Last Encounter Reviews
Last Encounter is a twin-stick action roguelite in deep space following a group of heroes trying to prevent the unavoidable by cloning their ships and designing their weapons with swappable components.
App ID | 719800 |
App Type | GAME |
Developers | Exordium Games |
Publishers | Exordium Games |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Shared/Split Screen Co-op, Shared/Split Screen, Partial Controller Support, Remote Play Together |
Genres | Indie, Action |
Release Date | 8 May, 2018 |
Platforms | Windows, Mac |
Supported Languages | English, Simplified Chinese, Korean |

44 Total Reviews
32 Positive Reviews
12 Negative Reviews
Mixed Score
Last Encounter has garnered a total of 44 reviews, with 32 positive reviews and 12 negative reviews, resulting in a ‘Mixed’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Last Encounter over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
787 minutes
This is fun, everybody at the office loves it!
The name... eh, not so much. ;)
Congrats from all @ CT!
👍 : 5 |
😃 : 0
Positive
Playtime:
208 minutes
It's dense with content, zones to explore, bosses to fight, enemies to run away from. Running away from enemies is exciting and fun in this game, and is a pretty effective way to progress too.
The weapon mods system is intriguing, but it seems like not enough mods drop for me to properly revel in the chaos.
👍 : 1 |
😃 : 0
Positive
Playtime:
58 minutes
This game has amazing assets and a decent storyline which matches the price nicely. It's easy to navigate and to figure out what you need to to do , but it's not complete in my opinion. The mechanics of a game like this make or break the game. It doesn't matter how nice the explosions or enemies look like if the player isn't able to setup the controls to his/her liking then it's possible to fully enjoy the game without becoming fustrated. I went to the setting to try and customize the controls and to my horror you can't customize the controls at all. you simply have to except them as they are. Which in my case was a disaster, because I wanted to the move the ship/spacecraft with my mouse and aim with the arrow keys or W,A,S,D. I defintiley don't want it the other way around(which the default). However it does warn you that the controls customization feature is still in development hopefully in the near future we can customize this very important setting.
👍 : 2 |
😃 : 0
Positive
Playtime:
203 minutes
Its ok
The graphics are really nice. I like the adaptive music
The weapon system is pretty neat
Can't keep writing now... gotta go do another run
👍 : 0 |
😃 : 0
Positive
Playtime:
2950 minutes
Rogue-like arcade with story elements and unlockables for a fair price.
Excellent: within the scope of the game project, this game does a great job of creating a sci-fi atmosphere and a sense of moving forward. My pilot goes places, blows things up, slows accumulates more survivability for future levels, and constantly looks for health.
Positives: imaginative level design a cut above your average shooter
Needs improvement: the UI for weapons and powerups/consumables is confusing to me. A single "weapon slot" seems to either/both contain a weapon or consumable.
👍 : 3 |
😃 : 0
Positive
Playtime:
168 minutes
A thrilling rogue-like game, coupled with excellent graphics and interesting narrative background.
Last Encounter is imagined as Geometry Wars with a twist. Instead of an open-ground arena, your ship is exploring various maze-like galaxies full of alien vessels. As last human pilots (and humans at general), you have a strange advantage over your foes: the ability to rebuild yourself in your base and start your quest anew with more advanced weaponry and better wits about your path.
I played the game with a mouse and found the interface responsive. The player has good control of his craft and can manouver it well even during more demanding clusters. Some weapons are more entertaining than others, but each pilot will find his or her favorites.
Unexpected boss encounters can happen between galaxy jumps, allowing tense experiences and opportunity to gain some valuable upgrades.
If I could change anything, it would be a slightly easier 'level entrances'. As all things are procedurally generated, your ship might burst within dense enemy groups, leading to a conflict that might exhaust your armor and ammunition quite quickly. It is a small nuisance, though. Also, I liked the design of character avatars, and would like to see them more often during play.
👍 : 3 |
😃 : 0
Positive
Playtime:
459 minutes
ok game. But only play this if you have 1.5-2hr of spare time to play. Cannot save the game at all. For us parents with kids, very hard to have that much spare time. I understand this is rogue, but Devs, consider allowing us to save at the end of each world. That would make the game fantastic.
👍 : 2 |
😃 : 1
Positive
Playtime:
927 minutes
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.
👍 : 10 |
😃 : 0
Negative
Playtime:
1455 minutes
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 game have thankfully been lessened by the dev team listening to feedback, and at the moment my complaints are mostly ones of difficulty - the game gets pretty difficult after the first zone. But like all games this is something that will shift as i get better and find out what works best for me. But do be aware that it can be pretty hard in the levels past the main one if difficulty is a problem for you.
Overall, this is an easy recommend to anyone who enjoys rogue-likes. It has a nice sense of pacing with unlocks, and experimentation is handled well.
👍 : 11 |
😃 : 0
Positive
Playtime:
165 minutes
[b][i]Last Encounter[/i] 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.[/b] I'll try to explain it in detail because I know the devs are actively addressing things brought up by the community.
[i]Essentially, this rogue-ish twin-stick shooter is trying to be like [/i]Isaac[i] where you can get OP through a modified lottery system in that it rewards knowledge of the system.[/i] 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 [i]more[/i] powerful with just a single laser than when I added mods on. And while I'm here, I should note that the machine gun is so horribly innacurate that it feels like a penalty.
[b]The next issue is enemy difficulty.[/b] Most enemies are super standard and easy, but then there is one non-boss enemy that fires a bullet-hell pattern and is just impossible to not take damage from most of the time (the bullet waves are too intense and the dodge recharge time is too slow). It just feels unbalanced. There are also non-mobile laser shooting enemies that hit you from off-screen too many times for my comfort.
[b]I find the health bar to be meaningless a majority of the time.[/b] Your shields regenerate, so that's really what you have to manage because when you do take damage, your health is basically gone and getting it back is rare/lucky. I'm not sure what else to say about this.
[b]I never feel like I am really learning or discovering how or what the pickups do for me.[/b] There is no screen to see what you have. I just grab stuff and get buffs, but who knows what they do. It does flash text briefly, and while I can read it - there is never really a choice. They all seem positive and they are all the same color with minor symbol differences. This is a game that gets quite hectic, so it doesn't really work as-is for me.
[b]Finally, all runs sort of feel the same.[/b] Again, on paper it seems like you should have some runs where you are quite OP, but it never really ends up that way. After about two hours, I felt more frustrated than anything and just wanted to walk away.
[b]Pros:[/b]
+Controller support feels good.
+The idea is neat.
+It's very close to something that could take off.
[b]Cons:[/b]
-At first I thought this might be a modern [i]Starward[/i], but it just has too many awkward parts.
-Nowhere in the game can you see what items you have, or what they do. I feel like I don't have the chance to really learn what things do aside from the obvious parts of the gun. This is a big problem for me.
-Why can I buy the same gun components in the hub if they don't stack? It just wastes my money?
-Enemy difficulty is too unbalanced; most are too easy, and a few are too hard.
-The health bar is meaningless to me, it's all about managing the shield bar.
[b]Will this evolve into something great? Maybe. Maybe not.[/b] I think it would take some serious reworking of what is here now. In the end, considering the flooded market of quality twin-sticks, I'd just as soon pass on this one.
👍 : 42 |
😃 : 4
Negative