designer's work
https://github.com/jasonrohrer/OneLife/blob/master/no_copyri... >This work is not copyrighted. I place it into the public domain. >Do whatever you want with it, absolutely no restrictions, and no permission >necessary. >Jason Rohrer >Davis, California >March 2018 I would expect "absolutely no restrictions" to mean what it says. An interesting question would be whether Jason is defaming the developers, claiming they have made an "unauthorized adaptation" and committed fraud?
In One Hour, One Life, One Mess

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