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?
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]
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/44545418/956b4e58220788182ae6f01d1fdbf8ce3e3c30c2.png\"][/img]
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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