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The Last Keep

Hold the last keep against five armies and their monsters.

Your keep is humanity's last hope. Can you withstand the hordes? Goblins, beasts, pirates and the Dark Order are coming down the road one army after another, and each of them brings a monster to finish the job.

You hire troops at your gate, and they march out and fight on their own. Spend your gold on more soldiers or on odd upgrades like Chicken Tax and the Custard Moat, then knock down each fortress before its boss climbs out of the ruins. Play the five-stage campaign or see how far you get in Endless mode. Some say the old woman in the woods knows another way this war can end.

All-time high scores

0

Highest level reached in one war

No record yet. The first real high score goes here.

Change log

The Last Keep v1.0 updated

Major updatePosted

Version 1.0: a three-stage war

The Last Keep version 1.0

The first full version. Knock down the rival's castle and the war goes on: a dragon climbs out of the rubble, then a goblin fort and the Flaming Skull, then the Beast Horde and a giant Frog Champion. The rivals got much smarter, your keep got a war chest and a Recruit Hall, and music and sound arrive.

Additions

  • Knocking down the red castle no longer ends the match. The war now runs through three stages, each with its own army and boss:
    • Stage 1: a dragon climbs out of the rubble and walks at your walls. 200 hits to kill, one swipe kills every troop in reach, it breathes fire on your castle and spits a fireball down the road every 15 seconds.
    • Stage 2: when the dragon dies the camera pulls back, the ground shakes and a goblin fort rises. Goblins are 25% stronger, and the rival keeps its gold and upgrades. When the fort falls the Flaming Skull rises: 500 hits, burns every troop it bites and rains seven flaming skulls down the road every 7 seconds.
    • Stage 3: a beast camp rises at the new far end of the road. The Beast Horde (rat, cat archer, beetle, bear shaman and wolf warlord) is 50% stronger than the first rival.
    • Final boss: a giant Frog Champion. 1000 hits, quick slashes and stabs that kill every troop in reach, and a ground quake every third attack.
  • Castle health (50) now shows over each castle and on both sides of the top bar.
  • Added the war chest: your income grows 10% for every minute of battle, so long stalemates end on their own.
  • Added the Recruit Hall upgrade, 5 levels, which unlocks new troops:
    • Paladin, Battle Mage and Champion
    • Elf Ranger (400 gold) and Black Knight (1000 gold, cleaves everything near its target) in stage 3
  • Upgrade caps rise each stage for both sides: 5, then 10, then 15. After each boss the rival's upgrades jump to at least the last cap.
  • Added painted castles for you, the first rival and the goblin fortress: a front wall with parapets, a flag on top and a cannon poking out of a gun port by the gate. Troops step out of the gate.
  • Castles shake, burn and explode when they fall, then turn to rubble.
  • Normal and Hard rivals now plan their armies (about 60% front line, 40% archers and wizards), counter what they see, defend first when threatened and save up gold to send waves.
  • Keys 1 to 9 and 0 hire troops.
  • Added 10 music tracks (menu, a battle theme for each stage, boss themes, victory and defeat) and sound effects.
  • Added Music and Sound buttons in the start and pause menus, a mute button, and the M key.
  • Added a Back to homepage link on every screen.
  • The scenery is different every battle, with flowery and mushroom stumps, yellow trees and the odd pink blossom tree.

Tweaks/Improvements

  • All ten upgrades now have 5 levels. The strongest ones taper off after level 3.
  • Grumpy Cannon at level 5 gets a second barrel and fires two bombs a shot. Castle cannons never run out of powder.
  • Rivals now spend much more on upgrades, especially Chicken Tax. Normal and Hard buy about 27 to 30 upgrades a match.
  • Rivals get no stat bonuses. Difficulty only changes how fast and how sharply they think. Sir Dawdle keeps his old, more random style.
  • Troops take real steps when they march, walk through their own side, and can't get past an enemy until it's dead. Archers always hold their bows.
  • Removed overtime. The war chest breaks stalemates instead.
  • The dragon walks faster, and the dragon and the Flaming Skull attack 5% faster.
  • The recruit bar goes compact when more than five troops show.
  • The ruins of earlier castles stay on the road.
  • Trees closer to the front are always drawn in front of trees behind them.
  • Tuned Duchess Ironjaw's income.
  • The version number shows in the footer and on the credits page.

Bug fixes

  • Fixed troops walking backwards.
  • Fixed troops turning invisible while walking for players with an older version saved in their browser.
  • Fixed a background tree cut off on its right side.

Comments

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    Previous updates

    1. v0.1First release