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Harvest, craft, research: the colony loop

Between attacks you venture into the cold, turn what you find into defences and unlock what the next wave will force you to need.

Every wave in The Last Defender is won before it starts. Between attacks you go out for materials, turn them into walls, weapons and machines, and unlock what the next attack will make you need.

Harvest

Your suit beam pulls timber, stone, ore, ice and resin from deposits up to six metres away. Every pull costs suit energy, and the cold drains the rest the further you walk from the core. The suit warns you when to turn back and tells you what the walk home will cost, so an expedition is always a decision about how far you can afford to go.

A hero gathering in the cold wilds.
Beyond the core’s heat, the suit’s energy is the clock.

Craft

You can craft by hand at the core, or build furnaces, a machine shop, generators and a fabricator and queue work for your colonists to run. Haulers keep stations fed, standing orders keep the generator fuelled and the turrets loaded, and walls can be refitted from timber to steel in place.

The crafting screen.
Crafting at the core draws on the colony’s stores.

Research

There are sixteen research nodes across five branches: Survival, Armaments, Fortification, Industry and Reconnaissance. They open ballistas, mines, electric fences and steel walls, then rifles, machine guns and grenade launchers, then power, circuits and the parts to restore the core. Research is slow work for your colonists, so protect them.

The research tree.
Five branches, sixteen nodes.

Colonists make it all work

Heroes can build, supply and queue work, but only colonists can run the stations. If every colonist dies, the colony cannot manufacture, research or upgrade, so what you spend on keeping them alive pays back in everything else.

The Last Defender is coming to Early Access on PC & Mac.

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