Compare Last Encounter prices across 50+ stores and find the best deal. Developed by Exordium Games. Published by Exordium Games. Released on 5/8/2018. Available on PC, Mac. Genres: Action, Indie.

Weapon-crafting is the soul of this space roguelite, but a punishing progression loop and thin enemy variety mean solo pilots will feel the void more than they should.

My first hour with Last Encounter was almost enough to sell me on it. Pick a pilot, slot into a ship with its own special ability, cloaking device or EMP bomb or weapon augmentation boost, and start assembling your gun from swappable components before you even leave the home base. The modular weapon system, where a base ammo type, a firing pattern, and a bullet quality all snap together into things like homing gatling rockets or a triple bouncing laser beam, is a genuinely clever idea for this kind of top-down shooter. On paper it promises the kind of run-defining snowball that makes roguelites addictive. In practice, the gap between promise and delivery is where the game lives, and that gap is wide enough to fly a ship through. The structure is a procedurally generated march through galaxy sectors, each one a hexagonal arena full of alien ships and scattered portal keys you need to collect before moving on. Different biomes bring their own wrinkles: one zone pulls your ship sideways with black holes, another lets enemies detonate into poisonous clouds that linger after the firefight. Those environmental touches are welcome. But the underlying enemy design works against them. Attack patterns repeat heavily across zones, and the AI follows such predictable engagement scripts that the game eventually collapses into flying loops around the arena and hoping your shields hold. The weapon system, meanwhile, suffers from a research-and-credits economy that fights the player at every turn. Credits are earned by killing, but you lose half on death, and you can only research components back at base, which you can only reach by dying. It is the kind of loop that actively discourages you from learning the systems it wants you to love. Co-op is where Last Encounter closest approaches its own potential. Up to four pilots can pile in locally, each bringing a different ship loadout and weapon build, and the shared chaos of four ships weaving through neon projectiles together has a scrappy charm. Complementary builds actually matter in that context; one player running a freeze-shot setup while another handles raw damage is a real dynamic. Solo, that same combat just feels thin, with enemy health pools that read like they were balanced for more bodies on screen. The lack of online co-op is a genuine missed opportunity, given how local-first the best moments are. Visually the game sits in a colourful, readable retro space aesthetic, and the soundtrack draws comparisons to classic shooters like Ikaruga and Einhander, putting you convincingly in the mood to blast alien hulls. Those are real strengths, as is the tightness of the basic controls: the ship handles well, aiming is precise, and a gamepad feels correct. The cracks show in the moment-to-moment feedback, though. The weapon-switching is mapped to the D-Pad rather than something faster, item descriptions are scarce, and occasionally the screen fills with so many projectiles that readable dodging feels less like skill and more like luck. There is a version of Last Encounter that could have been a minor classic with more generous upgrade pacing and sharper enemy variety. What shipped is decent, quietly enjoyable in short sessions, and best experienced with at least one other person who knows what they signed up for. Kai, Scout Team

Last Encounter
ActionIndie

Last Encounter

May 8, 2018Exordium Games
GamerScout Says

Weapon-crafting is the soul of this space roguelite, but a punishing progression loop and thin enemy variety mean solo pilots will feel the void more than they should.

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About Last Encounter

My first hour with Last Encounter was almost enough to sell me on it. Pick a pilot, slot into a ship with its own special ability, cloaking device or EMP bomb or weapon augmentation boost, and start assembling your gun from swappable components before you even leave the home base. The modular weapon system, where a base ammo type, a firing pattern, and a bullet quality all snap together into things like homing gatling rockets or a triple bouncing laser beam, is a genuinely clever idea for this kind of top-down shooter. On paper it promises the kind of run-defining snowball that makes roguelites addictive. In practice, the gap between promise and delivery is where the game lives, and that gap is wide enough to fly a ship through. The structure is a procedurally generated march through galaxy sectors, each one a hexagonal arena full of alien ships and scattered portal keys you need to collect before moving on. Different biomes bring their own wrinkles: one zone pulls your ship sideways with black holes, another lets enemies detonate into poisonous clouds that linger after the firefight. Those environmental touches are welcome. But the underlying enemy design works against them. Attack patterns repeat heavily across zones, and the AI follows such predictable engagement scripts that the game eventually collapses into flying loops around the arena and hoping your shields hold. The weapon system, meanwhile, suffers from a research-and-credits economy that fights the player at every turn. Credits are earned by killing, but you lose half on death, and you can only research components back at base, which you can only reach by dying. It is the kind of loop that actively discourages you from learning the systems it wants you to love. Co-op is where Last Encounter closest approaches its own potential. Up to four pilots can pile in locally, each bringing a different ship loadout and weapon build, and the shared chaos of four ships weaving through neon projectiles together has a scrappy charm. Complementary builds actually matter in that context; one player running a freeze-shot setup while another handles raw damage is a real dynamic. Solo, that same combat just feels thin, with enemy health pools that read like they were balanced for more bodies on screen. The lack of online co-op is a genuine missed opportunity, given how local-first the best moments are. Visually the game sits in a colourful, readable retro space aesthetic, and the soundtrack draws comparisons to classic shooters like Ikaruga and Einhander, putting you convincingly in the mood to blast alien hulls. Those are real strengths, as is the tightness of the basic controls: the ship handles well, aiming is precise, and a gamepad feels correct. The cracks show in the moment-to-moment feedback, though. The weapon-switching is mapped to the D-Pad rather than something faster, item descriptions are scarce, and occasionally the screen fills with so many projectiles that readable dodging feels less like skill and more like luck. There is a version of Last Encounter that could have been a minor classic with more generous upgrade pacing and sharper enemy variety. What shipped is decent, quietly enjoyable in short sessions, and best experienced with at least one other person who knows what they signed up for. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscloud-savestier:sub-5Modular Weapons4-Player Local Co-opTop-Down ShooterPunishing EconomyProcedural SectorsCouch Co-op BestRetro Sci-fi Aesthetic

System Requirements

Minimum

OS
Windows 7 or later
Memory
3 GB RAM
Storage
1200 MB available space
Graphics
Radeon HD 38xx (512 MB) or equivalent
Processor
AMD A4-3400 (2*2700) or equivalent

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Game Info

Developer
Exordium Games
Publisher
Exordium Games
Release Date
May 8, 2018

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What platforms is Last Encounter available on?

Last Encounter is available on PC, Mac.

When was Last Encounter released?

Last Encounter was released on 8 May 2018.

Who developed Last Encounter?

Last Encounter was developed by Exordium Games.