
The Last Mission
Command your spaceship, customize your loadout, and prepare for the incoming waves of enemies. Strategically deploy and equip your fleet with powerful weapons and utility modules to maximize your defenses and crush the alien threat.
The alien armada is closing in, leaving a path of dead civilizations and shattered planets across the star systems behind them. You are entrusted with the vital mission of commanding the earth's last defense line. Cynically dubbed "The Last Mission" by some, it may indeed be humanity’s final hope.
Your mission is clear: defend the planet at all costs. Every wave you defeat brings you closer to saving Earth. Only the strongest strategies will survive.
With a variety of ship types and sizes and a range of weapons and modules, the game offers a challenging and strategic experience, especially for fans of auto-battlers and tower defense games.
Please note: This is an early version. The game is in development and many mechanics, assets, environment, audio and effects are not final and will follow or change.
Did you enjoy the game? Thanks for a quick rating:
https://a-marks.itch.io/the-last-mission/rate
Please let me know your thoughts and feedback in the comments below or on discord:
https://discord.gg/vX2sXftEjQ
Free Mobile Demo:
https://play.google.com/store/apps/details?id=com.amarks.thelastmission
Wishlist on Steam:
https://store.steampowered.com/app/2052000/The_Last_Mission/
Thanks for your support!
https://ko-fi.com/amarks
Please also check out:
- https://alkakrab.itch.io/ (Music)
- https://moludar.itch.io/ (SFX)
- https://towball.itch.io/ (SFX)
- https://mattflat.itch.io/ (SFX)
| Updated | 24 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 4.8 out of 5 stars (5 total ratings) |
| Author | a_marks |
| Genre | Strategy, Simulation |
| Made with | Godot |
| Tags | 2D, Auto Battler, Godot, Indie, Roguelite, Sci-fi, Space, Tower Defense |
| Links | Steam |
Download
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Development log
- Demo Update (0.8.8)28 days ago
- Demo Update (0.8.7)36 days ago
- Demo Update41 days ago
- Demo Update50 days ago
- Demo Update51 days ago
- Demo Update71 days ago
- Demo Patch75 days ago











Comments
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I like spaceship games, so I gave it a shot. Some bugs/issues:
- The achievement unlock system definitely provides progression, but there's a huge gap between maybe getting a 100 credit item every round and maybe getting a 600 credit item every round. Also, the achievements and what they unlock should be visible with a button placed somewhere prominent on the main menu.
- Energy weapons, even with the buff from their dedicated ship, seem useless. You want PD, autocannons on the mediums, railguns on the larges. That seems like the only worthwhile fit.
- Related, missiles seem useless too. They appear to explode before hitting the target, doing very little damage. Enemy missiles are lethal, though.
- If you lose a ship while still getting started, it's usually just game over. Getting to keep the weapons/equipment of a dead ship, and maybe sharing its EXP with your other ships at a positive-sum ratio, might make that less the case.
- In general, you've got one ship taking all the damage unless enemies arbitrarily decide to focus down something else. Difficulty is low enough that you can afford to stick an armor+repair on everything else, but putting all defense on your middle ship and clustering everything else just slightly back from it is meta. Positioning should be a more major part of the game - maybe enemies should attack the weakest target in range rather than the first one they see.
- Related, friendly ship AI is all over the place. I've had a single ship shooting at three different full-health enemies at the same time.
- Am I missing something, or are crit buffs useless? 5% critical damage on a 5% critical chance is a 1.0025 multiplier to your total damage, if that 5% is applied to base damage. Still lackluster if it's applied to crit damage directly and it's 400% base. A 10% fire rate boost, assuming you spend a quarter of the time reloading, is a 1.075 multiplier to your total damage, which is thirty times better. Likewise, 10% faster reloads are three times worse than that fire rate buff.
- One try, I started up the game, beat wave 1, and then wave 2 was a big ship that kited me to death with no opportunity to shoot back. No opportunity to get a weapon with longer range, nor any warning to upgrade range beforehand.
Beyond that, some more ambitious stuff:
- Autobattlers need cool battle effects, so dedicating some effort to tuning the VFX and crunch of each weapon so that they feel different could be worthwhile.
- Variety is a major gap, both in player ships and enemies. Having different ship classes that do different things could help. As it is, you're just building a better stat brick.
- Enemy wave variation in particular could use a look, for replayability's sake. Maybe have a map or something, and enemies in different 'areas' have different doctrines. One round, the player chooses between fighting the enemies with lots of fighters and the enemies with long-ranged guns, and then, a few rounds later, has to choose between a subdivision of the fighter enemies where fighters drop close-ranged bombs, or one where they upgrade into fewer but stronger gunships with rocket pods.
- Likewise, interplay. Right now, you have three ships that all work kind of the same. Upgrades are all mostly independent from each other, and amount to making some number higher. The core gameplay of this genre is planning out complex builds, since there's no direct player control or anything like that, so having upgrade X have some major impact on upgrades Y and Z that the player plans around is vital.
As an example of variety, strategy, and interplay, suppose the first upgrade branch let you choose between "destroyer" and "command ship". Command ships have one less medium turret, but allow the player to set 'orders', like telling friendly ships with low health to retreat behind the nearest friendly (if unobstructed) until they recover, or to always target the lowest health/fastest/slowest/deadliest enemy with XYZ weapon type.
Thanks for playing and the detailed review. Appreciate it! I'd like to clarify a few things and also explain what is planned or still in development.
Every module has three tiers, and higher tiers unlock by using that module. Once a tier is unlocked it can appear in wave rewards or the shop. Higher tiers appear less often and cost more because they are stronger. Although the drop chances and prices/values are subject to change (especially the Tier 3 modules are way overpriced currently). There is a screen that shows all unlocked modules (player stats available by tapping the player name in the main menu), but it does not currently explain the unlock triggers. I may improve the clarity there.
About weapon balance: The game uses a damage type system where kinetic, energy and explosive damage interact in a rock-paper-scissor way with hull, armor and shields. Some combinations do 150 percent damage and some only 50 percent. That can make certain weapons look weak if they are hitting the wrong layer. Some layers are currently underrepresented, which makes some weapons feel over/underpowered. That should change with more enemy variety. More varied wave compositions and enemy loadouts will follow. I'm currently keeping it more or less consistent to have some predictibility and being able to balance out that base run before adding more variety, which will lead to a less obvious meta and increase the strategic potential of different builds.
Missiles explode early when intercepted by Point Defense. That applies to both player and enemy missiles. The final enemy wave uses 2x tier 2 missile launchers. That's intentionally very hard but they are as strong as if you use 2x tier 2 missile launchers. There is no difference there. More or better PD can help to take out more missiles before they hit and shields can help eat up the explosive damage from missiles as explosive damage only deal 50% of their damage against shields. Plus the shields may recharge before the next barrage hits as long as they are not fully depleated.
Losing a ship early is supposed to be painful as all invested resources are gone, but I agree, it currently feels too punishing. I am looking into comeback mechanics so a run is not decided immediately when one ship goes down.
Regarding positioning and AI: Enemies and friendly ships use the exact same targeting rules. They both attack the closest valid target, and if that target is already being attacked they look for the next closest one. I looked into weapon-specific targeting priorities but that's too much micromanagement. Don't want to add that layer of complexity. There are other ideas, that I'm exploring to allow for some control but that's not decided yet. However, you can already assign ship behavior like staying in formation or advancing to the range of their longest or shortest weapon (right-most option in the fleet panel). This also avoids being taken out by a out of range enemy ship, as your ships would close in until they are in fire range. So long-range enemies are dangerous only if the ship commands to close the distance are not set.
Putting all defense on one ship and using it as a forward tank is a valid strategy but is risky as losing a ship is punished hard. So maybe spreading ships in a line is actually safer because it distributes damage better as enemies will attack different ships depending on their position. That is where positioning becomes important.
About crits and DPS math. Crits might need some number tuning, but balance in general will get a full pass once all core features are in. Every new feature shifts the numbers again, so while trying to maintain a reasonable balance, a deeper tuning will follow.
VFX is mostly final and reflects the best I can do within my skill range and budget. I get decent feedback in general and rather focus on gameplay and balance than looks. I know its not top-notch but yea, that's how it is. I will improve here and there of course but mainly it's set.
Hope this clarified some things and gave a good picture of the current state and an outlook on where I'm trying to go.
Thanks again for playing and taking the time to give detailed feedback. Keep an eye on updates!
> and if that target is already being attacked they look for the next closest one.
There are certainly scenarios where a target saturation algorithm makes sense (I once wrote one to hunt down a spread-out group of fragile targets during a hackathon, for instance), but I think that's actively counterproductive here. Focusing down one target is the optimal strategy for line battles.
> Putting all defense on one ship and using it as a forward tank is a valid strategy but is risky as losing a ship is punished hard. So maybe spreading ships in a line is actually safer because it distributes damage better as enemies will attack different ships depending on their position. That is where positioning becomes important.
In practice, I'd say that around 95 percent of the damage goes onto the front ship pretty consistently, so long as there's a meaningful gap. For positioning to be of interest to the player beyond that, I think there has to be a bit more complexity.
Glad to see this updated!
Some notes, mainly balance-
Weapon upgrading is clunky- upgraded weapons and stock weapons are both aggregated into my 4x laser beams and I can't select if I get my cool laser beam or boring laser beam.
Missiles are very strong against non-fighter ships, Having two of them makes any of the larger ships a non-issue
Level 3 upgrade feels weaker in comparison to level 2 upgrade- a level 2 ship gets +1 medium slot, +2 smalls, and +2 passives. Large slot and two passives is not worth 2000 to me. Also couldn't get any large weapons until the Railgun unlocked.
Tanker start is much better than any of the other starts because it is a level 2 ship instead of a stock ship.
Content unlocking is ambiguous- I occasionally get pop-ups for unlocking equipment without knowing what caused it
Repairing feels weak: 1 regen a second doesn't help much when most engagements take 30 seconds and I can get 100 armor immediately for a different grey passive.
Thanks for your feedback!
Good point. We had a bit of a space issue in the ui for the available weapons. As they are now scrollable, we can show partly upgraded weapons in their own slot. Makes sense.
Missiles are now an L weapon, which requires quite an investment to have 2 or more missile launchers. With more variety in enemy ships, making some more tanky against explosive damage, this should balance out.
Making the missile launcher an L weapon and introducing the new Lasercannon (L), the large spot got more valuable. For sure it needs some more adjustments but I think we are on a good path here to find a good balance.
The tank starter option is indeed more of a shortcut for now in the demo. A complete rework for the starter system is in work. I'll replace the starter crews with a completely different system soon.
The unlocking of modules got revised completely in the latest update. Modules unlock now based on your playstyle; using shields will unlock shields and so on. It still needs some tweaking but is already way more understandable.
The repair module gets you an instant repair of 60hp after a wave in addition to the continuous repair during the wave, that makes it worth it pretty quick considering the saving of a lot of repair costs. Actually the armor/repair combo is currently discussed as the meta on the community discord. Don't want to make it stronger for now.
The item/weapon selection in between waves is super clunky, I tried to swap weapons for the scout ship, so I had to delete my previous weapons, but even though the new was of the same category (laser beam, which matched the turret requirements), as soon as I selected the laser beam disappeared, and I was left without a weapon on my ship. Mind you this is the scout ship, which only has one weapon hardpoint. Also sometimes I could choose multiple rewards instead of just 1, not sure why?
Thanks for playing and leaving a feedback. And sorry for the late answer, I neglected this comment section a bit. Nevertheless your points were heard and should be fixed or at least improved by now with the latest update. There is proper weapon swapping and no unintentional module deleting any more. And there is only ever 1 round of rewards. But we have a shop after the rewards now :)
-Items that you can't equip vanish when you attempt to equip.
-Swapping out a utility does not remove its effect.
-Swapping an item adds modifiers (+5 damage/10% accuracy/etc) again.
-Selecting an enemy in its death animation creates an unclosable pop-up window
-Red squares do not go away on moving a ship
-Weapons on a ship rendering below a friendly ship render above that same friendly ship.
-Sufficient inventory upgrades make the cargo hold continue off the screen, making certain slots unselectable.
-Going back to the menu does not allow me to select endless again.
-Falcon on default loadout fails to clear the first wave, can't finish off the fighter.
-Kinetic/Explosive/Energy damage isn't explained. Longspear Railgun does 12 or 6 damage to hull instead of the listed 30 and kinetic damage seems to do less damage than the stat card would indicate.
Fun game!
Hi, thank you very much for your feedback. I tried to recreate all points and I think I understand all of them. Some could already be fixed. Some will need a bit more work. Balancing in general did not get a lot of attention yet. That will be a big part coming up. I'll try to update when I found a working beginning for all or at least a few characters.
The difference in damage probably comes from the damage type modifiers, that are not explained. The damage is modified when hitting hull, armor or shield. While kinetic damage is more effective against shield, its less effective against hull. Energy damage is more effective against armor, not so against shield. And explosive damage is more effective against hull and less against armor. I'll try to find a way to make this clear. I need to explain some other values too. Therefore I'm working on a little tooltip system to allow for some short explanations of the values on mouse-over.
Recent update seems to be missing the .pck file?
Hi, thanks, I didn't notice. Should work now. Please note: I changed a lot for this version: It's basically a mobile port; a simplified version optimized for mobile use (But still works fine on bigger screens). I'll probably start there and then work on the more complex pc version.
the discord link is not working :(
Thanks for the note. It's fixed.
thank you! :)