Compara los precios de The Last Leviathan en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Super Punk Games. Publicado por Super Punk Games. Lanzado el 22/6/2016. Disponible en PC. Géneros: Single Player, Bird View, Simulation, Indie, Strategy.

A block-based ship builder set on the mythical seas of Middenhir, where buoyancy and ballistics matter as much as creativity. Build, wreck, and rebuild until the perfect hull survives contact with pirates and sea monsters.

The Last Leviathan is a physics-based ship-building and destruction game from Super Punk Games, set on the ancient seas of Middenhir. The core loop is straightforward on paper: place blocks, sails, propellers, rudders, mortar cannons, flamethrowers, and torpedoes onto a hull, then throw that hull at pirates, rival fleets, and eventually sea monsters to see what survives. In practice, the physics simulation turns every build into a small engineering problem. Get the buoyancy wrong and your broadside warship slowly lists and dives. Mount too many heavy weapons forward and your vessel handles like a waterlogged crate. That tension between aesthetics and physics-driven practicality is where the game earns its keep, and it genuinely rewards players who think in terms of weight distribution and weapon arcs rather than just stacking the biggest cannons available. The mode structure gives the building a context. Sandbox lets you design and stress-test freely, spawning enemies on demand. Versus pits your creations against Workshop downloads or your own fleet. The Middenhir Crusades string together structured challenges spanning pirate battles, fleet engagements, ship races, sieges, and treasure hunts across a series of missions. Battle Seas covers survival, last-man-standing, and wave-based scenarios. Voyage mode, the more story-driven campaign that would explain the game's title, was listed as in development during Early Access, which is relevant context for any buyer today. Monster encounters were similarly planned as a headline feature, requiring players to analyse weaknesses and build specialised counter-ships, but their availability in the shipped build is unclear, so treat that part of the premise as aspirational. The build tools are accessible, not deep in a Paradox-spreadsheet sense. Rotating parts with Q and E, swapping between third-person sailing and first-person turret views for better firing-arc control, and docking anywhere to make mid-battle edits are all clean, friction-free decisions. The camera sensitivity drew some criticism at launch, and performance on older hardware takes a hit once ships grow large, as every block in your creation is tracked individually by the physics engine. Steam Workshop is live and functional, with leaderboards tracking how community designs perform in battle, and the modding hooks extend to Ship-AI, Cannon-AI, and custom block creation, which gives the builder crowd a real reason to stay long-term. The candid concern with this title is the development trajectory. Community discussions raised questions about update frequency and developer activity well after launch, and the game never formally exited Early Access status in any record available. That is a real risk on a 2016 indie title. What you get at the baseline is a polished-enough sandbox with enough modes to provide several hours of entertained tinkering, especially if you enjoy the Besiege-style iteration loop applied to naval warfare. The vibrant, cartoonish art style holds up and the sea battles themselves are chaotic in a satisfying way. If Voyage mode and monster content were completed post-research, consider the ceiling higher. If the build is still Early Access-era content, the ceiling is honest sandbox time, not a campaign. For the right player, specifically anyone who gets more enjoyment from designing the weapon platform than from using it, this delivers a specific and well-executed pleasure. Go in with calibrated expectations about completeness and you will not be bored. Diego, Scout Team

The Last Leviathan
Single PlayerBird ViewSimulationIndieStrategy

The Last Leviathan

22 jun 2016Super Punk Games
GamerScout opina

A block-based ship builder set on the mythical seas of Middenhir, where buoyancy and ballistics matter as much as creativity. Build, wreck, and rebuild until the perfect hull survives contact with pirates and sea monsters.

PC
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Mínimo histórico: €3.46

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The Last Leviathan is a physics-based ship-building and destruction game from Super Punk Games, set on the ancient seas of Middenhir. The core loop is straightforward on paper: place blocks, sails, propellers, rudders, mortar cannons, flamethrowers, and torpedoes onto a hull, then throw that hull at pirates, rival fleets, and eventually sea monsters to see what survives. In practice, the physics simulation turns every build into a small engineering problem. Get the buoyancy wrong and your broadside warship slowly lists and dives. Mount too many heavy weapons forward and your vessel handles like a waterlogged crate. That tension between aesthetics and physics-driven practicality is where the game earns its keep, and it genuinely rewards players who think in terms of weight distribution and weapon arcs rather than just stacking the biggest cannons available. The mode structure gives the building a context. Sandbox lets you design and stress-test freely, spawning enemies on demand. Versus pits your creations against Workshop downloads or your own fleet. The Middenhir Crusades string together structured challenges spanning pirate battles, fleet engagements, ship races, sieges, and treasure hunts across a series of missions. Battle Seas covers survival, last-man-standing, and wave-based scenarios. Voyage mode, the more story-driven campaign that would explain the game's title, was listed as in development during Early Access, which is relevant context for any buyer today. Monster encounters were similarly planned as a headline feature, requiring players to analyse weaknesses and build specialised counter-ships, but their availability in the shipped build is unclear, so treat that part of the premise as aspirational. The build tools are accessible, not deep in a Paradox-spreadsheet sense. Rotating parts with Q and E, swapping between third-person sailing and first-person turret views for better firing-arc control, and docking anywhere to make mid-battle edits are all clean, friction-free decisions. The camera sensitivity drew some criticism at launch, and performance on older hardware takes a hit once ships grow large, as every block in your creation is tracked individually by the physics engine. Steam Workshop is live and functional, with leaderboards tracking how community designs perform in battle, and the modding hooks extend to Ship-AI, Cannon-AI, and custom block creation, which gives the builder crowd a real reason to stay long-term. The candid concern with this title is the development trajectory. Community discussions raised questions about update frequency and developer activity well after launch, and the game never formally exited Early Access status in any record available. That is a real risk on a 2016 indie title. What you get at the baseline is a polished-enough sandbox with enough modes to provide several hours of entertained tinkering, especially if you enjoy the Besiege-style iteration loop applied to naval warfare. The vibrant, cartoonish art style holds up and the sea battles themselves are chaotic in a satisfying way. If Voyage mode and monster content were completed post-research, consider the ceiling higher. If the build is still Early Access-era content, the ceiling is honest sandbox time, not a campaign. For the right player, specifically anyone who gets more enjoyment from designing the weapon platform than from using it, this delivers a specific and well-executed pleasure. Go in with calibrated expectations about completeness and you will not be bored.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

steamPhysics DestructionShip BuilderBlock-Based CraftingNaval CombatEarly Access LegacyWorkshop CommunitySandbox SurvivalBuoyancy Mechanics

Requisitos del sistema

Mínimos

Memory
4 GB RAM
Storage
1 GB
Graphics
Radeon HD 6750 / GTX 760 (1Gb VRAM)
Processor
Intel Core i5 (2.4Ghz Dual Core)
System requirements
Windows 7 64/32 bit

Recomendados

Memory
8 GB RAM
Storage
1 GB
Graphics
2Gb Dedicated VRAM
Processor
Interl Core i7 (4Ghz Quad Core)
System requirements
Windows 7 64/32 bit

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Información del juego

Desarrolladora
Super Punk Games
Distribuidora
Super Punk Games
Fecha de lanzamiento
22 jun 2016

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¿En qué plataformas está disponible The Last Leviathan?

The Last Leviathan está disponible en PC.

¿Cuándo se lanzó The Last Leviathan?

The Last Leviathan se lanzó el 22 de junio de 2016.

¿Quién desarrolló The Last Leviathan?

The Last Leviathan fue desarrollado por Super Punk Games.