Devlog ·
The beginning
The hardest part of shipping a game is stopping yourself from adding 'one more thing' for long enough to do so.
Last Ward started as a concept - can I build I game that’s fun and worth playing. Being a huge fan of the genre, I decided to start with a horde-survivor but with an action-RPG spine: your main weapon fires automatically, but your survival depends on your coordination and manual triggering of skills you’ve chosen.
Cooldowns and purpose-built skills (survival, damage, healing, single-target, AoE) put the control in your hands without settling for a button masher.
The roster
There are currently nine classes, with more to come. Each offer a different playstyle and level of comfort. You might prefer something tankier like a Warden that can outlast all else, at the expense of lower damage. Or you might like sneaking around with the rogue, or transforming with the Druid. Or maybe you’re crazy enough to go full glass cannon with the mage. See the game page for the full roster.
Right now, and forever more, the challenge lies in tuning. No class will be completely equal to the others - it’s not meant to me, but they should have similar odds while favoring different play styles. One thing is for sure, they’ll all be a blast to play.
The look and feel
Being so early on, this is still in-flux. Just today I put together a build that brings the original top-down look slightly closer to a 2.5D look with new lighting, shaders, and a ton of new graphical assets. Will this stick? I’m not sure; but so far I like where it’s going.
What’s next
Constant class tuning - not just across classes, but across builds within a class (each class has 3 talent trees). More maps. More progression. Achievements. The list goes on.