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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!

Join our Discord server!

-The Last Team

New Features – part 1

[h2]Some news from the battlefront![/h2]

Hello mighty warriors!

Promises are meant to be kept, be it on the battlefield or on a devblog. So here we are, with a first weekly blogpost regarding new features. :) For this series of blogposts we've decided to go by theme, starting with the rework of the game phases and everything that's related to heroes!

[h2]Phases[/h2]

So first, we reworked a bit the flow of the different phases of the game: Production, Deployment and Night phases.



Now you can see the direction of the incoming hordes directly during the Production phase, which enables you to strategize your building plan.

This is reinforced by the fact that we also moved the construction of the defences (walls, watchtowers...) from the Deployment phase to the Production phase! Initially, we wanted to split the amount of tasks between the phases but it didn’t turn out very well.

We think it’s better to have all information and tools to counter the next wave of enemies gathered in one single step

So now the Production phase is a bit meatier, but with the use of the Commander's Journal it should be ok. The Deployment phase now serves as a final check to place your heroes where you want to resist the incoming wave, as its name implies.


[h2]Weapons[/h2]

We reworked A LOT of things when it comes to the weapons.

First, each damage type (Physical, Ranged and Magical) has some special modifiers which changes how you will use them in-game:
  • Melee Damage deals 200% Damage to Armor.
  • Ranged Damage is inaccurate (more on this later).
  • Magic Damage ignores 50% of the target's Resistance.

We reworked inaccuracy for ranged weapons: now inaccuracy increases the target's Dodge the further they are away from the caster. It's more interesting because now you can mitigate this negative effect by increasing your Accuracy, a new Secondary Stat.


[h2]Secondary Stats[/h2]


Speaking of the Devil! A lot has been done regarding the secondary stats. We now make use of all of them in the item's bonuses, we tweaked some which seemed underwhelming, removed some, added others...

For example, we added a neat Multi Hit bonus stat which increases the number of hits for your multi hitting skills. (Try to say that sentence out loud ;))

Now these secondary stats are a real part of the experience, and you'll need to build your characters around them to counter the different enemy types. Of course it meant a lot of changes, but it's really looking good for replayability and builds diversity.



One example of the big change it implies: now enemies all have some Dodge %.

At first it's really minimal, but as the horde grows stronger their stats too, and you'll have to increase your Accuracy a bit if you don't want them to regularly evade your attacks.

Secondary stats like Accuracy can also become negative (as a trade-off to another powerful bonus), and so giving a boost to enemies' stats.


[h2]Level Ups boosted[/h2]

To make sure that players have control over these mechanics, we revamped the Level Up so now you can spend:

  • 1 point in Primary Attributes
  • 1 point in Secondary Attributes (same as before, 5 stats randomly chosen, and you can reroll).





We also finished implementing the 35 Perks for you to choose from!

Now you'll only have to spend points in any Tier of the perk tree to unlock superior levels, you're not obliged to take perks on a Tier which doesn't appeal to you and your build to unlock the next Tier.

We believe these small changes give a lot more interest to the Level Ups.


[h2]Items[/h2]

ALL items stats have been revamped. Now you can get items up to level 5, with increasing bonuses. Different types of weapon variants also have new sets of attributes to diversify the builds types.



We reworked ALL the skills of the weapons too, taking into account the feedbacks about which ones didn't get enough love. So when you'll try the new version of the game, don't hesitate to try things which weren't very cool at the time of the prologue... you may surprised! (for example, Poison damages now scale with the weapon level, so Poison builds have become veeeery interesting ^^)

Some quality of life and eye candy too: now rare items have a nice glow on them, making them pop out of the crowd. And when dragging an item, we highlight the slot where it can be dropped in the UI. Very useful.



[h2]Character Generation[/h2]

Speaking of little cosmetic changes, we reworked the way the portraits of the heroes where procedurally generated, hopefully making them a bit more heroic. We also added a clothing layer to them with random armors, making seem less naked and a little more adventurous... They overall should look more baddass, with some of them still quite funny/weird thanks to the RNG gods.

As a side note... we worked on something pretty cool to customize your characters more, but... it's too soon to talk about it... ;)

We hope you're as excited as we are with this first batch of changes. Of course, this is only the top of the iceberg and we've reworked / added tons of very cool stuff to make every TLS run memorable.

See you all next monday for another blog post, that might - or might not? - feed your thirst for city related changes... ;)
-The Last Team

Some news from the frontline!

Hello survivors!

We’re not dead… It’s been a while since we gave some meaty news about the game, sorry about that, but we had a lot on our plate since the release of the Prologue. Of course there was the Covid situation, but we also had to grow the team to be able to achieve the level of content and quality we want for The Last Spell. We took all the feedbacks we could find from the players of the Prologue, shook them up with our own ideas and worked like crazies to make it all happen.

We added the last core features which were still missing, plus added something rather “big” that was not planned but which should add a lot of quality to the game. It all takes time, but we are seeing the end of it! We’re really happy about the state of the game as it is now, there are still a shit ton of things to do but… those of you who played the prologue/demo should be pleasantly surprised about all the changes and new stuff, to say the least.





We've implemented the first batch of Meta features, that include some surprises for you so we won’t say much about it. We wouldn’t want to spoil any of the fun! 😉 What you can also expect is a lot of new content, including new enemies and more tools to fight the hordes with. During the prologue/demo, we received lots of feedback regarding the quality of life, and we took them into account. Basically, we reworked many new elements, including the skills, weapons, but also the weapon type mechanics and the level up. And we've rebalanced the game like a million times since the prologue, so the game will feel very different, even for the big fans of the prologue! Stay put! More details are headed your way and you’ll know more about this very soon…

The next announcement is coming in a matter of weeks… and it should give you what you want 😉

[h2]New blogposts![/h2]
As of today, for the next 3 Mondays, we will post detailed infos about new features and systems here and on our dev blog, so keep tuned!

[h2]Wishlist the game![/h2]

So don’t hesitate to wishlist + follow the game to be notified. It really helps us indies to get some visibility on Steam. We want to thank you again for your love and support. Seeing the hype grow among the community over the game development has been a real engine for our team. It’s also thanks to your tests and feedback that we were able to make it happen. We can’t wait to show you what we’ve created and hear your thoughts!

Talk to you again real soon,
Your TLS team