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v0.19 - Food update preview!

v0.19 is released!

I would like to showcase the first preview of the food update. I have decided to show an early experimental preview of it, and you can test it out by enabling it in the main menu!



When enabled, the food feature will be enabled in your game. This must be enabled manually each time the game starts up.

[h2]New Food Buildings[/h2]
New buildings will be added: Farms, Biolabs, Fishing Huts, as well as new food resources!

The farm produces vegetables. In the future, farms will only be buildable on fertile soil found on mountainous islands.



Vegetables won't be enough after awhile. Your workforce will want more food variety after awhile. When you have underwater unlocked, you can build Fishing Huts to get Fish.



Getting more food variety will provide productivity bonuses - occasionally alien meat will drop from destroyed ships. You can't eat them, but they can be processed in biolabs to be turned into edible, yummy alien meat!



Improvements have also been made in other areas.

Full v0.19 changelog:

Add experimental food feature: Toggled in main menu
Increase camera's max zoom
Fix HP bars appearing at screen corner when enemy spawns
Change perks UI to prepare for Perks Update

Let me know if you get to try the update!


https://store.steampowered.com/app/3558060/Last_Fuse/

Last Fuse Roadmap!

Hi all,

I'm super excited to share the ideas I have for this game, so allow me to present Last Fuse's epic roadmap!

Some of these have already even been partially added, but will be expanded further.

Food


After a certain population, they'll start asking for food. You need Vegetables, Fish, Meat



  • No food: -90% productivity to all buildings
  • Only 1 food type: -20% productivity
  • 2 food types: No penalty or buffs
  • 3 food types: +20% productivity
  • Teriyaki (requires all food types and a cookhouse to make it): +35% productivity if above 0, and unlocks the Nursery building, providing 1 Workforce every 60 seconds (it will work until 100 Idle settlers).
  • Farms cost ‘sand’. You get 3 Sand each bomb you send up, but eventually you can obtain it from unlocking Sand Drill.
  • Farms can be upgraded with Fertilizer (obtainable from decomposing Vegetables)
  • Farms cannot be built near your bomb - only on islands.
  • Rare, fertile islands x2 farm production.


Space + Mothership HP
When the game first started, you win by launching a single bomb. But now, your objective is to destroy the Mothership. It has a health bar and you need to send multiple bombs to kill it.

As you send up bombs, it gains armor. You have to constantly upgrade your bombs and armor piercing to defeat the mothership.

Steel Bomb > Abyssite Bomb > Etherium Bomb > Singularity Bomb...



But just as you are about to destroy it, it creates a shield, raising its armor to 9999, negating all bomb damage.

This is when you must construct... The Last Fuse.
The Last Fuse is the final bomb requiring all resources and technology you've acquired so far. Only the Last Fuse can bypass its armor and take it down for good.

However, the Last Fuse takes time to construct, and the alien will launch its final assault on you...



You have to make a choice when you build The Last Fuse:

[h3]New Endings
[/h3]Default: 10 minute build time, average material cost: Detonates the mothership, but the portal remains...they will invade again... the question is... When? Good Ending.

Charge the bomb: 15 minutes build time, higher material cost: Detonates the mothership and the portal. But aliens still colonize other worlds. Better Ending.

Supercharge the bomb: 20 minutes build time. And extremely high alien intensity. Guaranteed to destroy the alien homeworld. Perfect ending.

Perks (Roguelite runs)

The game is designed with replayability in mind and rewards you for every run, success or failure.



Every run rewards you random perks, as well as perk fragments to upgrade these perks.

You can equip a limited number of perks, so strategize to fit your playstyle. However, you can unlock more perk slots as you play. Making each run feel more powerful and start faster.

Perks have tiers:

  • Common (Max Lv 3) - Equip five at once, +1 max slot for every 5 achievements gained and general game progression
  • Rare (Max Lv 5) - Equip three at once, +1 max slot if you complete map quests
  • Epic (Max Lv 7) - Equip two at once, +1 max slot every few total perk levels upgraded
  • Legendary (Max Lv 9) - Equip one at once, +1 max slot each time you beat insane difficulty on a bomb type


Perks are categorized into types. Notice how they are colour coded above?

  • Industrial Perks (Purple) - Enhances production of resources, building bonuses, energy production
  • Builder Perks (Blue) - Enhances bomb construction speed and capabilities, reduce material construction
  • Offense Perks (Red) - Increases combat proficiency, such as turret unlocks and combat abilities
  • Loot Perks (Green) - Increases enemy loot and perk generation speed


This system is pretty ambitious and I want to reduce the RNG, so it may not exactly turn out the way as described. I will elaborate in a future post.

[h3]Perk list[/h3]





Destructible Warp Gates



Warp gates can spawn over time, and you have to build foundations to reach and destroy them. Warp gates can be destroyed and afterward, you have three options:

Islands


As you defeat the aliens, you can build radars to discover islands.



Islands in the distance, can build unique buildings, or meet NPCs, or scenarios:
  1. Black Volcanic island: x1.5 farm speed, can build 3 Cookhouses per island (the only building that has Teriyaki production)
  2. Mountains: x1.5 Generators’ power generation (and can build 3 Turbines here, the only building with passive energy production)
  3. Arctic Plains: Coolers x0.75 energy cost, (can build 3 Zero-Energy Cooler here).
  4. Desert island: Houses and cities x2 population
  5. Abandoned Faradays Lab. Repair it to get 5 perks 1 permanent perk, or dismantle for cores.
  6. Wind tornadoes on desert can be destroyed with turrets to unlock more build space

New islands have wreckage that can be mined for cores or perks.

Beacons


Build beacons to amplify adjacent buildings. This allows more strategic options - build one super building surrounded by several beacons? Or one beacon to cover as many buildings as possible.



Alien Artifacts




Each time you send up a bomb or salvage an alien ruin, you can choose to unlock a new building or get cores/artifacts. Artifacts are the only material you cannot manufacture manually. These are used to build and upgrade the highest tier buildings, Epic buildings. They may also be used to unlock special alien ruins on islands.

Epic buildings




A new tier of buildings that put the new resources to use.

New resources
Titanium will no longer be the endgame material.

In fact, a new material, "cores", will be ultra rare.



Common materials (easy to get)

Titanium - Dropped from aliens, can learn to craft it from steel later.
Abyssite - Obtained from underwater extraction - used for highest tier cooling structures.
Penguin Poop - Discovered from islands, you can tame penguins to produce poop to fertilize farms.

Common materials (expensive to craft)

Etherium - Refined from Abyssite, these require extreme energy to craft, but can be inserted into bomb payload to increase its damage.
Teriyaki - Crafted from all 3 foods (Vegetables, Meat & Fish) - build nurseries that give you workforce without need for towns
Modules -See below.

Rare materials (Cannot craft)

Xenite - Alien matter exclusively dropped from alien kills and damaging mothership. (Cards)
Alien Meat - Dropped from alien kills. Processed in biolabs to become edible meat.
Edible Meat - Consumed to receive productivity buffs

Rarest materials (Cannot craft, only from cards)

Core - Obtained when you damage the mothership or from salvaging ruins. Only craftable in final unlock at endgame)
Alien Artifact - Extremely rare item from scavenging alien ruins and monoliths that spawn, and warp gate destruction. Needed for the final bomb. (cannot craft at all! Gained from exploration.)

Permanent currency (for meta roguelite upgrades)

Perk Fragment - Strange gem from an alien. Can be used to upgrade permanent perks. Obtained based on damage dealt to mothership when game ends.
Alien Power Core - Only obtained when you defeat the mothership. If you defeat it on higher difficulties and with supercharged ending, you get more. Used for legendary perk and level 5 upgrades. If you have a legendary perk, excess Alien Artifacts at the end of a run convert to this currency.

Bomb Upgrades!
As the mothership progresses, you need armor piercing and stronger bombs.



As you progress, you get stronger materials. Use these to build stronger bombs and even equip them with optional explosives if you are feeling ambitious. The bomb upgrades in several stats:

  • Damage
  • Armor piercing %
  • Build time
  • Maximum payload (kg)


Weather anomalies




Tornadoes that increase the bomb's heat. Destroy them with turrets to get rid of them and reclaim extra build space!

Underwater
Build submarines to extend underwater build area.
Just added but will be further expanded!



Harvest fish to feed your population.

Most importantly, it is the only way to acquire Abyssite and Etherium ore.



Some advanced factories may only be buildable underwater to take advantage of cooling.

Prestige Buildings
Buildings like the underwater dome do not produce anything, but they add Prestige.

Prestige buildings are extremely expensive buildings that look pretty. However they progress your civilization in stages. I'm not sure what it will do, but maybe you can pick the following:

It reduces chance of riots and bad events.
Occasionally lets you cast a productivity buff, its strength, duration and cooldown improving with each prestige.
Occasionally lets you cast Emergency Cooling. At higher prestige, heat reduction is greater, and less cooldown.
Reduce negative effects of overdrive.
Randomly get bonus materials (higher prestige = grant more and rarer materials like Etherium)


New enemy and turret types


Enemies that disable your buildings.
Enemies that provide healing.
Enemies that shields its allies.
There is so much that can be done with a tower defense. Same for turrets - Tesla turrets from Faraday's island!


Modules

Buildings will have 2 to 5 module slots, depending on its tier and type.



e.g. Basic Cooler 2 slots, Advanced Cooler 4 slots, Zero-Energy Cooler 5 slots. This encourages building stronger buildings when space is a constraint in late game.

Modules are like equipment that can be equipped onto buildings to boost various stats, improving building capabilities.



Speed Module: Improve building speed but raises energy consumption.

Efficiency Module: Decreases energy and heat production. But reduces speed.

Production Module: Chance to produce x2 outputs without consuming inputs, but raises building's heat and energy production.

Combat Module: Increases turret attack speed and range, but bullets are more expensive.

Cooling Module: Equipped only on coolers to increase cooling ability. (Extremely rare)

Ultimate Module: 0.1% chance to craft, rare drop from mothership boss. Post endgame, can be crafted with Dark Matter.

Modules are randomly generated from assemblers. They are expensive to craft and meant as mid to late game boosts. In future, maybe modules can have tiers, allowing late gamers to maximize their gains. Some modules are already added, but I am thinking of level 2/3 modules if it makes sense, or even the cool ultimate module post end-game discovered by donating alien artifacts on alien ruins!

Foundations

Already added!



Addition of new islands and destructible warp gates mean you need a way to expand. Foundations let you build over the sea. There will also be Space Foundations in future, to build things in space!

Bomb Types




You can select various bombs. Each one has its own unique attributes.

The inferno core gains heat when you attack but increases offense capabilities.
The cryo core won't produce heat but instead factories produce heat.
The chaos core has huge energy storage but has unstable energy production.
And more!
Winning on each bomb unlocks a permanent building or passive boost. For example the chaos core will unlock Super Batteries permanently in all future playthroughs.

Endless Mode
After winning, you can keep playing or restart. Benefits:

Unlock more perks, farm for legendary perks.
Complete milestones (quests on the map), and achievements.
Save all the NPCs, adding them to your main menu.

Restart benefits:

Hard and Insane difficulty modes for better endings that unlock even rarer meta technology and perk slots.
Win on different bomb types to unlock new passive abilities.
Win on different maps to unlock new buildings.

-YYZ

https://store.steampowered.com/app/3558060/Last_Fuse/

v0.17 - Underwater Biome!

​v0.17, the Underwater Update, has been released!



For more information, check out the previous post.

Full patch notes:

  • Underwater biome added​
  • You can now build the Nautilus to access underwater
  • Underwater buildings added: Abyssite Extractor, Etherium Extractor, Submarine
  • New buildings added: City
  • New resources added: Abyssite, Etherium
  • Hope you like this update!


-YYZ



https://store.steampowered.com/app/3558060/Last_Fuse/


Underwater biome reveal!

I would like to reveal a sneak peek of the underwater buildings and resources. The underwater update will be available next Friday!



[h2]New Buildings
[/h2]
To access underwater, you need to build the Nautilus.



You can then use it to teleport underwater, or use a shortcut key to do so.



[h2]New Resources
[/h2]While underwater, you can mine two new minerals underwater - Abyssite, and a rare explosive ore, Etherium. Abyssite is a waterproof ore used to build mid-tier structures, while Etherium is a very rare end-game resource.



[h2]Submarines
[/h2]Instead of foundations, you build submarines to expand your buildable space.



Underwater is scheduled to release next Friday! As always, let me know your thoughts here or on Discord~

-YYZ

https://store.steampowered.com/app/3558060/Last_Fuse/

v0.16 - Assemblers and Modules!

v0.16 is released!

The new assembler building has been added! It is meant as a mid-game building.

New building: Assembler




The assembler produces modules! You get a random module every 60 seconds.



New mechanic: Modules

Modules are like "equipment" that can be inserted into buildings to boost its stats.



You can make a building produce resources faster. Or decrease its energy consumption. Or decrease its heat production (for relevant buildings). There is even a combat module that boosts turret's attack speed.



Higher-end buildings have more module slots. Some buildings may start with just two slots, but increase their number of slots when upgraded!

Up next, I am working on beacons, buildings which buff the stats of buildings near it. They will cost modules to build, but they are a one-time cost and will passively boost nearby buildings.



This update also fixes Xenite not dropping, and after obtaining your first Xenite, you can see how many more kills are required to get the next Xenite. As your drop rate increases, the number of kills required to get Xenite goes down.



Changelog:

  • Several building types can now equip modules
  • Add assembler building
  • Add speed module
  • Add efficiency module
  • Add production module
  • Add cooling module
  • Add combat module


Fixes:
  • Xenite did not drop
  • Unable to build Xenora
  • Unable to unlock City


-YYZ

https://store.steampowered.com/app/3558060/Last_Fuse/