The Last General | real-time modern war strategy game

Started by Asid, April 09, 2026, 06:49:22 PM

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Asid



The Last General


Lead your army through raging conflicts in this massive RTS modern war game. Execute tactics and conquer the resources you need to achieve your goals. Take the enemy territory, perform assassinations, lead insurrections, rescue your stranded troops and much more, in millions of different missions.

Steam
Homepage

Manual: Here
Wiki: Here
Editor: Yes
Theatre: Fictional
Time span:Modern
Turns: Real time
Genre: Tactical
AI: Yes
Single player: Yes
Multiplayer: Yes

Single-player, Online PvP Online, Co-op, Cross-Platform Multiplayer


The Last General - Official Trailer (June 2025)




About

Become a modern general commanding thousands of units and managing an entire war economy. Plan large-scale operations, manage logistics, construction and production, and fight across massive maps where every decision counts.
Engage in total wars, insurrections, assassinations, protection, rescue, escape, and survival missions or jump into the action to feel the intensity of combat firsthand.


MASSIVE SCALE
The Last General features millions of battlefields of up to 400km2 (154sq miles), each of them with dozens of towns and cities to take and protect.


HIGH LEVEL STRATEGIC ORDERS
Hand-draw your strategic orders directly on the terrain and watch your companies interpret, coordinate, and execute them as a unified war machine.


MODERN WAR ECONOMY
Capture strategic towns, cities and industrial areas to get the resources you need to take over enemy's territory. Damage their infrastructure, economic and productive capabilities, while defending and expanding your own.


CONSTRUCTION AND PRODUCTION
Build new defenses, factories, and infrastructure to produce additional resources, troops, and vehicles to support your war effort.


DIRECT CONTROL
Jump into the action and control any vehicle or soldier directly to be part of your own strategic moves.


PLENTY OF STRATEGIC CHOICES
As a general you will have hundreds of strategies at your disposal to achieve your goals. Will you burn entire enemy cities to the ground and lose international support? Will you rush to the enemy's capital and risk being surrounded? Will you perform targeted attacks on the enemy's factories and power plants? Will you conduct false flag operations to damage the enemy's reputation?

What are you willing to do to be the last general?


Mature Content Description
The developers describe the content like this:

This is a war game and features deaths, dead bodies, low amounts of blood, weapons, shooting and explosions.


I stand against Racism, Bigotry and Bullying

Asid


I stand against Racism, Bigotry and Bullying

Asid

April Progress Recap!
Mon, May 4, 2026



Economy, construction, alpha menus, first person air defenses, Mapuche64 helicopter, more optimization and alpha tests!


Hello generals!

This is the classic monthly recap compiling all the little progress updates I do on Discord weekly (or more often).



April started with an April Fools joke where I switched to working on The Last Mayor (a city builder) instead of The Last General, causing mass panic and a few people to leave the Discord (almost everyone finally realized it was a joke and came back now).

We also reached 125000 wishlists on Steam, it's wild how fast it's growing!


Here is a bunch of stuff I have been working on, besides fixing little things here and there all the time:


ECONOMY
  • New panel showing income and expenses (screenshot).
  • When running out of money your entire economy throttles down, including construction, unit production and salary payments.
  • Operational costs now increase faster as your army grows, representing inefficiencies in a larger organization.





CONSTRUCTION
  • Construction panel now shows costs, and it deducts 25% of the cost when you start building and the rest during construction.
  • Construction preview ghost now changes colors to indicate where you can and cannot build.
  • You can no longer build anything if you can't cover the initial 25% downpayment.
  • Added error messages and sounds so you know what's going on.
  • Added sounds during construction.
  • Now you can rotate buildings in 22.5 degrees increments instead of 45 degrees, so you can place them in more specific orientations when needed.




MAPUCHE 64 HELICOPTER
Finally added a second attack helicopter to the game!




PRODUCED UNITS ASSIGNMENT
New produced units now join existing companies that need them automatically with the same prioritization system used for unit requests and transfers between echelons.


CONTROLLABLE AIR DEFENSES
I added first and third person control of buildable air defense systems (Legion C-RAM and DSAMS) (screenshot)




MENUS
  • Added a menu with 3 procedural maps to choose from for the alpha: Anatra (6km x 6km), Braccia (8km x 10km) and Calda (8km x 14km).
  • Added some particles animations until I can implement my actual idea for a crazy main menu.
  • Added a proper loading screen progress bar and messages explaining what the game is generating at each point. This should help show the progress and debug any slow/stuck parts of island generation during the alpha.
  • Added automatic calculations for settings defaults based on player's hardware so if a player just press play it doesn't try to play in ultra settings at 2fps on a laptop from 2015.
  • The resolutions list now highlights the ones that match your monitor aspect ratio so you can select one that doesn't show black bars on the sides (or top/bottom).


NEW UNIT INDICATORS COMING?
I decided to test using APP-6 indicators so they are more readable from the distance, and can show more information than the current ones. They can show special weapons/capabilities of a certain group, unit counts and other information. I will probably switch to using these indicators soon.




CPU AND GPU OPTIMIZATION
  • Made unit indicators not transparent anymore, which save tons of draw calls. Most of the time the indicators weren't really transparent anyways.
  • Suggested optimization to Latios Framework and it was implemented so started using it to eliminate motion vectors and shadows on some very distant objects.
  • Improved LOD distances and created a lot more LODs for objects that were missing them or had high poly counts even in the distant versions.
  • Reordered multiple systems and removed dependencies to be able to parallelize more jobs and avoid main thread blocking.


OTHER IMPROVEMENTS
  • Added environmental sounds in different areas of the islands (oceans, cities, forests, farmland)
  • Matched farm colors with their vegetation better.
  • Improved day/night cycle using shorter nights (nights last about 25% of the whole day now)
  • Units are slowed down when driving on water, and destroyed if they go too deep.
  • Restored object destruction due to explosions shockwave or projectiles hitting them directly.


ALPHA TESTING!
I started testing the game with some family and friends, including a test in person with one of my friends. It was a pretty good test, with surprisingly good performance for an alpha. There were a few crashes and bugs of course, and found some usability issues that I will be improving on very soon for a new alpha version. Next step is opening the alpha to the Discord moderations in a week or two, then start expanding in the Discord by levels of activity there until everyone gets to try it!



I stand against Racism, Bigotry and Bullying