1. The Last Spell
  2. News

The Last Spell News

Hotfix 0.91.3

Hello everyone, first small hotfix for The Last Spell :)

  • Created a save backup system with an automatic reload of the previous save files in case of corruption.
  • Changed the behavior for the “Big Screen UI” option (that caused UI issues for some people upon first launch): now this option is only activated automatically (upon first time launch) for 4K resolutions (3840X2160 pixels).
    2K monitor users: please note that this will toggle off your "Big Screen UI", but this will only be done once, so if you want to use it you can definitely go back to the settings and turn it back on.
  • Fixed a bug in the game over panel: clicking on specific zones of the character details could close the panel and go back to the game over screen.
  • Fixed some typos in English and French localization.



We also want to thank all of you for your support during this launch. It means the world to us, and we hope you'll keep having fun with The Last Spell :)

The Last Spell is a turn-based roguelite made of epic final stands




Everything changed when I bought the hammer. There I was, bemoaning the underpowered melee characters and their paltry little swords, when I spent some mystical meta doodads and unlocked it in The Last Spell’s in-game shop. Now, rather than a feeble Gondorian defending Helm’s Deep from advancing orcs, I was Gimli, son of Gloin, keeping tally as I smushed my enemies into pâté. Heave, smush. Heave, smush. The mantra of the hammer. Poetry in motion...
Read more.

The Last Spell is available NOW in Early-Access!

[h2]The time hath come![/h2]

That’s it! The Last Spell is finally available for all to play in Early Access on Steam!



This is a special day for the team, it feels like the end of an era, and the beginning of a new one! We have already been working on the game for 3 years, and are getting ready to continue working on it as long as it makes sense.

So today, a special post detailing what this game is about, all the actual content of the game to this day, and our plans for the future. Be prepared for a looong read!

[h2]The game as it is now[/h2]

The Last Spell is a tactical RPG with roguelite elements. You play a group of heroes in a medieval post-apocalyptic world and you have to defend a city, the last one standing, against hordes of mutated monsters who come out of a strange Mist at night. During day, you can rebuild the city and take care of your heroes.

For now, you must survive 11 nights against increasing hordes of enemies before reaching a boss fight. If you survive it, you “win” the game as it is now.



Easy, right? We’ll see… The game is meant to be hard, so don’t despair over failing “a few” times before reaching the end, it’s supposed to be that way! And this is where the “roguelite” elements kick in: every time you play you unlock upgrades and new toys for your next runs, which in the end help you get further and further (and you’ll learn by yourself new tricks and strategies along the way)

Even more than that, when you finish the game for the first time you unlock new difficulty modifiers and you can try a new run with those enabled… So you should get enough content for “a while” (for an average “good” player, it could mean at least 30-40 hours just to reach the boss battle and win it, so…)



You’ll see that at first, you won’t have a ton of content to play with: we designed it on purpose, The Last Spell is a rather complex game if you don’t play it carefully, unlocking new toys to play with every couple of hours or so is a lot less intimidating for new players. We will change the pacing of unlocks and the game's progression flow A LOT during the Early Access, this is why we need your feedback about that! So far we think the pacing is pretty good, a bit slow maybe, but it’s hard to find the right balance between players who will tear through the game in a few runs, and others who will struggle for way too long. (that’s why we added some easier starting settings options, don’t hesitate to use them!)



Let’s talk a bit about the actual content you will be able to see in the game as it is now:

  • 136 Metagame unlocks
  • 4 Apocalypse settings (new game difficulty modifiers)
  • 117 skills
  • 20 weapons types, each with its own set of skills and style of gameplay
  1. Melee: 1h Sword, 1h Hammer, 1h Axe, 2h Sword, 2h Hammer, 2h Axe, Dagger, Spear
  2. Distance: Hand Crossbow, Pistol, Short Bow, Long Bow, Rifle, Crossbow
  3. Magic: Magic Wand, Scepter, Magic Orb, Power Staff, Magic Tome, Druidic Staff


Pieces of equipment:
  • 130 Weapons variants
  • 25 Helmets
  • 35 Pants
  • 47 Body Armor
  • 6 Shields
  • 17 Usable Objects
  • 35 Trinkets
  • 10 Offhand weapons


4 rarity levels for items
  • Common = 0 bonus affix
  • Magic = 1 bonus affix
  • Rare = 2 bonus affixes
  • Epic = 4 bonus affixes
  • 30 modifiers for weapons (affixes)
  • 19 special effects for skills
  • Armor Piercing, Armor Shredding, Vision, Inaccurate, Isolated, Follow, Maneuver, Momentum, Multi-Hits, No Block, No Dodge, Opportunistic, Poison, Regeneration, Propagation, Stun, Debuff, Buff, Secondary Effect
  • 12 primary attributes and 18 secondary attributes for characters
  • 40 perks
  • 132 Traits characters get procedurally generated with


Character’s portraits get procedurally generated with:
  • 66 Hair
  • 16 Face shapes
  • 33 Ears
  • 28 Noses
  • 35 Mouths
  • 30 Eyes
  • 43 Eyebrows
  • 20 Additional details
  • 33 Beards
  • 60 Clothing


  • 13 enemy types
  • 1 most special boss
  • 12 buildings
  • 11 defenses
  • 3 different traps
  • 1 Map
  • 11 tracks of excellent music by Rémi Gallego The Algorithm
  • 1 Introduction sequence
  • 50 dialogs with [redacted]


[h2]Our plans for the future[/h2]

This is not the end for us… just the beginning! We already have a roadmap of new content we want to implement into the game, other than balancing and bugfixing. This list can drastically change over the course of the Early Access, depending on your feedback.



So you get the spirit of what is to come, here is a few hindsights:

  • We want at least a second boss fight to get to the “true end”, meaning that you should be able to play a few more days after beating the first boss before reaching the end. How much? We don’t know for now… Will it be just a few days, or will it double the time of a run? We will have to experiment quite a lot to know what we want to do.
  • We definitely want to offer new maps, with new starting settings, so you can replay the game over and over with different challenges. Right now the starting map has an interesting lake on the western border of the city which is an important strategic asset, but we could think of many cool things to start with.
  • Of course we will add more of what is already there. New monsters are on top of our list. Maybe a few more buildings, but certainly more defensive constructions and traps!
  • We will certainly rework some of the “RPG” mechanics of the game. We have cool ideas in store to expand all of it, but in the near future we want to do something about how off-hands weapons are handled in the game, making dual-wield heroes more interesting. We may rework a bit the primary/secondary attributes as well, perks of course are just a first batch so we may expand a lot on them.
  • Weapons and skills are at the core of the game, we already have a quite large variety of them to play with, but we will surely expand on that at some point.
  • We will definitively add new Apocalypse settings, and new Meta unlocks. That’s the part of the game which is the most “recent” in our development cycle, so we will continue our work right away.


That’s it for the main things on our list! Of course, there will be a ton of smaller (and bigger!) surprises that we will cook, we have a fun idea which is almost ready to ship into the game, so keep your eyes opened in the coming weeks 😉



In terms of temporality, we will need a bit of time before knowing exactly at which frequency we want to push updates into the game. We have the manpower and process to push very regularly updates, but since The Last Spell is a LONG and difficult game to playtest, it can be a challenge for us. This is another reason why we wanted to enter Early Access: we can’t playtest in “real” conditions every little change we will make in the game (which can have repercussions dozen and dozen of hours later x)), so every little feedback the community can give us is very valuable for us!

On that note, one final word to thank our closed-beta playtesters: thanks to them you will get a so much better first experience with the game than 3 weeks ago, their help was priceless! So thank you for your time and dedication, you are the best [h2]
Have fun![/h2]

That's it, we are so impatient to see people playing The Last Spell and tearing the game apart! Don’t hesitate to stream, comment, argue, be it here on the Steam forums or on our Discord server where you can directly report bugs or ideas to the team! You can also use Feature Upvote:


We will be reading everything, be it words of encouragement or constructive criticism, every tiny bit of feedback is useful.

And if you want to support us, don’t hesitate to leave a recommendation on Steam, it helps us a lot gaining a bit of visibility.


-The Last Team

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

Follow us!