Compare The Last One prices across 50+ stores and find the best deal. Developed by Phoenix Interactive Studio. Published by Phoenix Interactive Studio. Released on 1/22/2018. Available on PC. Genres: Action, Adventure, Indie, Early Access.

Skip it unless you enjoy paying to watch an Early Access game fossilize, The Last One has been abandoned mid-promise since launch and the servers are a ghost town.

I want to give The Last One a fair shake because the idea here is genuinely interesting: a first-person zombie shooter set in Istanbul with a military-vs-rebels multiplayer layer on top of a solo survival campaign. That city backdrop alone separates it from the sea of generic post-apocalypse shooters. On paper, three modes, singleplayer investigation, team-based PvP for city control, and a wave mode where you buy weapons and traps between increasingly brutal rounds, is a reasonable structure for a budget shooter. In practice, every one of those modes is undercooked, and the dev team went dark more than seven years ago without delivering on a single major roadmap promise. Let me be direct about what matters most if you came here looking for a shooter to play online. The multiplayer is the core pitch: pick military or rebels, fight over Istanbul. The problems start immediately. Netcode quality is unknown because finding an active lobby is close to impossible at this point. Time-to-kill, weapon balance, movement responsiveness, none of it matters when the lobbies are empty. Community feedback from launch surfaced basic issues like no mouse-wheel weapon switching, spawning AI that teleports zombies directly behind you, and key binding UI that couldn't even save resets. These weren't patched. The wave mode has some structural bones, round survival, inter-round weapon and trap purchases, perk progression, but without a playerbase or consistent updates, it reads like a concept draft rather than a finished mode. The singleplayer component tasks you with searching Istanbul for other survivors, uncovering the science experiment behind the outbreak, and piecing together a story across episodic chapters. The setting is the strongest card in the deck. Exploring a recognizable modern city in ruins beats another generic American suburb, and the promise of an episodic, layered narrative around what actually controls the zombies had real potential. The execution, from what shipped, did not match the ambition. One story episode made it out. The episodic roadmap never continued. Weapon and character customization systems were listed as present at launch alongside a rank system, but without ongoing patches these features never matured past skeleton stage. Steam user sentiment landed at roughly 31 percent positive across over a hundred reviews, which is a hard number to argue with. Early reviewers who were charitable noted the Istanbul setting as a distinguishing factor and the wave mode as the most functional piece. Critics pointed to poor AI spawning behavior, empty servers, missing quality-of-life controls, and a dev communication blackout almost immediately post-release. The game picked up a finalist nod at Indie Prize Kyiv 2017 and was named Best Turkish Indie Game of 2017, recognition that suggests genuine early promise, but promise and follow-through are two different things, and the follow-through never came. If you're a shooter player evaluating this right now: the multiplayer is functionally dead, the campaign is one unfinished episode, and the wave mode is the only thing with a pulse, best treated as a brief solo diversion rather than a replayable loop. That's not enough. Your time is worth more, and so is your internet connection. Fred, Scout Team

The Last One
ActionAdventureIndieEarly Access

The Last One

Jan 22, 2018Phoenix Interactive Studio
GamerScout Says

Skip it unless you enjoy paying to watch an Early Access game fossilize, The Last One has been abandoned mid-promise since launch and the servers are a ghost town.

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Screenshots & Media

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About The Last One

I want to give The Last One a fair shake because the idea here is genuinely interesting: a first-person zombie shooter set in Istanbul with a military-vs-rebels multiplayer layer on top of a solo survival campaign. That city backdrop alone separates it from the sea of generic post-apocalypse shooters. On paper, three modes, singleplayer investigation, team-based PvP for city control, and a wave mode where you buy weapons and traps between increasingly brutal rounds, is a reasonable structure for a budget shooter. In practice, every one of those modes is undercooked, and the dev team went dark more than seven years ago without delivering on a single major roadmap promise. Let me be direct about what matters most if you came here looking for a shooter to play online. The multiplayer is the core pitch: pick military or rebels, fight over Istanbul. The problems start immediately. Netcode quality is unknown because finding an active lobby is close to impossible at this point. Time-to-kill, weapon balance, movement responsiveness, none of it matters when the lobbies are empty. Community feedback from launch surfaced basic issues like no mouse-wheel weapon switching, spawning AI that teleports zombies directly behind you, and key binding UI that couldn't even save resets. These weren't patched. The wave mode has some structural bones, round survival, inter-round weapon and trap purchases, perk progression, but without a playerbase or consistent updates, it reads like a concept draft rather than a finished mode. The singleplayer component tasks you with searching Istanbul for other survivors, uncovering the science experiment behind the outbreak, and piecing together a story across episodic chapters. The setting is the strongest card in the deck. Exploring a recognizable modern city in ruins beats another generic American suburb, and the promise of an episodic, layered narrative around what actually controls the zombies had real potential. The execution, from what shipped, did not match the ambition. One story episode made it out. The episodic roadmap never continued. Weapon and character customization systems were listed as present at launch alongside a rank system, but without ongoing patches these features never matured past skeleton stage. Steam user sentiment landed at roughly 31 percent positive across over a hundred reviews, which is a hard number to argue with. Early reviewers who were charitable noted the Istanbul setting as a distinguishing factor and the wave mode as the most functional piece. Critics pointed to poor AI spawning behavior, empty servers, missing quality-of-life controls, and a dev communication blackout almost immediately post-release. The game picked up a finalist nod at Indie Prize Kyiv 2017 and was named Best Turkish Indie Game of 2017, recognition that suggests genuine early promise, but promise and follow-through are two different things, and the follow-through never came. If you're a shooter player evaluating this right now: the multiplayer is functionally dead, the campaign is one unfinished episode, and the wave mode is the only thing with a pulse, best treated as a brief solo diversion rather than a replayable loop. That's not enough. Your time is worth more, and so is your internet connection. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementstier:sub-5Abandoned Early AccessWave SurvivalFaction PvPEpisodic CampaignIstanbul SettingZombie HordeWeapon CustomizationPerk System

System Requirements

Minimum

OS
Windows 7/8/10 (64 bit)
Memory
2 GB RAM
Network
Broadband Internet connection
Storage
9 GB available space
Graphics
GPU with 1 GB RAM
Processor
2 GHZ Dual Core

Recommended

OS
Windows 8/10 (64 bit)
Memory
2 GB RAM
Network
Broadband Internet connection
Storage
9 GB available space
Graphics
NVIDIA GeForce GTX 660 or AMD Radeon HD 7870

Reviews & Ratings

No ratings available

Game Info

Developer
Phoenix Interactive Studio
Publisher
Phoenix Interactive Studio
Release Date
Jan 22, 2018

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