
Defend the last bastion of humanity with your squad of heroes! Exterminate fiendish monsters with magic and brute force by night and re-build your battered city defenses by day in this tactical RPG with rogue-lite mechanics.
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.
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.
Reviews, worldwide (the counter carries no country): 2.57/day in the week to Aug 23 → 5.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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

In a desperate move to end all wars that have been rampaging the world for decades, the mages provoked The Cataclysm. Massive balls of pure magic obliterated nearly everything. A strange purple mist propagated everywhere, with hordes of bloodthirsty mutants coming at night.
Our only hope is now to banish all magic from this accursed world by casting The Last Spell, requiring several days of uninterrupted incantation whilst a few strained Heroes try to protect those damned mages.

The Last Spell is a tactical RPG with roguelite elements in which you have to defend a city against hordes of deadly enemies.
During daytime, prepare your Heroes, carefully choose how to rebuild your Haven and position your defenses. Over the night, exterminate all the monsters coming at your walls with a large range of weapons and skills. Then heal, level up, and repeat until the Magic Seal is broken.

Turn-Based Tactical RPG:
● The whole RPG package: a flurry of stats, skills, perks, traits… and more.
● Tons of items: armors, weapons, trinkets and potions… with their own stats and skills, as well as optional random modifiers. Each weapon has its own skillset and playstyle!
● Build your own classes: upgrade your heroes with stat bonuses and perks, and equip whatever gear you wish. Want to make a glass cannon rogue/mage fighting with a gun? Do it!
● Manage your squad of heroes: they’re strong, but they are few and have access to limited resources. Healing and mana are scarce, so try to find a good balance.
Hordes of Evil:
● Think and adapt: you will face swarms of deadly enemies with only a few hardened heroes. Optimize your positioning and plan your actions: big AOE attacks, crowd control, buffs, poison... Every Action Point counts towards another day of survival.
● Enemies have strengths and weaknesses that will challenge your wits. And because hard is not enough for us, be prepared for the terrifying Elites!
● Each map will end with epic fights against unique mind-bending bosses.
Protect the Haven:
● Rebuild the city to help you in-between fights. Get healed, forge new magical weapons, get new heroes. Spend your resources wisely, commander!
● Build up your defenses: walls, traps, towers, catapults… every tiny bit of help is welcome.
● Protect the Magic Circle at all costs! If you lose it, humanity is doomed.
● 5 Havens to protect, each with their own setup and challenges requiring you to tailor your strategy to beat the Great Evil.
Roguelite Elements:
● The game is meant to be hard. You will fail… A lot. But every time you do, you’ll grow harder, better, faster, stronger!
● Procedurally generated enemy waves, characters, weapons and a ton of unlockables will keep you entertained until the real world collapses.
● Tailor each run thanks to the Omens: a limited amount of bonuses that can be picked for the upcoming run. Do you prefer more Action Points, more characters, sturdier defenses, better loot? Experiment to find your preferred tools of destruction.
● Scale the difficulty to your liking, with 6 levels of Apocalypse to entertain even the most hardcore players.
Headbanger Soundtrack:
● Over 25 tracks of thunderous synths-driven progressive metal to guide you through this joyous slaughterfest
● Composed by the incredible Rémi - The Algorithm - Gallégo

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $24.99 | 13.7Kreviews | 91% | — | $8.8M |
| $7.49−70% | 411ratings | 92% | — | not modelled | |
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 973 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I got this game on sale for 3€ because it seemed interesting, and I believe that paying full price would have still been worth it. The Last Spell is a really good game, albeit with some flaws. The game is at its peak during core gameplay. By day, you develop and manage a town in order to help defend it by night. You have to prevent the hordes of monsters and magic zombies from killing the mages preparing the last spell, the spell to end all magic. Each wave will consist of tactical turn-based battles, where you have to use your heroes and their skills (tied to the weapon type) efficiently to kill the most enemies without being overwhelmed. After that, your heroes gain levels, you choose stats and perks to make them stronger and develop your economy to equip them with better, well, equipment. A day plus night cycle can easily take one hour of gameplay, but the pacing is incredibly well done in my opinion. You are always thinking about how to move, position yourself, spend your mana wisely and which stat or equipment will better complement how a hero plays out, while town management will have you ponder about what or what not to build, how to organize space or if you prefer to put walls, ballistas or a bit of both. In the base game, there are five maps and they all play differently, each with their own number of waves, which can all the more alter your strategy. Everything takes a lot of time to consider, but it's never boring or tedious and I think that this is where the game shines the most. Unfortunately, there are other design decisions that, to me, feel needlessly tedious or punishing. Namely, the boss fights during the final wave of each map. Well, I would even go as far as say campaign, since some maps can take more than ten hours to clear. At the time of writing, I have finished the game in 80 hours, and that's only ten runs worth of gameplay. The last two maps took me two tries each and then I re-did the first three maps for fun. So, boss battles. Not only are they not particularly interesting, as it's just a monster that takes more attacks to kill, they also all have a "gatcha" element to them. And if you're not prepared accordingly, this can very well mean that your run is lost. Problem is, when you lose, you have to restart the map from the very beginning. When a map can take up to ten hours, only to lose because, for example, the boss decided to spawn directly on your best hero, nearly killing it in the process and rendering them nearly useless, then it's a bit frustrating to redo those ten hours from scratch. Plus, the maps themselves can have a little gimmick that's forcing you to play differently. It's not necessarily a bad thing, but the biggest offender here is Elderlicht, the fourth map. Each wave, you have to deal with invincible ghosts that will attack or hinder you, or buff the hordes. To disable them, you have to extinguish braseros, often located within the hordes, and spend all your action points. And the AP cost goes up every two to three waves. This means spending one, maybe two turns not attacking the ever-advancing hordes and putting you in harm's ways just to get rid of a truly unfun gimmick. While I get that this is done to give each map their own Identity, I'd have prefered different types of map, for example ennemies coming from one single large front instead of the usual four. On that note, I think the game has too much of a habit to spread your squad too thin. In time, you'll get to have six, even up to seven heroes in order to cover your perimeter entirely. However, this discourages pairing up and comboing two complementary heroes. There are ways to circumvent that, like installing teleport circles all over the map to go from one front to another quicker, but in my experience, it still better to level your heroes to be strong on their own and spread them efficiently. Another thing concerns the meta-progression. This game is quite grindy and, while you unlock a lot of stuff at first, you then come to a halt as the deeds to accomplish or "tainted essence" to accumulate become quite high. On the one hand, you always have something to unlock, so you never sit on piles of a currency that's become useless. But on the other hand, there is so much stuff to unlock that you won't see the end of it. At 80 hours of gameplay, I think I still have a good third left of stuff to unlock I burned myself out by playing the game so much in a short time. If you don't mind the grind and love turn-based tactical games, this one is definitely for you. Really, the corre gameplay is excellent. There is a ton of weapons classes that all play differently and perks allow for a wide variety of builds. Building your town and your heroes is the best part, and for that I can't recommend the game enough, it was a pleasant surprise. I just wish the bosses and gimmicks didn't taint the experience. As a final point: the music is damn good. It sometimes reminds me of Loop Hero, which is another excellent but grindy game.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, Japanese, German, Spanish - Spain, Korean, Russian, Ukrainian, Portuguese - Brazil
| $24.99 |
| 369ratings |
| 95% |
| — |
| not modelled |
| $24.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 979 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The art style and music are excellent. The gameplay is a fun mix of Tactical RPG (like Fire Emblem), Rouge-lite (or Rouge-like?), and Tower Defense. It is satisfying to slay hordes of enemies
🫠
有一点ai味
9/10
One of my heroes is a dwarf surgeon that's missing an arm and doesn't like to wear pants.
Good gameplay variety, DLC is worth it
Секс
goated
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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