
Nomadic Survival MMO. Build wooden walking machines to travel to new lands. Create clans and fight for territory. Resources deplete fast, so take your sword and scavenge, pirate, and trade to stay alive.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Last Oasis is a Nomadic Survival MMO. Earth has stopped rotating, and the last human survivors live in a small strip of habitable space between scorching sun and frozen waste, constantly on the move through the massive Open World in search of precious resources.


Traverse the world on your Walker: a wooden, wind-powered machine inspired by Theo Jansen’s amazing strandbeests. Walkers are siege engines that can be adapted for travel, transportation, harvesting, and combat. Personalize your Walker to fit your needs with a multitude of structures, attachments, and upgrades!


With the Earth’s rotation slowed, the planet is split into two extreme and deadly environments. Only a narrow region between the burning and freezing halves of the planet can support life. The sun burns the land in the west, turning it to dust, while beyond the western horizon the Earth has long been frozen in impenetrable ice.


Survive by exploiting what’s left of the world: find a source of water, hunt ferocious creatures, fend off pirates, brew mind-bending Vitamins, and uncover hidden Walker technologies. Build autonomous machines to harness the power of the wind. Claw your way from a ragged nomadic trader to the heights of a mercenary king, fleet commander, or a legendarily-rich merchant.


Individuals and small groups of players have as many opportunities as clans to prosper. Clans might control territories and lead the economy, but cunning traders, skilled mercenaries, agile hunters and pirates will find niches that better suit solo play. While solo play will always be a viable playstyle, social features like voice chat make it easy to meet new friends and team up to kill some of the largest creatures. Recent advances in remote and autonomous weapon technology developed by Flotillan engineers offer new opportunities for Nomads who want to face the world alone.


For as long as anyone can remember, Rupu have posed a consistent threat to the survival of Nomads scavenging the sands. But recently reports have begun reaching the Flotilla that Rupu have been spotted wielding Flotillan weapons and repurposing weapons from broken down Walkers. There are even whispers that Rupu have learned to tame even the most ferocious creatures and are riding them around the sands like giant war machines, but no witnesses are willing to confirm such a tale. The most terrifying of all, a massive sandworm dubbed "The Long Ones", are the biggest threats nomads will face. The worms are ravenous. Once the beast focuses on a Walker, it loses sight of everything else. In order to defeat the worm, experienced nomadic hunters must band together. Entering its territory underprepared will mean certain death. If the hunters succeed, they’ll have a reason to tap a few barrels of fermented cacti. They’ve just gotten their hands on some of the rarest and most sought-after resources – enough to make their entire crew rich and powerful.

There are trade networks that stretch between the discovered oases. In this global, player-driven economy, smart and quick traders can take advantage of supply and demand to make huge profits. Other nomads may opt to hunt down rare schematics or resources only harvestable from the most ferocious beasts. It’s always wise to consider potential competitors first, though. Threaten another clan’s operation, and you may become their next target.


The large, open world is made up of many interconnected oases that are over 100km2 each. While each Nomad will require a base of operations, exploration is essential. Rare resources will be spread across the world and each Oasis offers its own challenges.Explore them to reveal new and unique biomes while plundering their limited resources. Nomads have begun to notice more severe weather patterns; constant sandstorms make traveling between Oases a more challenging task than ever. But where there is a challenge, there is sure to be a reward.


Outside of Flotillan territories, Nomads will find a violent and lawless world. Inhabited by more fearsome creatures and more savage Nomads, preparation is key for surviving such a voyage. Some Nomads, the most hardened and steely-eyed, attempt to make their home here, for easier access to more valuable resources. Such a life is not an easy one.


Last Oasis features dynamic, skill-based directional melee combat. Nomads can choose their weapon from a wide range of both one and two-handed swords, maces, axes, and quarterstaves. If you prefer ranged combat, you can customize your Walker with weapons like ballistas, scattershot guns, repeaters, or even giant slingshots. Specialize in one or become a more versatile fighter by trying to master them all.


Building and improving your base is an essential part of surviving the harsh world. Exploring is inherently fraught with risk. There is no better feeling than to pull back into your Hangar - on the edge of death with your Walker falling apart - to be greeted by the rejuvenating warmth of your fire and the moist air inside your home. Today, you tempted fate and won. Good job, Nomad.

Grow your clan into a political and economic power. Control a region and build alliances to protect your income, because war is always around the corner. Enemy clans will challenge your control and threaten to take away everything you’ve built.

Master the vertical movement. Grappling hooks are essential tools for every Nomad. Used to board Walkers - of both friend and foe - and navigate spaces unaccessible by Walkers, any Nomad caught in the sands without their grapple is as good as dead; it's a tool that can be adapted to almost any playstyle. It’s all about your skill: some struggle to climb the smallest rocks, while others swing through forests with ease.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 810 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The good: The game has a really cool theme, concept and take on survival. The bad: The game is so dead, that the only remaining players are the dregs of society, who have never once seen sunlight, they screech in russian as their zerg will tear apart hours of your work, and not only take everything, but intentionally set you back further, with no benefit to themselves. I regret every moment I have spent playing this game. If you do hate yourself enough to play this game, you are a masochist beyond understanding. who for some reason, wants to be repeatedly gang ♥♥♥♥♥♥ by russian 'men' too physically sickly, or mentally deranged to be drafted for war.
I've played this game for every season, since the game came out. Here's my honest review. Last Oasis is a great concept and has a lot of addicting game-play aspects (Mostly the melee combat, grappling, wing suits, and walkers). These key features is what has kept players playing over the years of good and bad. Most of the mixed reviews comes with the history and poor changes made by some of the developers of this game, (since it's 5 years old now, lets go through the history,) At launch (Season 1) the game had around 30,000 concurrent players, unfortunately this was waay more than the developers expected to have and their servers couldnt keep up with the playercount, so they had to either A-purchase more servers through their current host which was struggling to keep up, or B-switch hosts to microsoft servers that could easily carry the new players but the servers would have to go down for about a week to migrate. The devs chose option B and offered full refunds to anyone who wasn't willing to wait a week for server migrations. (This was a good move from the devs in my opinion.) Season 1 was great, though the game was still in early access and the endgame wasn't really developed yet so there was a waiting period of really nothing to do until devs could push later content. On-top of this some players found ways to dupe items which did ruin the economy for a lot of the larger groups. (there ended up being a "black market" where you could give players cash for ingame duped items.) keep in mind that since the game was limiting in content at the start, the player base quickly dropped once everyone got to end-game (30,000 - 2,700 concurrent players after 3 months, 9% of starting pop) about 7 months after launch we were given Season 2, the first wipe of Last Oasis. (Note: the devs released a beta branch for players to test the new features of season 2 before it released, this helped drive hype and make sure the wipe went well.) This brought the playercount back up from 700 concurrent players at the lowest, to about 6,000 concurrent players. Season 2 was mostly accepted by the community but there were some controversial changes; Instead of a nomadic approach to living on walkers, and packed wood bases. They added "Founder Walkers" which were essentially very difficult (if not impossible early on) to raid bases that could be moved between tiles. Additionally they released the new volcano hard maps, battle fans, and a few new walkers. They also tried making the economy more important with a "Commerce Update" that gave currency more uses and encouraged a player based market. The most controversial change however was Clan Caps, essentially limiting the group size on certain tiles. (this was an attempt to counter the "Zerg Problem" with the game at launch.) Season 2 had a similar player dropoff: (from 6,000 to 1,800 after 3 months, 30.4% of starting pop) % wise a smaller dropoff but the overall player count was much less than at launch. Only 4 months after Season 2, they released Season 3. (note, there was no beta for season 3, so players were blind when coming into this new season besides some steam posts) This brought the playercount back up from 1,790 concurrent players at the lowest, to only about 4,420 concurrent players. Season 3 had some massive content additions to the game, but also some of the most controversial changes to date: We had the addition of the Ancient City, Asteroid Crash Sites, Kali Spires, Raptors, and the Worm, as well as the official release to Xbox. (Massive changes that were extremely hyped and players were waiting for) but with that came the change to how servers were setup, instead of having the game be an MMO where all servers were connected, someone had the idea to force players to select from different realms at the beginning of the wipe (selecting what clan cap they wanted to play on along with region locks.) this change alone killed the game for most of the big groups, who decided to not play at all as a way to protest these changes. Since you cannot switch between realms after selecting one, the now small playerbase was divided into even smaller chunks due to these realms and the season felt smaller than more empty than ever. players could roam empty servers for hours before finding someone else, and if you wanted to join a different group in a different realm you'd have to make a brand new player and lose all previous progress. Season 3 lasted 5 months, and the player drop off was (4,420 to 997 in 3 months, 22.5%) a decline from season 2. Season 4 didn't add any new content, and was almost entirely just a server wipe, with them reverting back to the MMO server setup from seasons 1 and 2. (they did add the abilty to host private servers though.) That change alone brought some players back, we went from 532 concurrent players at the lowest to 2,715 at launch of s4. Season 4 was very weird for most of us, because of how long it was: After launch of the season things were pretty quiet from donkey crew regarding any new content or talk about the next season. Though the rumors were that S5 was going to be big changes and would be a "Make or break" in terms of funding for the game. Season 4 lasted a whopping 12 months, with the original plan of s5 releasing after 8 months but it was delayed due to the war in ukraine (they're in poland). The playerbase kinda knew it'd be a while for the next season since it was supposed to change up a bunch of the game and add a massive amount of new content. And as we got closer to S5 launch the hype grew: the devs were putting out tons of social media content and steam posts hyping up the new features, and the hype worked. S5 didn't have a beta either, and that was the devs crucial mistake... Season 5 launched with a whopping 6,127 concurrent players (higher than even season 2) and people were excited. Unfortunately, it was very apparent that there were big changes, but it was all the wrong changes. They redid the thirst mechanics, building mechanics, grapple mechanics, and overall progression. The game felt 10x as grindy, waay less forgiving to new players, and they made all the mob (event starter mobs) so powerful that they could easily kill you before you even see them, on top of that they upped the thirst mechanic so you would die of thirst within about 10 minutes of leaving your base. AND they made all the grapples, slow and heavily stamina draining so the movement mechanics were gone too. 90% of players quit within the first week of this new season, and it turns out that all that overhauling broke most of the original content for the game so all the new stuff introduced back in season 3 was missing and not playable, and most of the original (larger) walkers were missing from the game. They added new mobs that seemed cool, but again made it nearly impossible to beat them and nobody was willing so sink 1k hours into a bad version of the game. After only 1 month the playercount of season 5 went from 6,127 to 663, and after 3 month was at a lowly 365, 6% of starting pop... The devs made a few small changes to season 5 over the first 3 months, but nothing substantial. After that there was radio silence, and the promise that they're going to work on "mod support". 10 months after release of Season 5 they announced the first version of the modkit, but modders were stuck trying to build ontop of the broken mess that was season 5, and player pop didnt change. S5 has been out for 2.5 year, donkey crew put out a new game "bellwright" 15 months after s5 whilst still ghosing LO playerbase, in an effort to make money and keep their team from having to disband. We currently have 3 devs working to restore Last Oasis, S6 is about a month out and they've been doing beta tests. It feels good again from my experience, and they fixed all the BS that was previously broken. TLDR: game has had poor leadership, it looks like they might have their ♥♥♥♥ together now, but We Shall See...
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 812 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Note: The last update made by the developers was over 2 years ago. The information and timeline described by the developers here may no longer be up to date. Thank you Valve for doing this at this point the game still costing money is a scam.
I'm crushed. This game has so much potential. One of the most dedicated cult fanbases, and just a great idea for the backstory and setting. I want to play this game. The problem is the asian population that use cheats on this game. The devs do not ban the players and they just destroy everything by using location cheats (ESP), dupes, and other cheats to not just defeat players, but destroy everything they have. It's not worth playing until they address it. It doesn't even need to be fixed, just addressed. Ban a few people. Jesus
Game hass died because devs has destroyed the game... Bring back S4... Please bring thius game back to its former glory.. If greefing was the poroblem then just make some small changes regarding that, but dont destroy the game! -.- Its not fair.... LO was the best game ive ever played.. Now its become the worst! sorry to say wtf...
Devs are so out of touch with what used to be their player base. I wouldn't bother unless you are in a massive zerg group yourself, or enjoy getting pooped on by 40+ men at a time. They keep adding things to 'help solo players' forgetting that Zergs still get access to those exact same mechanics, and now have 40x more people doing that really helpful for solo players only thing.
It's like you've got the perfect cake mix for a god-like chocolate cake, but someone came along and poured half a bag of salt in it. The grappling is very cool. As are the walkers (vehicles) and their customisation / upgrades. There's something really unique here in terms of a survival game. The talent tree and perk system is cool. It feels like a game that I've been looking for. There is a lot of good about it and that does work well. But there are issues that other people have pointed out that make it difficult to want to keep playing. 1. Constant crashes. Seems to happen most often when loading back in and landing in a base with a lot of stuff inside it. 2. There are no "medium" tiles (mid-difficulty maps) to bridge between the starting map and the harder maps. 3. All of the maps are PVP (you're just making it even harder for new people to get into a game which does have a bit of a learning curve to it). 4. The combat is... Difficult. Which isn't a bad thing in itself. It shouldn't be easy, because it quickly gets boring. But when you're pulling an entire village of mobs even though you've picked one on the edge of it, it becomes ridiculous, especially if you're playing solo. You're getting gang banged by a bunch of monkey men (Rupu) from all directions, with absolutely no chance. To the point where it feels pointless to even bother. There's no strategy that I can see to it. But maybe that's the point? 5. Clans can be huge - and as others have pointed out, can quite easily dominate an entire map or bully everyone else out. Which again, isn't necessarily a bad thing. But that kind of dynamic just ends up leaving newer players feeling bad and leaving the game. I don't know if the devs bother reading these, or even care. But I'd hope they keep developing it and listening to the issues that people are pointing out, because there could be something immense here. It just needs a bit more direction.
this game is hot ass, the company abandons game after game. do not waste a penny on this crap or anything they make in the future. 8 years for this rework and they changed absolutely nothing. CLASSIC chinese shovelware
A wonderful and exciting new concept that was poorly executed. A fresh start with a new dev team would bring back the player base, I know there is a large pool of people that love/ would love this game and its emerging genre. Don't let the flame die out!
I agree with the other recent sentiments. Please either open source the project, sell the franchise, or resume production. Everything in S1 is solid up to fragment farming. There's still so much room for potential. Specifically, Last Oasis would benefit from more gargantuan creature fights (giant crab is awesome, let's fight more big stuff on big walkers) More ruins/ancient cities to explore with frag/tablet rewards. Further variety in map types. Actual journey to the flotilla/NPC occupied areas? With quests for surrounding maps? [optional/seasonal] Ice maps (the earth has stopped spinning right. Old maps 'burn up' in the heat, how about exploring maps early that are still frosty and dark) I miss playing this game at it's launch/peak. I get the devs struggled to figure out what direction to take it
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