
A Horde Survival Game set in a fantasy world with ARPG-like controls featuring active abilities and item progression.
Modeled estimate, not a reported figure. How we estimate →
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About
Roguelike / Roguelite gameplay
Choose your difficulty and try to survive 20 rounds to complete a run.
Buy temporary upgrades in the shop between rounds - they reset each attempt.
Earn a chest after every round containing 1 or more equipment items.
You can only equip one item per slot - for example, one weapon or one helmet.
Finish a run to permanently save your current loadout.
Die, and all new items are lost - you revert to your last saved loadout.
Every 5 rounds, you can opt out and safely keep your new items.
Face five enemy types: Rats, Soldiers, Archers, Brutes, and Plague Keepers.
Discover challenge upgrades in the shop that:
Make enemies tougher
Grant them new abilities
Reward you with extra coins instead of costing them
Fight against five powerful bosses.
Each defeated boss increases loot quality.
Choose your challenge:
Spawn extra bosses for better rewards
Or fight only the final boss at level 20
Defeat all bosses in one run for maximum loot and difficulty.
Unlock up to four difficulty levels:
Normal
Heroic
Mythic
Last Stand
Each difficulty:
Increases enemy strength
Adds new boss abilities
Improves loot quality
Changes how each run plays out
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Korean, Portuguese - Brazil, Spanish - Latin America, Italian
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Das Spiel macht unfassbar viel Spaß, die Steuerung ist ziemlich cool und es ist echt belohnend. Ideal für zwischendurch oder auch längere Raids.
Hey, mal ein kleines Fazit: mit der Demo hatte ich bereits 50h Spass, mit diesem release kamen bis zur Platin nochmal 70 weitere dazu, geprägt von wenigen Frustmomenten, vor allem durch die Wifi-Bisse dieser biestig schnellen Ratten, dafür aber vielen Glücksmomenten ob der vielfältigen item-upgrades und Setvervollständigungen, dem steten Anreiz auf solche beim reroll von Belohnungen oder auch der riskanten Qual der Wahl beim Ebenenwechsel: beende ich den run und sichere mir meine items oder wage ich mich weiter vor. Beim Durchtesten der Fähigkeiten kam schnell ein Gefühl für einen bevorzugten Spielstil auf und welche buffs generell wichtig und sinnvoll sein könnten. Es ließen sich auch noch viele weitere Stunden investieren, um zu schauen, welche Fähigkeiten mit welchen Sets und Setkombinationen am besten zusammenwirken, aber an einer Stelle in den achievements hieß es, man solle mal wieder raus gehen und Gras anfassen und diesen Punkt habe ich überschritten - also bin ich mal raus. Der Spielspass ist und bleibt auf jeden Fall vorhanden. Zusammen mit der gelungenen musikalischen Untermalung und Soundkulisse kann ich sagen: ne runde Sache, das Ganze und zu jeder Zeit gut für Zwischendurch. Vielen Dank und Glückwunsch zu diesem Schätzchen. Toll, was Du und Ihr da gefertigt habt. lg
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
absolutes suchtpotenzial. Die spiel-loop ist schnell und einfach verstanden. Das aber bis zum Ende durchzubringen. Ist etwas anderes. Es packt schnell. Das min maxing ist jedes mal ein wenig anders. Risiko Abschätzung ist schwer aber nie unfair und jeder Spielablauf ist anders.
One Last Raid is a compact yet surprisingly engaging horde-survival action RPG developed and published by Ouga Ouga. Framed around the idea of surviving one final desperate stand against escalating waves of enemies, the game blends isometric hack-and-slash combat with roguelite progression systems and loot-based customization. While it does not attempt to reinvent the genre, it delivers a focused experience built on steady escalation, meaningful upgrade choices, and the satisfying rhythm of preparation between chaotic battles. At its core, the gameplay loop is straightforward but addictive. Players enter a run and face twenty increasingly difficult waves of enemies, with every five rounds culminating in a boss encounter. Each wave introduces greater enemy density, tougher opponents, and new threats that demand tighter positioning and more efficient use of abilities. The pacing feels deliberate: early rounds allow players to familiarize themselves with their build, while later waves test mastery through overwhelming numbers and complex attack patterns. The steady climb in difficulty ensures that each successful survival feels earned rather than accidental. Between waves, the game shifts into a preparation phase that defines much of its strategic depth. Players visit shops to purchase temporary upgrades such as stat enhancements, new abilities, or modifiers that synergize with their chosen equipment. These decisions are crucial, as resources are limited and builds must be shaped carefully. The temporary nature of many upgrades reinforces the roguelite structure, encouraging experimentation without long-term penalty. However, the game also includes a system where completing a full run allows players to preserve their current loadout, creating a layer of persistent progression that distinguishes it from pure reset-based roguelikes. Loot plays an important role in shaping combat style. Equipment found in chests after each wave can significantly alter playstyle, offering variations in damage output, defensive resilience, or special effects. Synergies between items become increasingly important at higher difficulty tiers, where brute force alone is insufficient. This build experimentation encourages repeated playthroughs, as players seek combinations that can carry them further into advanced difficulty modes such as Heroic, Mythic, or Last Stand. These higher tiers not only increase enemy strength but also improve loot quality, providing a strong incentive for skilled players to push their limits. Enemy variety, while grounded in classic fantasy archetypes, adds enough variation to keep encounters dynamic. Standard melee units are complemented by ranged attackers, heavier brutes, and plague-themed adversaries with disruptive abilities. Boss encounters punctuate the experience with distinct mechanics and higher stakes. Each boss requires observation and adaptation, breaking the routine of wave-clearing and introducing moments of heightened tension. Players also have the option to spawn additional bosses during waves for greater rewards, adding a risk-reward dimension that enhances replayability. Visually, One Last Raid adopts a stylized isometric perspective with clean, readable environments and character models. The art direction leans into a medieval-fantasy theme without overwhelming the player with excessive detail. Combat clarity remains a priority, allowing players to track enemy movements and ability effects even during dense encounters. While the visuals may not rival larger-budget action RPGs, they serve the gameplay effectively by emphasizing readability and functional design. Combat mechanics are easy to grasp but demand precision under pressure. Movement, basic attacks, and abilities are responsive, allowing players to weave between enemy clusters and manage cooldowns carefully. Positioning becomes increasingly important as enemy numbers grow, and learning when to retreat or engage defines long-term survival. The simplicity of the control scheme lowers the barrier to entry, while the escalating challenge ensures depth for more experienced players. Ultimately, One Last Raid stands as a focused and well-executed entry in the horde-survival action RPG space. Its blend of short-term tactical decisions and long-term build progression creates a satisfying gameplay loop that encourages multiple runs. While it does not introduce groundbreaking mechanics, it refines familiar systems into a cohesive and rewarding experience. For players who enjoy incremental progression, escalating difficulty, and the thrill of surviving overwhelming odds, One Last Raid offers a compelling and replayable adventure within a compact framework. Rating: 7/10
Gameplay: Mega viel Laune. Macht Bock. Grafik: Ist in Ordnung. Nicht die allergeilste Grafik um ehrlich zu sein, aber Gameplay ist so geil, dass es mich nicht juckt. Sound: Die Musik ist echt nice. Kommt wirklich geil in einigen Szenen. Im großen und ganzen, supporte ich auch gerne Niklas, der das Game programmiert hat. Für 5,60€ kann man sich wirklich nicht beschweren. Das Gameplay ist mir das Geld wert.
Schönes Ding.
Grundgesetz
Tolles kleines Spiel. Wenn man ein bisschen Frust ab kann macht es immer mal wieder spaß ein paar runden zu spielen.
Spiel ist sehr simpel aber man kann wunderbar drin versinken, muss jetzt auch wieder los ein Raid geht noch
Echt cooles Konzept. Ein Unendlich Mode wäre noch nice oder sowas in die Richtung evtl. auch mit Leaderboard. Mir macht es viel Spaß und find den Grind ziemlich nice.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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