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Testing Day 5

[h3]Greetings Nomads
[/h3]
We wanted to update you on what’s happening with the test as we’ve had some exciting content over the weekend along with a few speedbumps that we need to address.

[h2]Tile Claims
[/h2]
Proxy walkers have been seen roaming the Oasis! With the release of the Ancient City tile, we’ve started to see proxy walkers going down. Congratulations to Vanguard for being the first clan to claim a tile! This is our first foray into the new system and we’re looking forward to seeing the larger groups fight over control of their tiles. Hopefully this will add some much needed politics and governance for the smaller groups of players as well as some exciting and dynamic PVP events.

[h2]Server Issues
[/h2]The servers are experiencing a lot of lag right now because we’re basically running them at maximum capacity. For this test we had a finite number of servers allocated to the game and despite our best guess, the population has grown larger than we planned for. This is why you might experience high ping on a server.

To be clear, having too many players is a best-case scenario for us and we’re happy everyone is enjoying the game to this extent. We’ve already moved some server’s location around to alleviate this issue and we’re going to look into what else we can do to solve the problem in both the short and long term. We respect the time you’ve put into this test and the difficulties you’ve had. We’ll do what we can to make it work. At the very least, this shows us what we need to prepare going into Season 6.

[h2]Patching[/h2]
We mentioned last week that we’re going to be patching some bugs and crashes we’ve found in the test so far. This will include some slight balance changes to things we’ve observed as well but we’ll share those with you once the patch is approved to go live. At the moment, we’re still waiting for certification on it but will fix some common problems like what Xbox players have been experiencing with the tutorial.

[h2]The Next Tile
[/h2]As we get into this next week you won’t see daily updates from us unless something else rears up as a particularly important topic. Our tentative plan right now is to start a rolling release of the Volcanyon tile this Thursday with the subsequent event tiles shortly after as we go into the weekend. There will be further tiles that open up as the old ones burn. We’ll do a blog post for that going over the details but wanted to give you a heads up on timeline so you can plan your move accordingly.

[h2]Feedback[/h2]
Finally, we wanted to highlight as well in this post that we are intensely looking into all of your feedback. Any suggestions made on our discord especially, we are taking into consideration and will do our best to catalogue improvements. Without you all we don’t have a game so we’ll do what we can to take the best ideas and give the players what they want.

Testing Day 2

[h3]Greetings Nomads[/h3]

Another day in the wastes and we’re expecting to see another peak player count as we head into the weekend. We wanted to reiterate how excited we are to see so many of you returning to give the game another chance. With that, we have decided to release even more of what we’ve been working on with the introduction of Event Tiles! These will be a hotspot for PVP and players will only be able to spawn on them with a walker in the tile (No spawning in desert). So let's talk a little about what you should expect.

[h2]Quality System
[/h2]
With these new event tiles you’ll notice a Gold diamond marking the tile. This indicates it is a “Quality Tile” where colored variations of Green, Blue, Purple and Gold quality enemies and resources will start spawning. The tiles will last 2 hours and you’ll notice that these resources do not respawn and will show up at varying degrees of rarity. This season we wanted to make legendary difficult to find so we suggest you bring a rangefinder to scout out the most valuable resources.

[h2]Ancient City
[/h2]
You will start to see ancient city tiles spawning today on your respective server. These new event tiles will be similar in look to previous seasons, but with some new mechanics. The new Relic Hunter classification that you can find in any trade station will accept some special resources from that area. Additionally, the Ancient City is where you will find Stone Planks. These are an event tile specific resource used to craft the Proxy walker.

[h2]Tile Claiming
[/h2]
The new tile claiming system with proxy walkers is being released with these maps as well. It takes a great deal of resources to build a proxy walker but they are now re-useable and utilize a different claiming method of distance travelled rather than deploying in a specific spot. We’re hoping this new system will introduce a whole array of politics as clans fight for ownership of their tile. That’s not all though, as the owner of a tile, you will have specific benefits to new buildings and craftables that will greatly increase your effectiveness when it comes to attacking and defending. We strongly suggest you give it all a try.

[h2]Moving Forward
[/h2]
With this addition of content, we’re expecting to see a lot more bugs and balance issues take rise so please remember that we are extremely interested in your feedback at this stage of the game and will take everything to heart when we’re iterating for the release of Season 6. Our only real way to see what needs fixing is to have this many players testing and establishing a meta for us to work with as we move forward so please understand we will need to fix things as they come.

But most of all, have fun with this new content. It’s about to get a whole lot more exciting!

See you in the wastes

Testing Day 1

[h3]Greetings Nomads[/h3]

It’s been 24 hours since the launch of the Season 6 test and we are so glad to see many returning and new players enjoying what we’ve done with the game. We wanted to take some time to go over everything we’ve learned so far and what we’re doing going forward to keep improving throughout this test.

[h2]Canyon Tiles
[/h2]
As many of you already know, we’ve released Canyon tiles a day earlier than we anticipated. This is largely due to the feedback we’ve been receiving from you in the community and we want you to know we’re listening. Hopefully this will show you we’re willing to make changes to the original plan when we see a better path forward for your enjoyment of the game.

We want to keep the cradle tile in the game to some capacity as it’s a great starting point for players. Often in previous seasons we noticed you would just deathspawn off the tile completely and never visit it again. Further, it gives players the opportunity to fight each other and use the “stone age” tier of technology along with the firefly, spider and dinghy which a lot of players enjoy using. We may look into other measures to keep players sticking around, but for now we’ve learned that 24 hours is likely enough time to enjoy the cradle and be ready to move on to the next level.

[h2]Xbox[/h2]

We’ve had a lot of feedback from our console players particularly about the starting point for the game and lack of tutorial. During our long-awaited certification process we had to disable the intro animation for xbox players to prevent them from crashing. This stopped the tutorial quest line from triggering and so a lot of players had a lot of trouble gaining the early levels. We’ve already made some changes to reimplement this and we’re awaiting certification for that update. With that, console players should have a much better early game experience going forward. We will do our best to fix other ui/compatibility issues with Xbox as well.

[h2]Bugs[/h2]

There have been plenty of bugs discovered through this test and we’re doing our best to address all of them as they come. In the next update we will be fixing many that we’ve found - prioritizing the biggest ones first.

[h2]Moving Forward
[/h2]
As we move forward into the Canyon maps, we expect fights to have a lot more depth as the tech level increases along with different ammo types, weapons, and walkers. With the quality system, event tiles, and proxy walkers there is sure to be a lot more content and large fights on it’s way.

Please remember that this test is all about finding the right balance of gameplay and ensuring the direction we’re going is what the players want.

See you in the wastes!

Season 6 Testing + Changelog

Today we’re launching the final Test of Season 6. As some of you may already know, we’ve been working hard on the next iteration of the game with a complete overhaul of pretty much every aspect of walkers, progression, maps, crafting, content and balance, by listening to your ideas and feedback.

To make the right choice and ensure the stability of the season, we will be starting with a full test immediately using the official servers, iterating across all maps and plan to finish in around 5-8 weeks in May, with the full launch of Season 6 shortly after.

This test will be as close to the real content of the game as possible and we will be making sure to use this as an opportunity to take feedback from players in our Discord and Steam forums, as well as address any gamebreaking bugs or exploits we may find.

This update brings lots of new content, activities and features that should hopefully incentivize more PVP and player interaction, while giving more protection to new players and smaller groups. This is highlighted by new Points of Interest, tile based events, and an awesome new moving proxy walker tile claiming system. Many of your favorite features will return such as the offline lobby and Flotillan Grappling Hook.

For those that don’t know, we will be introducing a new map release schedule.
Cradle (2 days);
Canyon (7 Days, Static) and Ancient City (7 days, Event)
Volcanyon (7 Days, Static) and Sleeping Giants (7 Days, Event)
Kali Spires (Static), Asteroid (Event) and Worm (Event) maps until the end of the test.

All maps will have a different clan cap of
  • 6 cap
  • 12 cap
  • 25 cap
  • 50 cap (If needed)

We will try to keep the total number of tiles at bare minimum to enhance players' interactions. As a result, it might be possible early in the test to join a queue due to full tiles. We will monitor the situation closely and adjust as necessary. Fixed by spawning new maps on the fly.

So what has changed? Well, we’ve condensed down 15 pages of patch notes to the summary below. It’s pretty much everything!

[h2]WALKERS[/h2]
  • Completely reworked rigs to allow building anywhere on the walker with structure limit based on type
  • Completely reworked walker armor, armor types, and made cargo, water and hatch of walkers unlocked at different Health
  • Added new ammo required to damage walkers below 25% HP and fully destroy them
  • Reimplemented packing system in all walkers
  • Completely reworked all weapons and ammunition damage and cost
  • Added missing unpacking errors
  • Limited max amount of remote weapons for each type
  • Fixed T3 and T4 placeables/walkers recipes, for the new progression system
  • Added walker crew and walker power caps: overcap temporarily decreases the walker engine power by 75%, by exceeding the max allowed crew size for that walker or the total number of walkers on the map owned by your clan. Automatons count as crew members too!
  • Completely reworked proxy walker claim system, consisting in a PvP walker fight and race around the center of the map.
  • Added buildable anti-personnel turrets to walkers
  • Rebalanced walker carry weights
  • Made firefly buildable on ground
  • Added walker packer to trade station, working as a prepaid on-map lobby
  • Re-enabled walkers offmap lobby system
  • Rebalanced and increased walker harpoon effectiveness
  • Reworked and standardized all walker modules
  • Reworked how Modules are obtained via component parts
  • Reworked firearrows/hellfires recipes
  • Added steering lever spot as a separate spot to all walkers rigs
  • Walkers in pvp cooldown and HP lower then 90% will stay tagged inside trade station, which means can't be repaired/packed until you go outside trading station to reduce the cooldown
  • Removed the option to craft quality walkers. Every walker can now be upgraded using quality schematics, items and modules.
  • Reduced Spinner ammo deviation from 3 to 1.5
  • Improved scattershot gun collisions
  • Allowed upgrading walker rig with the current one is compatible with the new rig
  • Implemented new walker rig placement info UI
  • Fixed slingshot and catapult trajectories
  • Added cargo and hatch to proxy walker, to work as PvP walkers
  • Fixed cluster bombs and firebolts not working
  • Rebalancing fire ammos for raiding
  • Made walker legs instantly detach on zero health
  • Made firebolts not damage moving walkers
  • Overhauled Charged Boulders. More expensive, heavier, smaller stack size. Added splash damage.
  • Removed orbs. Lobbers now use scattershot ammo.
  • Increase ballista turn rate, capped rotation at 200 degrees
  • Increased upward look angle for repeater
  • Improved walkers center of gravity
  • Added momentum to walker pieces when zeroed
  • Set collision on dinghy balls to ProjectileOnly
  • Added sound and visual effects to charged boulders
  • Added Walker Destruction component to small walkers (allows you to "scuttle" walkers so they don't clutter the L/take up points)
  • Increased build radius blocker around steering levers
  • Increased automatons weight
  • Reduced Automaton reload speed
  • Fixed gunpod scattershot
  • Improved walker cap for each tile clan cap
  • Improved walker barrier placement collisions
[h2]PLAYERS[/h2]
  • Allowed spawning in desert on all maps
  • Full rebalance of tech tree
  • New tech tree UI
  • Tech points accumulated by increasing character level
  • Fully rebalanced exp rewards from all sources
  • Completely rebalanced grapples, flotillan should now feel like Season 1
  • Added sheath/unsheathe animation
  • Set running state as default when enabling auto-run
  • Fixed glitch with techpoints being permanent when using wanderers potion
  • Fixed respawn button crash issue
  • Made all dyes cost 50 flots instead of special resources
[h2]MAPS[/h2]
  • Reworked all maps lootsites
  • Rebalanced rupu behavior based on map tier
  • Reworked all maps foliage drops and tools
  • Adjusted recipes to coincide correctly with map tier
  • Added small volcanos to Sleeping Giants maps that occasionally erupt and spawns harvestable obsidian rocks
  • Allowed trading station spawn and player respawn on all tiles
  • Removed home tiles system
  • Added despawn timer to new POI’s
  • Added "Shaman's Pit" POI Event to Volcanyon map
  • Added "Ancient Towers" POI Event to Kali Spires
  • Added "Totem of Power" POI Event to Canyons
  • Added “Ancient Camp” POI Event to Cradle map
[h2]CREATURES[/h2]
  • Added GoGo mob (Giant Crab)
  • Added Koa mob (Giant Elephant)
  • Added new mobs spawn locations
  • Reworked Phemke loot and AI
  • Added lot of new rupu camps variations
  • Added Lazaward (Giant Nurr)
  • Reworked all rupu camps including decreasing the number of ballista, removing gas and fire bomb throwers.
  • Added Mountable Nurr (Tile Owners only, not persistent with server restarts)
  • Added more rigged mob variations for Papak, Okkam and Gogo
  • Adjusted AI behavior of Nurr Raiders to be easier to combat on a walker
  • Reduced rupu javelins damage by 50%
  • Nerfed papak gas damage by 60%
  • Removed feathers and Kllins mob
  • Fixed Papak AI
  • Fixed Okkam and GoGo aggro range
  • Reduced big mobs cull distance to 150m
  • Reduced roks damage to big mobs by 2 times (was too op)
  • Reduced Papak aggro and shooting range
  • Nerfed nurr tail attack and boosted leap attack
[h2]CRAFTING[/h2]
  • Rebalanced all weapons, armor, and crafting recipes/costs
  • Added schematics of previous tiers on all quality mobs (T3 rupus can drop T3, T2 and T1 schematics)
  • Added crafting bench, to craft Tier 2 and 3 items
  • Added Blacksmith station, to craft Tier 4 items
  • Added T2 and T3 stomping stations (more efficient and faster)
  • Added scroll list on building screen
  • Enabled quality sand
  • Added ability to merge items of different rarities
  • Added nibirian harpoon and bolt
  • Rebalanced all potions costs and effects
  • Fixed Race Dust
  • Completely reworked base building, stone walls buildable only on balang/silur. Wood walls buildable and packable anywhere.
  • Buffed giant walls for better effectiveness in base building
  • Added some bulk items crafting for rope, fiber weave and fiber
  • Changed lava fuel icon
  • Added new Nibirian Armor set
  • Re-added wooden slabs to woodworking stations
  • Increased charcoal generation chance
  • Adjusted bed spawn recipes and construction level for hammock and bed.
  • Allowed dyeing weapons and grappling hooks
  • Adjusted base building collisions so doors can now be built near other doors
  • Added clan vault (medium armor, 5k hp, medium slot, 500 stack size, only holds resources)
  • Removed ceramic nails and starch cement
  • Reduced cloth bandage cost
  • Increased base decay rate when out of maintenance
  • Added Tier 3 Fiberworking station
  • Fixed repair station
[h2]MISC[/h2]
  • Fixed many crashes
  • Improved LODs to reduce GPU load
  • Added Hotspot event and treasure chests in all main maps
  • Added Treasure Maps (lootable from big camps)
  • Added base’s walls decals
  • Made all customizations cost flots instead of resources
  • Fixed walker parts spawning in the center of the map
  • Fixed desert clam not spawning with quality
  • Fragments are now used to gain exp
  • Added parkour POI
  • Added new rupu POI
  • Reworked meteors to include important higher tier resources
  • Added some utility buttons to chests for quick sort/merge functions.
  • Optimized cached assets loading time
  • Many optimizations to LODs
  • Added new in-game wiki for all item descriptions and details
  • Reduced performance impact of sandstorms and disabled damage to structures
  • Changed rupu sandals icon
  • Changed iron pickaxe icon
  • Reworked all trade station quests
  • Added XP info to trade station quests
  • Added multiple auctions to trade station
  • Added ping and FPS info to watermark screen
  • Added new game music
  • Improved target HP & unlock UI
  • Fixed custom names not showing properly on map icons after server restart
  • Disabled damage and physics interactions on trade protected walkers/players
  • Replaced Steam icon with a PC icon in server list
[h2]MODKIT[/h2]
  • Explosed almost all variables and functions to blueprints
  • Added blutility assets for many different actions
  • Added some example maps and their WorldMachine source project

Season 6 Test

[h3]Greetings, Nomads![/h3]

Prepare yourselves.

We’re beyond happy to finally announce the plan for Last Oasis.

This Wednesay March 26, 2025 at Midnight (00:00 EST) we will be taking the official servers down for maintenance. We expect this to last until Thursday March 27th, 2025 at 2pm EST when we will make the official servers live for the final Season 6 test. During this test, you should expect bugs, crashes, poor balance, and general unpleasantness. This test will also be available to all console players on Xbox.

We expect the test will last for 5-8 weeks but this may vary.

[h2]Season 6: Chapter 1[/h2]

As many of you know, Season 6 is the product of the players. Between the three of us primarily responsible for the design and implementation of Season 6, we have well over 10,000 hours in the game, and many more thousands discussing it with and amongst you on Steam and Discord. Season 6 will be the most heavily tested season ever, with tons of changes directly influenced or suggested by you. We believe Season 6 is a great first step towards making Last Oasis the best version of itself.

The full list of changes for Season 6 is too expansive to even summarize properly, so instead, we want to talk about our vision, our guiding principles, and what you can expect in Season 6 and beyond.

[h2]Out with the Old In with the .. also Old?
[/h2]
Many things have changed over the past few years and we wanted to clarify the state of some of our core features going into Season 6. This includes content that was removed or never released as well as some new fresh ideas to expand upon. Here are some key points that may be familiar.

Lobby - The Lobby returns! There is one small change, which is that the interaction to travel/go to the lobby is now only at the center of each edge, rather than the whole length.

Schematics - Schematics were repurposed into an input in quality crafting recipes. Now, to unlock new technologies, you simply have to level up and get tech points, and you can craft basic versions of anything once unlocked.

Hardpoints - We’ve removed Hardpoints and players can once again build in any location on the walker. Instead as softpoints with a structure limit associated with their rig.

Grappling Hooks - The lock out and stamina regen nerfs were removed and replaced with a lock-out on block. And of course the stamina/length/reeling power were all rebalanced to be more like prior seasons. This should help to remove some of the worst combat offenses associated with grappling while still keeping it enjoyable to use.

PvE - PvE tiles were removed and replaced with an expanded trade zone safety protection zone/timer. PvE encounters were overhauled and rebalanced. Season 6 will see the introduction of the Koa and GoGo, in regular and warmob form. (Unfortunately Killin will have to sit this season out.)

[h2]Ride the Walker
[/h2]
We remember the first time we learned about Last Oasis. It’s probably an experience many of us share. Messing around in Steam and the Last Oasis Steam Announcement trailer pops up. Giant wooden walking machines. A herd of them, rolling through the forest, chasing an even larger one. Seeing tons of them, of all scales, traveling across various biomes, until an epic final clash.

This was the Last Oasis that captured our imaginations.

This inspired us to re-center the walker as the core part of gameplay. For a long time, the risk-reward balance of walkers resulted in stale, risk-averse strategies.

To remedy this we’ve added multiple new POIs and event maps which will encourage players to use walkers in a much more spontaneous way, while balance changes around walker weapons and walker and base raiding will make the risks easier to manage and the rewards far greater.

Hearing all the positive feedback around how walkers feel important, meaningful, and powerful was our favorite result from all the testing so far.

[h2]Scheduled Chapters
[/h2]
You might notice the use of “Chapter 1”. As we previously announced, we intend to move forward with planned wipes approximately every 8 weeks.

We think this is an important change for at least the foreseeable future. The reasons for this are numerous, but most importantly it will allow us to iterate more quickly and new things without being committed to them for months or years at a time.

Between Chapters you should expect balance changes, bug fixes, and some experimentation. New content and features that take more time will be released when it’s ready as a new Season.

[h2]Accessibility[/h2]

Last Oasis is a skill-based directional melee full loot MMO survival game. A niche within a niche within a niche. Within a niche? We're not sure you could even make a venn diagram to represent such a thing. We know that all those elements are important to the charm of Last Oasis. However, the simple fact is that we have to become more accessible to players.

This is across the entire game - the grind, the features, the balance. The previous version of Last Oasis was simply not sustainable.

To that end, we’ve added many new features, mechanics, and balance. These include the anti-personnel turret, the walker crew and cap limits, reworking essentially every recipe and crafting loop, restoration of the off-map lobby, making fully destroying walkers significantly more difficult, expanding the trade station safe zone, and the list goes on.

Fully achieving this goal will take some time, but we think we are on the right track.

A full list of changes will be included in the next announcement, but we strongly encourage you to join the Discord, find a community, and experience this version of Last Oasis for yourself; that’s whether you played the most recent test, haven’t played for years, or have never played.

See you in the wastes!