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The Last Spell News

Launch stream!

Hello everyone ! This week is crazy busy for us, but we’re very excited. Like, we’re counting the hours before the release! (less than 48 hours?!).

This Thursday June 3rd, to celebrate the release of The Last Spell in Early-Access, we’re going to host a very special stream session with some members of the team! During this special stream, we will try to survive a few nights and not die as the game will be released on Steam!

See you on Thursday June 3rd at 1.30PM UTC+2!



The Stream will take place on the steam page, but also on Twitch


We’ll answer all of your questions and it will be a great occasion to have fun with all of you on this very special day!

New Features Part 3 - Meta!

[h2]The Last One[/h2]

Hello mighty warriors!

You know the drill, last part of our blog series about the new features coming into The Last Spell. Next monday will be the last before entering Early Access O_O
[h2]
Quality of Life[/h2]

Quality of Life is important, even in a post apocalyptic world! We won’t list here ALL of the little tweaks we made since the Prologue, but here are the most noticeable of them:

  • We’ve added some big warning confirmation pop ups at several places in the game. They will warn you if you forgot to spend some gold, level up some of your heroes or forgot about a bonus you could have acquired during the production phase. During the night, you will also be warned if you didn’t spend all of your heroes action points or didn’t move at all. That certainly means that you are doing something wrong… but don’t fret, this feature is entirely dismissable in the options menu, if you don’t like the constant reminder and you know what you are doing.




  • Ok now this one is SUPER useful: we added some checks on skill targeting, if your attack doesn’t have ANY target in its Area Of Effect, it will certainly mean that you missclicked and didn’t want that to happen (and it happens… regurlary…), so we check it for you and cancel the action. Believe me, it’s a REAL life saver, even more so in a game where you want to optimize every action…




  • More on this: we extended this system to give some simple feedback to the player about why you can’t proceed with an action: for example, if you don’t have line of sight, if the target is out of reach, if you don’t have enough Action Points… you’ll get notified about it, so that you know what to do.




  • On another subject, we reworked the cameras of the game, now they are much more dynamic, focusing on the actions of the enemies during their turn, so that you get a much more interesting feedback about what is really happening. We had to find some clever ways to display the sequence, having hundreds of enemies acting at the same time. For now, we divided the scene into quadrants and into group of actions, so that all enemies in a specific quadrant do their actions in one go, and then another. We will surely iterate on this during EA to fine tune the system, but for now it’s doing the job quite well.
  • Big change: now you can click on an enemy and select it to get access to more advanced infos than before. You’ll get a small description of the enemy, but more importantly you’ll get the skills associated to the enemy! We also reworked the info panel of enemies, so that you get an idea of the average damage they can deal, and what are their defenses. (the infos get updated with the hero’s stats too, so if you have some dodge negating effects on your attack, it will directly show in the info panel!)




  • Small change: we added some icons above the Mana/AP/Move costs in the skill bar, so that colorblind players get a chance to understand what these costs are. Even for non colorblind players it’s clearer like that.




[h2]Meta Meta Meta[/h2]

Okay, so this is the big part of the blog post… but the one where we don’t want to reveal TOO much, since we want to keep some surprises…

We implemented a first version of the Meta part of the game. It’s already quite polished and with a large amount of content, but of course since that’s the last big core feature we implemented we will have some room to improve things, we are still fiddling with the balancing of it all up to today, so yeah don’t hesitate to tell us what you think about it all when you’ll get the chance to play in next week!



At some point in the game, you will have access to 2 different Meta spaces:

  • a Shop, where you can trade the Essences collected from slained enemies for permanent boosts and upgrades. Not everything is available from the start, you have to reach certain hidden conditions before unlocking new things to buy.
  • an Achievements screen where you will be rewarded with boosts and upgrades for achieving things in the game. Some of them will be available right from the start, and some of them you will have to unlock by reaching some other conditions.




The goal behing these two Meta systems was to:

  • unlock gameplay features step by step, to ease the onboarding into the game. We noticed a lot of players could get overwhelmed by the sheer amount of things to do right from the start, so now you don’t have access to half of if before a few hours into the game.
  • give objectives for the players and a sense of progression: each time you play, even if you lose, you should get the feeling that your time wasn’t “wasted”, you unlocked a few upgrades that you will be able to use in your next run, so you should be even more eager to start a new run.


We also wanted to mix 2 types of rewards: one part that you will get just by playing the game, even if you struggle. They should in time give you some tools to be better at the game and get closer to finishing it. And the other part, rewards that you’ll have to “chase”, a bit more dedicated to experienced players, and which will enable them to progress even further.

We mixed direct boosts for the player which instantly gives you a mathematical advantage from this point (for example, boosts to your heroes stats at generation) and rewards that just “unlock” new toys to play with: new weapons, buildings, variations of weapons, etc… these ones are trickier, because when you’re unlocking a new weapon, you will be able to experiment with it, and doing so you will certainly make worse runs until you master the new weapon’s gameplay and synergies… It’s more of a replayability feature than a difficulty one.



As a side note: some of these upgrades can directly be used during your current run, so that you don’t have to wait until you lose to see the benefit of it (for example: new buildings unlock).



A final word about the narration of the game. We wanted The Last Spell to be quite low on textual narration, but we had fun adding some narration elements with the Meta aspect of the game. I don’t want to spoil too much, but you will get some informations about the world building of the game, and even some mysteries to uncover… It shouldn’t be a big part of the game, but it should keep you entertained if you want to get to the bottom of things.

[h2]This is the end[/h2]

The more we write, the more excited we get. We’ve tried to get you an idea of what the game will look like, especially for those who played the Prologue and might be wondering how different the Early Access version could be… but we don’t want to steal all of the fun! There are tons of things that you will need to uncover yourself, and plenty that remain to be brought into the game. We will keep on listening, designing and programming until The Last Spell is cast from our side of the mirror… 😉

Only 10 days left… and you better be ready for what’s coming!


-The Last Team

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The Last Spell blends Into the Breach, They Are Billions, and a little Fire Emblem

Generally speaking, when you play a turn-based strategy game, unit counts stay pretty low. You can't be sitting there fussing over several hundred units' individual moves, that's frustrating! But The Last Spell, an RPG battle game coming this June to Early Access, seems to have figured out how to blend horde mode with turn-based combat.


Take a healthy dose of Into The Breach and add a heaping cup of They Are Billions, then throw in a dash of Fire Emblem - that gets you about 90% of the way to understanding what's going on with The Last Spell. As the gameplay overview video below explains, the idea is to optimise your heroes' moves and attacks in order to protect your city - and the spell circle going on within it - from massive hordes of ravenous monsters.


There are a lot of monsters, too. It's kind of a Diablo level of enemies on screen at once, with dozens of skeleton archers, zombies, ghouls, and horrible bat-things all ready to tear down anything they get near. Your heroes, however, get access to an impressive array of gear and abilities, and if they survive long enough, you'll be able to power them up with even more.


Read the rest of the story...

Release date!! The Last Spell enters Early Access on June 3rd!

Hello warriors!

We know. We've said "soon" a million times when asked about the release date, so much that it became a meme in our Discord server. But now, the time has finally come:

[h2]The Last Spell will be released on June 3rd!![/h2]

It feels so exciting and scary at the same time to release our new baby. The last game we released was Dead in Vinland, 3 years ago, so it's been a while! We're now (barely) a little older, and our team grew quite a bit, and we even changed our name! (For those who haven't noticed, our studio is now called Ishtar Games, and we even did a blogpost to explain it all)

Anyway, enough with the chitchat, here come the announcements! But first, here's our latest trailer, telling you everything you need to know about the game!

[previewyoutube][/previewyoutube]

[h2]Early Access[/h2]

The other big announcement is that The Last Spell will be an early access title. This means a lot of things, but maybe you wonder "why?":

As you'll see while playing the game, we got ambitious with The Last Spell. More than we anticipated at first x) We're super happy with how it's turning out to be, but we also know that player feedback will be crucial to make the game as good as we want it to be in the end. This is why, we've decided to take a new step in the development and make the game as an early-access title.

Our goal is to make the best roguelite tactical RPG, and to do that, players feedback will be extremely valuable to us. As we will receive them, we’ll be able to collaborate with the players on what they want to see in The Last Spell, and we will keep them in our minds as we move forward with the development cycle. This is a new step in the development of the game, but one that we're super excited to take with all of you :)


What will be in the early-access version on June 3rd?

All the core features of the game have been implemented and polished. The game is highly playable right now in a satisfactory form. And yes, the meta is finally here!

You can play the first part of the game, which consists of 12 consecutive ingame days + a boss fight. You should be able to reach the boss battle and maybe succeed after a few tentative runs. After that - without spoiling too much - you will be able to try new runs with difficulty modifiers, adding a lot of replayability.

tl;dr: All the core features are in the game. You can reach the first ending of the game, and there's a lot of replayability. You will most likely die. A lot


What does it mean for the players?

This means that the players can be involved in the next step of the development of The Last Spell. During the coming months, we will not only keep on adding new content to the game, but we'll also rework mechanics, do a lot of balancing changes, thanks to player feedback!

We plan on updating the game on a regular basis, and player will also have access to a beta branch, to see all the latest changes that we'll be working on at the studio.

Players will be able to offer their feedback on "Feature Upvote" (we'll give more details about that when the game is released) or even on our Discord server!

And yes, we're even ready for the 5 pages text documents that some of you will send us, with a million feedback.



Ready your swords, resplenish your Mana, prepare your scrolls of forbidden magic... There are only two weeks left to get ready for this fight.

One final info: the game will cost $19.99, with a 10% discount price for the first two weeks after launch.

The night has just begun...

See you very "soon", warriors!

New Features - Part 2

[h2]Haven #476259[/h2]

Hello mighty warriors!

It’s monday, I know you’re still exhausted from fighting hordes of mutated monsters las night, but there is no time to rest! Let’s look at the changes we made regarding the Day phase.

[h2]The Seer and the Mist[/h2]

First, we wanted to add some mechanics involved with the Mist which is surrounding the city. It has a central place in our lore and gameplay, but we didn’t play with it.

Now the Mist feels more “alive” by slowly progressing each night towards the city’s wall, making the monsters spawn closer to the critical action, putting more pressure on your heroes. It really gives this feeling of impending doom, heroes barricaded and suffocating in their shelter while the horror comes knocking at the door.

Of course, it wouldn’t be fair if the Mist could ONLY advance… so we added some tools for the player to control the Mist.



In our lore, the mages of the city not only drain their powers to cast The Last Spell at the Magic Circle, they also use a bit of Mana to repel the Mist outside the city, making some sort of invisible protective dome around the city. Of course they can’t do both tasks efficiently, so they ask for help to any magic user still alive.



Here comes the Seer. A new building you can build inside the city walls. It has several uses:
  • Repel the Mist! It costs a lot of worker, but having a bit more time before the monsters attack the walls can mean A LOT after the first few days.
  • Get some data about the enemy horde:
  1. You can get infos about the incoming enemies composition, and even numbers if you upgrade the Seer.
  2. When the enemies attack from several sides of the city, you can also get infos on which side will spawn the most enemies. Very useful to know where you’ll be placing the bulk of your forces for the next wave.




This Mist mechanic + this new building instantly became really prominent in the gameplay, especially when you survive a few days. It’s just the foundations of mechanics we could build upon in the future, but we are already quite happy with the results.

[h2]New Walls[/h2]

Talking about systems which needed some expansion, the tools to defend the city which were available to the players were quite simplistic (again, we proceed this way for all mechanics: a first implementation with few gameplay elements to test the mechanic, and then if validated we use the system more and more, by small increments)

So we played a bit with the Walls you can build. We separated them into two simple categories: wooden walls, which don’t block Line Of Sight, and stone walls which are a lot sturdier but block Line Of Sight.





Each type has its advantages, so you’ll want to experiment a bit with them. Each type also comes with a “basic” and “reinforced” version.

As a side note, here’s a small tip on quality of life: you can directly upgrade walls by selecting a wall and choosing the corresponding upgrade OR just by building a new wall “on top” of a smaller one. Either way, you’ll never pay for more materials than if you built the wall from scratch, so you’re sure not to get screwed.

[h2]Catapults and Ballistas[/h2]

Yet another system which had just a basic implementation, what we could call “active defensive structures” (ie. anything but walls…). In the Prologue, we had the Catapult and the Watchtower.

We reworked a bit the Catapult, so you don’t need one of your hero anymore to use the catapult in order for it to launch its attack! We felt it was a bit too much, since you really want your heroes in the frontlines fighting with everything they have. So now catapults give you a fixed amount of free uses each night, and it resplenishes automatically during day. Easy and deadly.

That’s still something you have to trigger yourself, but we also wanted to have some automatic defenses at some point… so we introduced the Ballistas into the game!



They are easy to use: they just shoot one time per turn on the closest enemy. We’ve already seen playtesters have a lot of fun with those, so we certainly have to expand on this later, maybe give some control on their targeting, but we’ll see…

They also come in two flavors: basic ones and “mounted” ones which ignore Line Of Sight prequisites. (another little something we added, the “Vision” special skill effect)

[h2]T.R.A.P.S.[/h2]

Okay so now for the big surprise… From the beginning we wanted to have traps in the game. It seemed to be working well with the concept of defending your city walls at all costs. And now we have them!

Like we said before, we designed a whole new system for them, so we implemented a few elements into the game in order to test it all out and see what was working and what was “meh”. So for now there are “only” 3 types of traps with different effects, and we’ll build upon them in the coming months.



So there is the Stun Trap, the Slow Trap and the Damage Trap. They should be self-explanatory… You can place them anywhere on the map, and they’ll trigger when an enemy finishes its movement on the tile of the trap. This part was a design nightmare, due to how the movement of the enemies is handled (all at the same time, calculations of the final position but no existence of “intermediate” tiles walked, etc…), we had to settle to trigger the effect at that particular time. It can lead to monsters “walking” on a trap but not triggering it, but all in works for the time being. If we want to change that in the future, we’ll have to rework a big chunk of the enemies system, so… we’ll see.

[h2]Last but not least[/h2]

We also added a special structure which didn’t fit into my earlier arbitrary categories… We call it the Warp Gate, some sort of Teleporter structure we had fun with while testing things. It’s still experimental, but already bringing some fun strategies to the table. You’ll have to try it out and give us feedback on them!



Okay so that’s it for this second blog post! We hope you’re eager to try these news elements, see you next monday for the last part of this features reveal serie!

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-The Last Team