The Last General is a real-time strategy modern war game focused on high-level strategic design, economic and political decisions. Fight in deathmatch conflicts, insurrections, assassinations, protection, rescue, escape, and survival missions.
MASSIVE SCALE
The Last General features millions of battlefields of up to 400km2 (154sq miles), each of them with dozens of towns and cities to take and protect.

THOUSANDS OF UNITS
Guide thousands of armored vehicles, helicopters, artillery, infantry, supply and transport trucks through open field combat and close quarters city battles to achieve your high level objectives and defeat the enemy. Use high level strategic actions to design your overall strategy for your entire army to follow.

MODERN WAR ECONOMY
Capture strategic towns, cities and industrial areas to get the resources you need to take over enemy's territory. Damage their infrastructure, economic and productive capabilities, while defending and expanding your own.

PLENTY OF STRATEGIC CHOICES
As a general you will have hundreds of strategies at your disposal to achieve your goals. Will you burn entire enemy cities to the ground and lose international support? Will you rush to the enemy's capital and risk being surrounded? Will you perform targeted attacks on the enemy's factories and power plants? Will you conduct false flag operations to damage the enemy's reputation?
What are you willing to do to be the last general?
November was a busy month! I worked on a ton of different things, getting stuff ready for the alpha to start with family and friends in just 90 days (fingers crossed!):\n
PLAYER COUNTS AND ALLIANCES
Some parts of the game were limiting the maximum number of potential players to 4, which was my original intention with the game (to keep armies large enough to feel like a general), but there was no technical reason to actually limit this, so I removed those limitations, allowing me to support more than 4 players in the future too. I also implemented alliances support, so that players can share their spotted units information, and units obviously don\'t attack each other if they are allied.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/00a90b87b732907abb27444dde6a1df46aa037bb.jpg\"][/img]
LINE OF SIGHT
I implemented a new line of sight system that is much faster and more precise than before, taking into account partial obstructions, unit distances, sizes and speed and camo levels. This is a debugging view of spotted and blocked unit visibilities using the new system, which allows pretty long spotting distances under the right conditions. This system will allows spotted units to remain in memory for a while after they are not visible anymore, instead of instantly being ignored.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/94703b7b37f6f73b5bb0d9f6c546760202cfc1ae.jpg\"][/img]
MULTIPLE WEAPONS PER UNIT
Up to this moment each unit had just one weapon, now I finally got the time to implement multiple weapons per vehicle, switching between them, and displaying their available/selected weapons and ammo when controlling units in first/third person.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/8157c05f587524962a833abebea0b132489757b4.png\"][/img]
UNIT INDICATORS IMPROVEMENTS
I am now calculating the location of each group in the hierarchy in a better way, and separating the indicators based on their distance from that positions, so to give an example: a platoon position will be determined by where its most important (and numerous) units are, and the game will display unit indicators for any other squad that is further away from the overall platoon position.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/30fba2bd94bf58d2fa46c65b0ea7f1f3aedb54cc.png\"][/img]
COVER POSITIONS AND NAVMESH PATHFINDING
I implemented a more efficient and precise system to find cover positions when under fire, and to find paths between any map points. The previous systems had a lot of edge cases that didn\'t provide optimal results, so I replaced them with a better one utilizing physics colliders geometry directly for efficient voxelization of the world (which is then used to calculate the cover positions really fast, or to generate a navmesh for pathfinding). This is what the obstacle voxelization results look like in the step before generating the navmesh (in debug mode, this is not visible in the game of course):
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/ea0a026f8b482184c8c78fa782cc86e5b57cf9cb.png\"][/img]
KEY BINDINGS / REMAPPING, JOYSTICK, HOTAS AND CONTROLLERS SUPPORT
Getting stuff ready for the alpha, I did some work on the main menu, single player menu, credits screen and settings screen, including key remapping, which effectively also added support for joysticks, HOTAS and controllers support. Then I spent some hours flying helicopters and fighter jets using my HOTAS, it\'s just too much fun.\n
\nFILE SIZE\nI dropped the file size of the game from 12GB to just 4GB, after discovering that building the game to the same folder over and over generated a bunch of garbage that didn\'t get replaced as I expected. Obviously this wouldn\'t have happened in the actual uploaded builds because those would be clean builds, but it\'s nice to know that the game is 1/3rd of the size I thought!\n
\nTLG GETTING BIG! This week TLG surpassed 95000 wishlists and got into the top 500 most wishlisted games on Steam (#463 now). Thank you for this! I didn\'t even imagine something like this could happen when I started working on the game almost 3 years ago.
\nJOIN DISCORD AND SOCIAL MEDIA!
With the alpha just around the corner, remember to join the other 3500 generals in the Official Discord to be able to try the game for free! Also please join the social media channels to help TLG grow and get to more players: Youtube , TikTok , Instagram , Facebook , X / Twitter \n
Hi! Here I am reporting for another monthly update! \n\nLast month I added direct control for all vehicles in the game (yes, that includes helicopters, airplanes, tanks, APCs, AAs, IFVs, Transport vehicles, trucks, everything!). I also implemented some new systems for camera placement, allowing players to aim vehicle weapons basically in first person!\n\nHere is a video showing all that:
\nOther news since the last update is that TLG has now over 90000 wishlists, and almost 50000 subscribers on Youtube! And I also had a great interview with \"NoiceGuy\" also known as \"The Autistic Armchair General\", here it is if you want to hear a lot more details about The Last General:\n\n
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After working on performance optimizations for a while and learning a ton of new stuff. I took the leap and worked on my own water and terrain shaders, which enable much better performance and support a lot of extra features I couldn\'t implement with the previous out of the box solutions I was using.
Now we have much better water and rivers shaders which don\'t impact CPU performance at all, nicer screen space reflections and way more detailed terrain, including road lanes markings, side markings, crosswalks, farm patterns, sidewalk textures and wet or dirty roads near the curbs. The visual impact is pretty cool and it\'s only getting started!\n\nI also did some tests for realtime terrain modification and performance was good enough, which will enable impact terrain deformation (craters) and also proper trenches!
\nLastly, I worked on some visual effects improvements, navigation, AI and added a new unit too (the Charly IFV!)\n\nHere are some images I have been posting in the Discord progress updates! There are also 2 videos over there but can\'t post them here without uploading them to Youtube.\n\nSee you soon for the October update! Hopefully less delayed than this one! \n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/0aaa681a4f466b8f516b06aecd7df28a84b54b9a.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/747bd0894a67a39d2cb70097131ee305df7a34e1.png\"][/img]
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August was a fun month for my nerdy and performance obsessed side. \nSpent days after days profiling, finding the worst offenders and optimizing them, reorganizing systems, read/write dependencies, parallelizing some more things, unparallelizing some other things, caching a ton of calculations, applying spatial partitioning, rearranging entities and prefabs, compounding physics bodies, etc, and the resulting performance improvements were epic.\n\nNow the game runs about three times faster than at the end of July, and got a long list of future performance improvements to implement too in future optimization months. Dedicating the whole month only to performance was really nice and productive compared to optimizing smaller things here and there while developing features, so I will probably repeat it with another 2 performance months next year, before the demo and then before early access.\n\nAs I didn\'t work on any features the whole month, there isn\'t anything new to show, but here is a video of the largest island size, that I captured in 1440p while stress testing some rendering optimizations. OBS studio was setup horribly so it doesn\'t look as smooth as it really is, but it gives an idea of the scale anyway:
July is over and completely forgot to post my monthly update, so here I am!!\n\nBefore recapping what happened in July, the big news are that The Last General just hit 75,000 wishlists on Steam yesterday!! Thanks everyone for that, it\'s incredible!!\n\nOk, back to July!
The month started with the aftermath of the last trailer video going viral, so I spent a lot time answering comments and messages all over the place until things calmed down a bit.
\nIn the first few days I also implemented and improved some gameplay features around the dominant force criteria for conquering towns and cities, making it much more robust and enabling small forces to hold a city for a while against a surrounding larger enemy force.
I also worked on the consequences of towns/cities changing hands, and the population support for the different nations changing over time and affecting production levels for factories nearby.\n\nAfter that I took a little break to get married (yay!) and hang out with my family that traveled 7000 miles from Argentina for it!\n\nAfter that little staycation I was back in full force and did a ton of work optimizing particles and reorganizing systems for better CPU performance, clearing up job dependencies and utilizing all threads way better than before. For particle improvements I switched most of the heaviest particles to be processed on the GPU in one gigantic VFX Graph system, which also enables proper particle sorting by distance which doesn\'t work nicely with individual VFX systems (performance is also way better).
With those changes done, I was also able to make dust and smoke last much longer after explosions and strong impacts. Leading to this new and much dustier TLG:\n\n\n[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/bd7af6e69d58e22300383dc03de72065eb55025f.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/b584e6a0992bd182bcfda407db8c9a6bd1576b3f.png\"][/img]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/e394be4b80f3d2c44fa77f5c678bae21366cd060.png\"][/img]
In the last couple of days (in August already) I also worked on some rendering improvements for high count objects (like fences, grass or bushes) which drastically improve performance on the largest 400km2 islands, and also physics improvements for the terrain colliders which cut physics time almost in half.
I also spent a few hours to create a new collaborative Wiki, that will be hosted at https://thelastgeneral.wiki.gg and will go public in just a few days. Anyone can contribute to that wiki, adding or updating content, so if you want to help let me know here or in the Discord.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/136e106fe574593c406b068a6ef806d57a1a42e1.png\"][/img]
Overall everything is going really well and making progress to have a pretty optimized alpha test, remember to join the Discord to be in that alpha around the end of this year!\n\n
What a month!
After releasing the new trailer video it went a little viral (170k views so far!) and a lot of new players got to know about TLG! It recently hit the 60000 wishlists and 2000 discord members milestones!
I want to thank you all for all the kind messages about it, it's been really motivating!
In case you missed it, here is that trailer video again!
The video also shows many of the features I worked on at the beginning of the month, like soldiers boarding/unboarding vehicles or garrisoning into buildings, and direct control of soldiers and vehicles.
Now that this video is out and the TLG family is growing way faster, all my efforts are going into the next big step in the development: the alpha test!
My focus in the next few months will be mostly on AI (for both NPCs and your own troops) and performance work.
My goal is to have a nice single player alpha around the end of this year, to start testing the game in more devices than just mine, and get some early feedback to incorporate before the demo.
The alpha test will start with a small group of Discord users (moderators and some of the most active users) and then expand every couple weeks to more and more discord members, as I fix and improve things and confirm everything is working well and stable.
To join that alpha test, get on the discord! https://discord.gg/thelastgeneral
Once the alpha is working nicely for a lot of people, I will drop it as a demo on Steam for anyone to try!
Another month went by and we reached another great milestone: The Last General has hit 45,000 wishlists!
It was a pretty busy month with a ton of nice progress, and rounding up some stuff for the new official video that will be coming out in about two weeks!
Here are some of the new features and improvements:
FIGHTER JETS
Fighter jets have much better trails and jet engine plumes, with heat distorsion and nicer looking effects. They are also shooting guided missiles now and hitting "Bomb target" strategic actions better than ever.
GUIDED MISSILES
Artillery can also shoot guided missiles now and hit targets with great accuracy and also use different rocket flight patterns to get those valuable top hits on armored vehicles.
UNIT PRODUCTION
Newly created units now come out from inside the factories and drive away to join the companies that need them or head to the reserves deployment areas you determine.
UNIT PATHS VISUALIZATIONS
Selected units will now display their paths, and you can select groups of units at any level in the hierarchy by clicking on their indicators.
DESTRUCTION
While working on the construction system I started building an initial version of the modular construction system that all buildings in the game will be using. That already enables much nicer destruction (which will get much better later with recursive fracturing, but this is the current status)
CRATERS
Remember those ugly flat craters decals from old pictures and videos? Now craters look way better and properly destroy any grass in the affected area. I will also be testing realtime terrain deformation later to make the craters be actually dips in the terrain (and to enable real trenches).
PROJECTILE IMPACTS
Projectiles hitting any surface have much better effects and sounds now, with sparks, dust, debris, and holes/burns at the impact points on any object.
LARGER COMPANIES
Now TLG has even larger companies than before, with several platoons, which are also larger!
This is all for now! In a couple weeks I will release a new official video showing everything I've been working on during the last 8 months (since the previous trailer video), so stay tuned!
Hi everyone! April was a crazy month, with The Last General reaching 40,000 wishlists and 4,000 followers on Steam. Thanks a lot to everyone for supporting my dream project, it really means a lot to me!
Here is a small recap of what happened in The Last General since the last month's progress update:
APRIL FOOLS GAMEPLAY VIDEO
I started the month with a joke gameplay video for April Fools showing some of the progress I made in March (mostly related to some basic soldier animations, truck logistics and strategic actions). If you haven't watched it yet, I recommend it!
CONSTRUCTION
I developed a new construction system that animates the construction process while they are being built, in addition to the placement system to select where they should be constructed, and the construction panel with all the options (for now, will change a lot).
You can watch a video of the animated construction system in action here .

DEFENSES
As part of the construction system, many new objects can be places for defensive purposes, like fortifications, trenches, barriers, sandbags and C-RAM. Some of them will be built by the troops themselves (even automatically when they are assigned to a defensive area or defensive line with that behavior enabled), others will be transported into the selected place.



DRONE MECHANICS
I also worked a bit on the drone mechanics, that will be used for doing recon on enemy territory. Infantry will also have smaller drones available for FPV strikes. You can watch a video about it here


ANIMATIONS AND RAGDOLLS
Lastly, I worked on migrating all animations into DOTS for way better performance, implemented inertial blending, inverse kinematics and ragdolling soldiers when they die (hit by bullets or powerful explosions nearby). You can see a video of this here



NEXT STEPS
This month I will continue adding features and polishing some others, and hopefully release a new official trailer video with more focus on gameplay than the last one.
If you haven't, please join the discord to see all this updates as they happen, give me feedback and get into the early playtests this year. You are all making this game much better!
After 2 years of development and 6 months since the last trailer video I recorded for the game, let's go over all the new stuff I've been busy working on!
UPDATED VISUALS
Soon after recording the video I upgraded the project to Unity 6 and HDRP (was using Unity 2022 and URP in the trailer video). This allows much better post processing, some nice optimizations and fading for shadow cascades, object motion blur, local volumetrics, auto-exposure, etc.NEW VEHICLES
Added some new units that weren't available at the time of the last trailer video, like APCs, Artillery and light transport vehicles.


AIR SUPPORT
As promised, you will be able to request air support from your allies (if your reputation is good enough and you still have allies). That may be in the form of missile strikes or planes, so I added those planes too!
UNIT HIERARCHY
The Last General is all about the big picture of a massive conflict, so I reworked the army hierarchy to display companies, platoons, squads and individual units clearly on the map. I used a mix between visual representations for unit types, and some elements of NATO symbols, for those players that are used to those. In the future I will probably allow switching to fully NATO symbols too in the settings too.
STRATEGIC ACTIONS
In the trailer you could see hand-drawn attack arrows, but I didn't show any of the other orders available to draw. Here is a sneak peek of all the orders available (you can see them at the bottom bar too)
RIVERS AND BRIDGES
Islands used to be a huge single landmass, now they have streams, rivers and bridges, adding chokepoints and strategic complexity to the conflicts.
AI IMPROVEMENTS
In the last 6 months I've improved AI behaviors and pathfinding, made it work well with the new army hierarchy and greatly improved it's efficiently to be able to support thousands of troops without any performance issues.LIGHTS AND AUDIO
Given the scale of The Last General, most classic Unity features aren't fast enough, so I have to create my own custom solutions for the game. One of those custom solutions allows me to have lights and sounds on any number of objects in the map (city lights, vehicle lights, engine sounds, fire sounds, etc.) without the performance impact of actually having to use thousands of expensive Unity objects. This allows me to have a large number of lights in cities at night without any issues:
IMPROVED ONLINE PRESENCE
I do my best to answer every single message or comment online and gather as much feedback as possible to improve the game. The TLG Discord community has been amazing and has grown to 1200 members in the last few months. Feel free to join to see updates almost daily, ask questions or hang out with other future generals!I've also revamped the official website to include screenshots and a press kit for anyone interested in making videos or articles about the game, which luckily has been happening pretty often!
NEXT STEPS
For the next two months I will keep adding features and improving visuals (main things will probably be construction, C-RAM, drone view and better effects) then I will release a new video showing all of this, but more gameplay oriented than the previous one.I will also start posting progress summaries here monthly.
Minimum Setup
- OS: TBD
- Processor: Intel Core i3Memory: 6 MB RAM
- Memory: 6 MB RAM
- Graphics: Mobility Radeon HD 5850
- Storage: 16 GB available space
Recommended Setup
- OS: TBD
- Processor: Intel Core i5Memory: 16 MB RAM
- Graphics: RTX3060Network: Broadband Internet connection
- Storage: 16 GB available space
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