The colony core ringed by four heroes on the wall, surrounded by thousands of enemies on a frozen plain.
Basement Games

Survive. Build. Adapt.

The Last Defender

Hold your crashed colony against thousands of enemies that evolve from every wave.

Wishlist on Steam

PC & Mac · Coming soon to Early Access

Hold the perimeter

Thousands of enemies. One base. Up to four of you.

01/07 Hold the line

Thousands of enemies

A colony ship has crashed on a frozen world. Its core is the only thing keeping your people alive, and everything out there wants it.

Hold the perimeter against waves that grow into thousands of enemies on screen at once, with walls, turrets, mines and your own guns.

Thousands of enemies pressing against the colony perimeter.
Field footage01 / 07

02/07 Earn your warning

See it coming

Information is earned. Build a seismometer and your sensor radar shows which gates the next attack will hit and how big it is. Add a receiver and it names what is coming and where the Champion leads. Complete the survey network for the exact countdown. No sensors, no warning.

Sensor radar reveals the next attack and its approach.
Field footage02 / 07

03/07 The swarm evolves

An enemy that learns from every wave

A genetic algorithm breeds each attack from the survivors of the last: whatever got through your defences comes back in greater numbers, and whatever died is dropped. No set directions, no set enemy mix, no pattern to memorise.

After every wave the swarm report shows what it kept, what it dropped and what it is trying next, so you can see the adaptation and counter it. Lineages form, field crowned Champions, and break when your defence ends them. No two runs attack the same way.

SurviveEvolveCounter
The swarm report reveals the survivors and traits shaping the next wave.
Field footage03 / 07

04/07 A colony worth protecting

Build. Command. Defend.

Tower defense meets base building. Raise walls and gates, staff ballistas, power turrets and electric fences, hide mines and lay snares, then upgrade them in place. Your colonists gather, craft, research and fight: give them orders, promote them and keep them alive, because death is permanent. Venture into the cold for what you need, and get back before your suit's energy runs out.

Colonist orders and defences around the crashed ship.
Field footage04 / 07

05/07 Stronger together

1–4 player online co-op

Play solo or bring up to three friends online. The horde scales with the team. Split the jobs (builder, gunner, scout, commander) and converge when a wall falls.

A cooperative squad fights a siege together.
Field footage05 / 07

06/07 Find your firepower

Every run, a new build

Level up mid-fight and choose from 58 cards: stats, abilities, economy, defence support and seven weapon evolutions that follow the gun in your hands. Rifle into Railgun, machine gun into Minigun, shotgun into Dragon's Breath, grenade launcher into Cluster Shells. Reroll, banish and stack synergies that wipe the screen.

Level-up cards and weapon evolution during combat.
Field footage06 / 07

07/07 Come back stronger

Permanent upgrades. One more run.

Win or lose, every run earns score. Spend it on perks that change how a run plays and on a permanent upgrade tree across firepower, survival, fieldcraft, command, fortune and defence. Unlock harder difficulty presets by surviving more attacks.

The permanent upgrade tree for the next run.
Field footage07 / 07

The colony loop

Harvest. Craft. Research.

Every wave is won before it starts. Venture out for materials, turn them into walls, weapons and machines, and unlock what the next attack will force you to need.

A hero in the cold wilds beyond the base, gathering from a deposit with the suit beam.
01Harvest

Beam it out of the cold

Your suit beam pulls timber, stone, ore, ice and resin from deposits up to 6 m 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.

  • Suit beam gathering
  • Cold and energy limits
  • Return-trip warning
  • Extractor rigs and drones
The crafting screen listing recipes and the materials in the core.
02Craft

Build the chain, staff it

Craft at the core by hand, 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 refit from timber to steel in place.

  • Hand-crafting at the core
  • Stations run by colonists
  • Haulers and standing orders
  • Wall and defence upgrades
The research tree with branches for armaments, fortification and industry.
03Research

Unlock the next defence

Sixteen research nodes across five branches 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.

  • Survival
  • Armaments
  • Fortification
  • Industry
  • Reconnaissance

A signal in the snow

The story

After crash-landing on the planet you were destined for, protocol kicked in and the colony took root beside the wreck. Years of careful nurture brought prosperity and peace as your colonists grew up. Then, one night, shrieks cut through the blizzard and a figure staggered out of the snow, bloody and afraid. All peace is lost. Your colonists are in danger, and you are their last chance. You are the last defender.

Prepare for the unknown

Coming soon to Early Access

The Last Defender is coming to Early Access on PC & Mac. The enemy learns from every wave you fight, and we want to learn from you too: your runs will shape how the swarm evolves, the new biomes to defend and a story that keeps unfolding as you explore. Wishlist now to hear the moment it launches.

  • Thousands of enemies on screen at once, against walls, turrets and traps that visibly hold
  • An enemy that evolves from every wave, with a report that shows what it kept, dropped and is trying
  • Earned early warning: sensors unlock a radar that shows where the next attack lands, what is coming and when
  • 1–4 player online co-op; the horde scales with your team
  • Base building and tower defense: walls, gates, ballistas, turrets, catapults, mines, snares and electric fences, upgradeable in place
  • Colonists to command, train and promote; permanent death
  • Roguelite runs with 58 level-up cards and 7 weapon evolutions
  • Permanent upgrades and perks between runs; four difficulty presets; two run lengths
  • PC and Mac

Dev log

Behind the swarm

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