
Last Encounter is a twin-stick roguelike in deep space following a group of heroes trying to prevent the unavoidable by cloning their ships and designing their weapons with swappable components. Advanced technology lets you and your friends clone your avatars so death is not the end. Teleport into new sectors of space, discovering the ever-changing, procedurally generated layouts and hazards filled with strange beings and alien environments. Find dozens of advanced weapon components scattered throughout diverse galaxy biomes. Combine the pieces as you see fit to create the strongest weapon in the universe. Choose from a variety of unlockable and upgradeable ships and prove your skills against bosses and mini-bosses in the far reaches of space.


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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
|---|---|---|---|
| Inglés | |||
| Simplified Chinese | |||
| Korean |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
Last Encounter is a frustrating game because while I sometimes see a glimmer of something beautiful and crazy, it too often all gets bogged down with balance and other issues. I'll try to explain it in detail because I know the devs are actively addressing things brought up by the community. Essentially, this rogue-ish twin-stick shooter is trying to be like Isaac where you can get OP through a modified lottery system in that it rewards knowledge of the system. Sounds great. Okay, so the main mechanic is that your gun is composed of up to three modular parts. You may have something like a 1) laser that fires 2) machine gun style and has 3) homing ability. On paper this is a really neat idea, but in my time playing it all felt a bit underwhelming. I found that too often I was more powerful with just a single laser than when I added mods on. And while I'm here, I should note that the mac
I had originally written a negative review for this game. There were some balance/quality of life issues that were driving me nuts and really muddied my enjoyment of the game, and i cited that if adjustments were made then the game would be much more enjoyable. And guess what? The dev team for this game listened. They have already patched it and made positive changes and I am stunned and happy to see this. The framework for this game is fantastic - your ship is fun to pilot and weapons are somewhat morphic based on the upgrades you collect, there is good enemy variety and the overall actual gameplay is solid. It is fun to experiment with the various pilots and ships to see what style fits best, and it has a ton of potential overall. On top of this i really like the level design and the small touches in the background like the paralax scrolling, its a great design. My negatives on the
Not entirely bad, but not very good either. It needs to sit down and ask itself what mechanics are fun, and which are a chore. Being sent all the way back to the starter galaxy each time is a chore. The lack of being able to checkpoint save and quit to come back while keeping some progress, is a chore. The upgrades are too few and far between, leading to a repetitive grind, which is a chore. For a rogue-like to be fun, it has to offer novelty around each corner. It has to offer a series of robust and consistent upgrades, varied levels, or rare and unique challenges. This doesn't do it, or if it does it's at too slow a pace. What you end up doing is playing through from the begining over and over again, even once you can breeze through the opening levels with ease. That's not fun.
Last Encounter is fun, addictive, with cool music, beautiful graphics and pretty easy to use controls. It's rougelite, it's twin stick shooter, it's dynamic, but it also has a story (I didn't pay much attention tbh), several ships and characters to choose from and plenty of upgrades you can buy. This is basically top down version of Everspace and it does its job pretty well. I didn't try co-op yet, so this is based on solo play. Co-op can just take it up a notch. :) Recommended for killing some time and little ships that try to pwn your ass. Graphics: ★★★★★ Sound: ★★★☆☆ Gameplay: ★★★★★ Music: ★★★★☆ Overall: ★★★★☆
Lazy developers tried to lengthen the game by using cheap insta kills and bosses with long invul times. Your ship has no I frames once your shields are down so no matter how much hp you think you have, you will die if an enemy shoots mutiple bullets right into your face. Some of the bosses in the game ( one of the final bosses comes to mind) have extreme long invul times and very often there's nothing you can do about it as they constantly stream bullets at you.
Came into this game thinking it was a simple arcade shooter but it was a rougelike not a very good rouge like either. Every time you die your money is reset to exactly 550 credits regardless of how much cash you earned on the last attempt meaning any upgrades that are over 550 credits are forever locked out from being permanet Buying addional primary weapons just locks you into that one and the only way to get a secondary primary weapon is to find it in the wild. which will be temporary. it appears that the shop only ever lets you have 1 thing for each slot and takes your money if you overwrite anything. Plus the developer has the audio too heavy on the right audio channel forcing you to set your computer audio to mono if you want to play the game without all the audio playing out of the right ear. So you always only get 550 credits to buy anything. the shop only lets you have one m
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