Revenue is a rough estimate from public install counts × genre ARPD — order of magnitude only.
This is a war of machines that goes on without people. The game was made the same way: its code, art, audio and text were created by artificial intelligence. On screen: an armored train, AA turrets and a sky full of diving machines. The Last War: Train Defense is a dieselpunk arcade game about defending an armored train. The train never moves and never dodges, and the turrets fire on their own. Your job is the interesting one: catch crystals, trigger reactor abilities, and on every level pick the card that changes your guns. THE ANTI-AIR LINE • Enemies dive from above. Turrets fire automatically, with no manual aiming. • Catch falling crystals with the harvest field before they shatter on the ground. • Trigger reactor abilities when the pressure peaks: equipment installed in your wagons. • Anything that breaks through hits the hull. Hull at zero, the run is over. YOUR GUNS GROW ON CARDS • Downed machines give experience, every level gives you three cards to choose from. You cannot skip, and a mission holds around thirteen of those decisions. • Nine guns, five levels each. The first pick mounts a gun on the train; at level three it forks onto a path that changes how it fires. • The locomotive nose gun is mounted from the first second and climbs the same ladder. PATH CHOICE • At level three a gun opens its own PATH CHOICE window: three directions, and all of them grew out of that gun's element — frost, lightning, corruption, raw kinetics. • Take one path and the other two close for the rest of the mission. Twenty-seven paths across nine guns, so the next run assembles differently. LINKS IGNITE BY THEMSELVES • Every gun card prints its partner up front. Get the pair onto the train and the link ignites on its own: there is nothing to buy. • The link grows stronger as the pair levels up, and a burning link is visible as a halo on the shells of both guns. A ROUTE OF 10 BIOMES • From the Approaches to the Ice Citadel: every biome has its own enemy roster, weather and pressure axis. • Ground corruption, frozen turrets, shield walls, swarms of light machines: each biome breaks your usual build in its own way. • A phased boss closes every biome, and a mini-boss waits in the missions before it. • Start a run from any unlocked biome. The route holds a hundred missions in all: ten biomes of ten. THE DEPOT, BETWEEN RUNS • Crystals you mine in battle are spent between runs, in the upgrade tree. The tree is not bought during a fight: in a fight there are only cards. • Four locomotives with their own character, and wagons that carry the reactor abilities. • Modules in six roles and four rarities, research, reward crates and a bestiary archive of every machine you have faced. HOW THIS GAME WAS MADE • The code (combat loop, economy, saves, shop) was written by AI in the Godot engine. • The art (biome backdrops, enemies, key art, UI and icons) was generated by AI. • Sound effects and music: generated by AI. • The balance (wave curves, economy, the gun ladders) was tuned by AI. • The text and the localization into 10 languages: written by AI. • The human here is the author of the idea and the producer: he sets the task, reviews the result and answers for the game. • There is no generative AI inside the game: everything was created before release, nothing is generated on your device and no connection is needed for it. FAIR RULES • Runs are free: no energy, no timers on attempts. • Single-player: play offline, no connection required. • Portrait screen, one-finger controls, a mission runs several minutes. • Fully localized into 10 languages. • Optional in-app purchases. Ads are rewarded only and always your choice. The train does not retreat. The sky does not empty. How many waves can you hold?
The Last War: Train Defense has grossed an estimated approximately $43 on Google Play.
About approximately $43 gross, estimated range approximately $11 to approximately $171 — roughly approximately $31 net to the developer after refunds, VAT and Google Play's cut. Very wide range: see how often ranges like this hold on accuracy. How we estimate →
Trends
Price over time on the United States storefront, quoted in USD — from our own daily price tracking. Other markets are listed under "Price by market" in the Prices tab; they are not on this axis, because one line cannot be two currencies.
Estimated range $11 – $171. Not checked against reported figures. How we estimate →
Showing the last 90 days (the review-based charts: the last 4 monthly points). Full history and CSV export come with a free account.
Related
Not enough data to name similar games: no other game shares enough of this one's tags.
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| Game | Revenue (estimated lifetime) | Reviews | Score | Price |
|---|---|---|---|---|
| approximately $572 | 69 | 100% | Free | |
| approximately $625 | 67 | 99% | Free | |
| approximately $1K | 55 | 95% | Free | |
| approximately $1.3K | 99 | 87% | Free | |
| approximately $1.5K | 126 | 89% | Free | |
| approximately $1.5K | 55 | 100% | $3.99 |