
A queer trans-ethnic movie kiss leads to considerable turmoil.
Does One Shot have end credit scenes?
No!
One Shot does not have end credit scenes. You can leave when the credits roll.
Explore the complete cast of One Shot, including both lead and supporting actors. Learn who plays each character, discover their past roles and achievements, and find out what makes this ensemble cast stand out in the world of film and television.
Discover where to watch One Shot online, including streaming platforms, rental options, and official sources. Compare reviews, ratings, and in-depth movie information across sites like IMDb, TMDb, Wikipedia or Letterboxd.
Challenge your knowledge of One Shot with this fun and interactive movie quiz. Test yourself on key plot points, iconic characters, hidden details, and memorable moments to see how well you really know the film.
What is the name of the robot that first greets Niko in the Barrens?
Prophetbot
Silver
Alula
George
Show hint
Read the complete plot summary of One Shot, including all major events, twists, and the full ending explained in detail. Explore key characters, themes, hidden meanings, and everything you need to understand the story from beginning to end.
Niko wakes up in a house that’s pitch-dark and completely unfamiliar, and an in-game computer greets the player by pulling the current username from their own machine. The machine warns that the world Niko occupies is fraying at the edges, and the mission is simple in wording but vast in scope: guide Niko back to their homeworld. A sun appears, not as a celestial orb but as a glowing lightbulb, and with its help Niko finds a way out of the house. The landscape that unfolds is a harsh wasteland known as the Barrens, a place where signs of life flicker and fade under a pale, breathless sky. It’s here that Niko first encounters Prophetbot, a robot whose voice feels prophetic and firm. Prophetbot declares that Niko is prophesied to save the world, and that the player—the one who guides this journey—somehow acts as a godly presence within the game’s world, entrusted with guiding the “Messiah” Niko toward salvation. The guiding principle is clear: carry the sun through three distinct zones and place it atop the central tower’s apex to restore daylight.
From that moment, Niko’s progress becomes a duet of action and communication. Prophetbot becomes a teacher, showing Niko how to converse with the player, explaining that the player’s role is to steer the Messiah through the unfolding chapters. The task is not just physical traversal but also a form of trust and partnership between player and character, with the sun acting as a bright, fragile beacon that must be kept alight as the journey traces three large, legible spaces.
The journey moves to the arboreal Glen, where life seems lush but guarded by its own mechanisms. Here, Niko meets the two siblings Alula and Calamus, who present a glowing feather that seems almost alive with its own light. This feather becomes a tool and a symbol: Niko uses it to fashion a feather pen, a creative means to outwit a guard robot and gain passage into the next phase. With the feather pen, the path opens to the Refuge, an urbanized realm that lies beneath a city’s surface. A lamplighter assists in traveling downward through the layers of this world, guiding Niko toward the heart of the city’s surface-level hallways and corridors.
In a grand library that feels both ancient and lived-in, Niko is pointed toward George, whose presence is reinforced by the support of Kip Silverpoint, a researcher who helps broker a connection to the pages of a journal once obtained from the Barrens. George acts as a translator for the journal, which reveals critical lore about the tower itself. The text indicates that the tower’s access hinges on three phosphoric items—amber, feather, and a die—each provided by a different source, including George herself. This trio of items becomes the key to advancing toward the tower’s upper reaches, and it frames a tension between knowledge, magic, and the mechanics of the world.
Arriving at the tower marks a turning point. The entity that governs it remains silent to Niko’s attempts to speak, and yet the entity conveys that both players have come to a form of victory, and that Niko’s return home is possible. The player, still connected, discovers a note that appears as their desktop wallpaper, a quiet cue that shows how to reconnect with Niko. The player’s reappearance uncovers a mystery: a mysterious figure called the Author reveals that the entity has grown too powerful and dangerous. The choice before the player is stark and consequential: break the sun and send Niko home, but risk destroying the world, or place the sun at the top of the tower and trap Niko within this world. The decision rests entirely with the player, and the two outcomes diverge into distinct endings.
If the player chooses to place the sun, the world brightens, and the credits roll with a sense of awe and relief, as if daylight itself has been restored and the inhabitants witness a renewal of their realm. If the player chooses to destroy the sun, Niko’s connection with the mother figure becomes a haunting moment: Niko hears their mother’s voice outside the game’s window before bidding farewell and stepping offscreen, signaling an endings that is intimate but bittersweet, colored by sacrifice and separation.
The experience is carried by a performance cast that brings these figures to life. The accompanying voice work includes Arnd Klawitter, Anna Brüggemann, Patrick Pinheiro, Burak Yiğit, and Richard Kropf, whose performances anchor the game’s emotional resonance and narrative texture. Arnd Klawitter, Anna Brüggemann, Patrick Pinheiro, Burak Yiğit, and Richard Kropf lend their talents across characters and scenes, helping to carry the world’s fragile hope, its questions about power and responsibility, and the personal stakes at the heart of Niko’s odyssey. The story thus unfolds as a careful balance of choice, consequence, and wonder, inviting players to reflect on what it means to guide a sentient, dreaming traveler through a world that may be saved, or one that may be left to fade.
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