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Teasing Last Oasis Gameplay Reveal

Hello Nomads,

After a long wait, we are finally ready to show some gameplay. This will be done through a series of videos that will capture everyday situations that will happen to players in the world of Last Oasis.

Each one of these videos will capture the essence of key elements of the game, such as scavenging, crafting, building, combat, and more...

We will post the video on the 24th of October on all of our available channels but, as usual, our Discord server will be the first place to get it.

If you are not there yet, we invite you to join our Discord server to take part to the most active part of our community and get first-hand news before everyone else. You can join at https://discord.gg/lastoasis

[previewyoutube][/previewyoutube]

Meet the Last Oasis developers at GIC 2019!

The Game Industry Conference is the most important appointment for every developer of the Polish gaming industry. Needless to say, we will be there again for the third year in a row.

Besides hosting panels, speeches and other business opportunities for hundreds of game developers, GIC happens to be run simultaneously on the same days and venue of PGA, the Poznan Game Arena - the biggest consumer event of the country for gamers.

While at this time we won't be showcasing new content for Last Oasis, our team will have a small booth in the main hall of GIC.

If you happen to be a journalist, a fellow developer, or "simply" a passionate gamer living in Poland, don't miss the chance to visit GIC and meet us at our booth. We will be more than happy to have a chat about Last Oasis with you!

Furthermore, our superb sound designer and composer Michał Korniewicz will be hosting a talk titled "Sounds of wooden giants", which will talk about the sound design of our Walkers through the Unreal Engine 4 procedural audio design. You can find the exact location and time of the speech at this link.

To know more about GIC and PGA, please visit their respective websites:

Game Industry Conference

Poznan Game Arena

See you in Poznan!

Devlog #2 - Melee Combat

https://www.youtube.com/watch?v=m6TUxSEuD18

Last Oasis features a fleshed-out directional skill-based combat system unlike any other in the survival genre. Where other games usually focus on ranged combat, leaving melee as simple as a single or at most two-button system, we introduce complex mechanics that allow players to improve their combat skills over time. Easy to learn - hard to master.

There is a multitude of options when it comes to types of weapons and styles of fighting. Players that prefer swift cutting attacks could go for one-handed swords and short axes, those interested in bone-crushing powers could pick long mauls or quarterstaffs with blunt ends, and so on. Each playstyle is viable and opened for players to explore and getter better at. While character progression may limit which weapons you can craft at the time, there is nothing that prevents you from picking up any weapon and fighting with it, allowing to experiment and finding your favorite instruments of war.

With the combat system being one of the core elements of Last Oasis, there are numerous elements for players to utilize while fighting. As expected in systems of that sort, players can freely attack from various directions and block incoming attacks. For those who would like to delve deeper into melee combat and improve their chances of survival during battles, we’ve developed some additional mechanics and are planning to introduce more interesting ways to fight. As an example, one of those features is chambering, which is an act of attacking your opponent right after their weapon started coming at you, resulting in parrying and hitting your enemy.


Concepts of some of Last Oasis weapons


Offering players opportunities for growth in terms of combat has always been an important goal for us. We’d like to see a game world where battles are not always won by the largest groups or the ones with more ammo. The skill factor tips the scale towards those who can handle their weapons better, providing the slightest chance to win even in the direst of situations.

Trying to create a very versatile system, we took inspiration from games with melee combat as their core, our own experiences developing fighting systems, and even real life sword fighting. We’re continuing to develop new features surrounding melee combat, tweak balance, attack timings, and a myriad of related values before Early Access using valuable feedback from our community.


If you’d like to ask us any questions about it or put suggestions up for discussion, our Discord server is the best place for it.

Last Oasis release has been postponed

Dear Nomads,

After collecting lots of feedback from our beta testers, we came to the conclusion that Last Oasis has not yet reached the level of quality we want to offer to you.

Because of that, we are postponing the Early Access release to the first quarter of 2020. A specific new date will be announced when we will be 200% confident with it.

We are going to use the next months to improve the quality of the gameplay and add more content to keep you engaged with Last Oasis. This means more mechanics, items, creatures, buildings, features and end-game activities to please both the PVE and PVP crowds. And, of course, a lot of refinements to the existing features.

Our community will always be the first place to announce any new update and keep you included in the conversation about the game. On our Discord server you can expect to get important information before anyone else, see sneak peeks, get exclusive contents and goodies. We are also working on implementing in-game rewards for everyone that engaged in this community before the release. And without further ado, we would like to present you our latest teaser to show how much the game has progressed so far - and it will only get better from now on.

[previewyoutube][/previewyoutube]

Thank you for your understanding, and for being an awesome and supporting community.

Legendary Worms Reveal!

Taking all the feedback from our incredible beta testers into account as well as our own observations, we've decided to slightly adjust the release date to improve everyone's experience right after the game's launch.


One of our main goals is to make sure everyone can experience a stable, performant and fun experience at release. So we wanted to polish the game a bit more, tweak the balance, improve some optimization, and in general make the launch as perfect as it can be. We've also been working hard to ensure the game supports as many languages as possible at launch.


A huge thank you to all of our community for helping us so far and being so understanding and supportive. We hope that with the game released there will be even more awesome and dedicated people who actively share their opinions and feedback, helping us improve and shape the game. We've been following your feedback since the very beginning of the beta and it's been an incredible help, so please keep it coming!

Have a look at what we've been showing at Gamescom last week!

https://youtu.be/HwmsjyXywZ8