

The Last Spell
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.




01About The Last Spell
By day, rebuild the Haven and prepare its defenses; at night, a small hero squad must repel monster hordes in turn-based battles. Manage scarce healing and mana, develop heroes with gear and skills, and adapt walls, traps, and other defenses. Roguelite elements vary enemies, weapons, and runs. Steam players rate the game 91%% positive across 13,329 reviews. Supported interface languages: Simplified Chinese, Traditional Chinese, English, French, Japanese, German, Spanish, Korean, Russian, Ukrainian, and Portuguese-Brazil. Released March 9, 2023.
Credits
Lowest recorded in 36 months
$2.362026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| Traditional Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
Show 8 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| German | Yes | Yes | — |
| Spanish | Yes | Yes | — |
| Korean | Yes | Yes | — |
| Russian | Yes | Yes | — |
| Ukrainian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
Steam PC edition data · 2026-10-15
02Before you buy
Daytime planning, nighttime battles
By day, rebuild the Haven and prepare defenses; by night, fight monster hordes in turn-based combat with a small squad of heroes.
Language
Steam PC lists interface support for English, Simplified Chinese, Traditional Chinese, and other languages. Subtitles are listed for these languages, but full audio is not.
03Frequently asked questions
How does combat work?
Combat is turn-based, and action points govern which attacks and skills your heroes can use.
What can you do during the day?
Between battles, rebuild the town, heal heroes, obtain equipment, and build defensive structures.
Are there different maps?
The description identifies five Havens, each with its own setup and challenges.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Absolutely love this game. I just have one BIG criticism. I don't like how insanely heavily you are punished for unlocking all the weapons and items. It creates a massive pool of items that are largely useless for most of your builds. It rewards you for not unlocking items and instead only unlocking certain ones. Id really like an option to disable some of my unlocks. I don't want to feel penalized for progressing the meta unlocks. Awesome game.Show moreShow less
Latest patch basically ruined the game, hard nerfs to every aspect to cater to the hardcore extreme players who want ball crushing difficulty. Weapons are horribly imbalanced, with melee weapons being especially bad. Devs boast in the recent patch that they buffed melee weapons but they didn't, they just nerfed them slightly less than they nerfed ranged and magic weapons (they also falsely claim they removed the awful negative traits melee weapons have like intrinsic -accuracy on their attacks). Instead of buffing the dumpster tier weapons to make them viable, they nerfed the good ones. Ranged weapons were too good, because you could actually win reliably with them, so they got blanket nerfs. Melee weapons are still laughably bad, doing nowhere near enough damage for how they require putting your hero directly into harms way to be used effectively, they are high risk, no reward. The only good melee weapon, the dagger, was nerfed as well because we cant have a melee weapon being even slightly viable. RNG plays a major role in how successful any given run is, and the last patch made it even more RNG heavy now by nerfing the buildings that create weapons for you each night and making you rely more on the shop with its randomly set loot, so better hope it doesnt decide to screw you over and keep stocking those garbage melee weapons as the highest stat roll each day. You will have runs fail simply due to RNG giving you bad bonus stats when your heroes level up, doesnt matter if RNG does give you good gear if your heroes never get any decent damage upgrades, you'll hit the last few nights and simply wont be able to kill enemies fast enough to prevent being overwhelmed. You effectively need RNG to favor ALL of your heroes, as by the last few nights each one is going to need to kill 80+ enemies each to keep them from swarming you so even one or two getting bad bonuses will mean you will fall behind, you literally cannot afford to have any weak links on your team and unfortunately how strong they are is mostly up to RNG. You used to be able to mitigate this RNG through crafting buildings creating powerful gear, but the nerfs reduce the chances of getting higher quality gear from those buildings. Perks. You get a perk each level up, unfortunately, most of them (like well over half) are just flat out garbage and either insanely situational or just flat out not worth ever picking. The few that are actually good were just nerfed as well. The xp boost perk, basically a must have to keep your heroes up with the enemies, was nerfed. The thrifty perk, which reduced the mana cost of the first spell you use each turn by 1 was indirectly nerfed by all mana costs being doubled, reducing its effect by half. Another perk than regened mana on crits was nerfed to be capped. A perk that increased reliability (which increased the low end of damage on your attacks, making things slightly less RNG) was cut almost in half. A perk that increased spell damage by a percentage of remaining mana was gutted, combined with the other mana regen nerfs its a huge hit to magic weapon users. The changes completely tossed economy in the dumpster. You need workers to remove rubble so you can place buildings (you generate a small amount of money/building material doing this) and then workers to also work the buildings to make any noticeable income. They reduced the base number of workers per house from 2 to 1, with the cost to upgrade effectively increasing worker cost by 50% and reducing total number of total possible workers. You NEED workers to make economy function, as the base income generated from buildings is so bad it takes ~20% of the overall game time to just make up the cost before you even see any benefit from them. The economy being gutted makes the change to rely so heavily on the shop instead of item crafting buildings even worse, as now you'll have less money to actually buy the gear you so desperately need. They reduced the effectiveness of the buffs you slowly unlock through runs. You essentially need to grind and grind to unlock new things like bonus stats, actions, weapons, armor and buildings, as well as bonuses like a chance for items to generate at higher quality. A bunch of that was nerfed to make you need to grind even more to get back to the same level, if it is even possible. But hey, potions now refill each day, so they aren't *literally useless* like they were before, silver linings?Show moreShow less
Edit: This was written at 4.1 hours of gameplay. Greetings from one of Esty's Misfits. Pros: - Amazing soundtrack. - Amazing graphics. - Difficult, punishing, grueling combat. - Nostalgia from Final Fantasy Tactics, and games of similar ilk. Cons: - The first run is a gated run; doesn't matter how far you progress so it's better to just die early so you can play for real on the next go. - The game can be pretty hard. If that's not your style, there's an easier difficulty.. But it's still pretty difficult at times. - Lots of meta grind. There's some "dark meta" (meta that's required in order to make the game playable because the game is scaled with having those upgrades in mind). Verdict: I bought it. I love it. It hits a lot of niches for me, with some stuff I think that could be done better. I think the Devs need to remove the stuff that's like "+5 mana at start" in favor of more unlockables. I want more stuff to enhance my run, not basic stat sticks that get added and forgotten. Suggestions: 1 - Remove the initiate gate on Tainted Essence on the first run. It kills the vibe for a lot of people who are on the higher skill capacity. People who make it to Night 5 - 6 on their first run shouldn't feel like they wasted their time doing that. 2 - The meta currency (Tainted Essence) should have more unlocks based around new spells/skills, buildings, and the like. Replay value comes from having a bunch of tools at your disposal so that you can experiment with different ways to win/succeed. Edit: I'm now at the 11 hour mark. It requires a lot more investment to get the new items that are spells/skills, as well as new buildings, but they're there. They're great. I just wish that the game wasn't balanced around "Your heroes NEED to start with +X AP from Tainted Essence unlocks", and the like. Adding another suggestion: - Endless Mode I want to suffer through night after night of wave after wave without end in sight, in which my only hope is losing at the very end of it. Edit: I'm at the 120+ hour mark. The devs were very, very receptive to feedback throughout making the game, and did a lot of great changes to how meta in general now works. It's definitely a great game, and worth the investment to me. Many of my personal gripes were resolved over the course of development and, honestly, it's a fantastic game.Show moreShow less
The game was a lot of fun until the last two maps. The last two maps diverge from the original game play to implement a never ending sea of gimmicks. Random spawning bombs which you cannot diffuse peacefully, or stand near without them blowing up. Various invincible enemy types that you'll either have to avoid, or diffuse by wasting a hero's turn at some predetermined location. Bosses that require running around the map for multiple turns doing x gimmick until you can actually fight the boss. Bosses that will spawn enemies near your units from across the map that can easily kill ranged DPS in 1 or two hits. Not to mention you have to do all of this while fighting off hordes of maybe 15 monster types. In summary, the last two maps are difficult, but for the wrong reasons. Also, I'd like to mention beating these maps will require running very specific builds since weapon balance is pretty bad. Weapon balance didn't matter as much until the gimmick heavy maps. Thankfully the devs are still updating after 1.0, but it appears they are only looking to nerf weapons/strategy to the keep difficulty artificially high, and the viable builds narrow. Currently, some perks are just not reasonable to take because the wiggle room for success is so low. Don't you dare experiment; build damage or lose! Losses also hurt since runs take many hours to complete. A little bad rng can ruin hours of playtime. In short, I wouldn't recommend this game to a friend, because it becomes more frustrating the longer you play. The game starts off as a challenge to overcome by improvement, but ends with you funneled into the last few functioning builds that the devs haven't nerfed yet- chasing stupid torches to extinguish, and avoiding random spawning land mines while you wait to fight something of interest. Started strong, but sadly ended in a ditch.Show moreShow less
The Last Spell This is a good game. It's a really interesting mix of systems. It's also a really hard game which is why only about 5% of the owners have finished it. My suggestion is to pick it up on sale with a Trainer ready because you might need it with this roguelike / roguelite. The Last Spell is a bit of a mix of genres put together in an innovative, compelling way. It's a tower/base defense game combined with RPG elements and turn based combat. The game basically has two phases. By Day, you'll have a certain amount of gold, materials and people to build your little town. It's not a city building game by any stretch of the imagination but you'll build an improve a handful of structures, level up and gear up your heroes from the battles the night before and build some basic defenses around your town. When you're done (out of money, materials and actions), you'll click the button for night. As Newt said, they mostly come at night....mostly (well, always in this game). The monsters raid your base, usually from multiple sides, and you have to beat them back with turn based tactics. You'll have to decide which mobs to engage and which ones to let get to the wall hoping your puny defenses can take those out. If the monsters make it to the center of your city where your ritual circle is, it's game over man! Well, you just have to start that map again. Luckily you can buy (or earn) various weapons and gear to help you and each weapon feels like a brand new class. The attack patterns are different with each weapon, so learning each one requires some practice and some combinations work better together than others. There's a minor skill tree, some random level-up enhancements and a few gear slots (pants, jacket, helm and trinket) for further character customization. So each character will start to feel distinct over another. And when you lose one in battle, it hurts starting over while facing ever-increasingly difficult enemies each night. So each night you're facing harder waves from the horde in the mist. The first night will be simple but then again your heroes are lower level and your city is bare-bones. After a few rounds really difficult mobs are in play and you're sweating every move trying beat them all. After a few nights (each map is different), you'll face the ultimate challenge - a boss fight. The mobs never stop until or unless you beat the boss. Those fights are very challenging. Let me be clear on this - I wouldn't have been able to beat some of those fights without cheats. The game is *very* difficult and I doubt I'd have made it through the last couple of boss fights even with multiple attempts, which would have made me uninstall (more on that later). And truthfully, this is I think why only 5% of owners have completed the game. It's really damn hard. And if you lose a fight, you don't get to try it again. You have to start that town over from scratch. Which means building it up again and slogging through multiple nights of fights. Restarting a map and having to play 5-10 hours all over again isn't the kind of game play I enjoy at all. If that doesn't bother you then great, this is a perfect game for you. If you don't like restarting because of time or patience constraints, this is going to be a major problem for you. Luckily, you do get some boosts as you play so you might be a little better if you have to replay a map. You'll meet up with a couple of sketchy but helpful divine sisters and they'll grant you boons with what amounts to a clearing-the-map currency each night. These boons will allow your people to hit just a bit harder, provide map boosts when starting a new town or improve the quality of gear that is available. While there are a lot of these benefits (Omens) you can collect over time, each map only allows a few of these so you'll need to choose wisely. Still, these help make a map just a hair easier next time but fundamentally won't provide enough of a boost if you are really struggling. The pixel graphics are good and I really enjoyed the soundtrack. Let me correct that - I REALLY enjoyed the soundtrack. The story is fairly original and has a few twists and turns that keep things moving along. The UI is fairly functional and while a few things are a bit buried (it took me a while to figure out I didn't have to repair/replace mines 1 by 1), it's easy to navigate. But this game isn't going to appeal to everyone: - This is a very hard game even on easier difficulties. - Restarting maps if you fail. If you value your time this may be enough for you to want to uninstall. I would have quit this some time ago because starting over is really setting you back 5-10 hours if you're deep into a map. This isn't Hades where dying cost you 20 minutes. So make no mistake, this is a roguelike with tension, terror and torture that you'd expect from a game with that label. - Lots of systems are thrown at the player quickly and not well explained. It's not a difficult game to learn but there really isn't much of an introduction to get you started. - If you do get stuck, this game is going to turn into a huge grind. A 5% completion rate is a really small number and it suggests that a lot of people get ground down by the game and ultimately quit before finishing. Overall, I think the developers built the game they set out to make and it's an interesting, challenging and fun experience. I'm glad I played it. I'm glad I got it for around 75% off. I'm glad I used a trainer to not be as annoyed. But I'm not buying the DLC and I'm not really interested in playing it any more. As always, YMMV. Recommended on sale for the right audienceShow moreShow less
The world can be divided into two kinds of people: those who can enjoy spending nearly 8 hours on a single run in a roguelite and those who cannot. I fall into the latter category, if you're in the former then this is an excellent game, and I think you'll enjoy it. The Last Spell demands time to play it, and if you're not willing to make that commitment to it you're not going to get much out of it.Show moreShow less
The game is good but very, very badly needs a "restart day" button there is no worse feeling than getting to like day 11 of your run and messing up ONE thing and losing like 7 hours of progress. The core gameplay is strong but i imagine a lot of people just drop the game after their first big wipeShow moreShow less
A game that makes me wish there was a "Neutral" option in Steam reviews. The game's not bad, necessarily, it's just really difficult for me to recommend it in it's current state. I'll break down my pros and cons below. Pros: For an early access game, this is incredibly polished. The art, music, sound, and UX is pretty damn good. I haven't run into any bugs or crashes. There's a few easily fixable UI issues, and the game occasionally stutters once you finish a level, but it's not generally noticeable. The game's general idea and balance is pretty good. You have to make meaningful choices every level on which buildings you need, how much gold you can invest into the future versus the present, whether you really need to spend mana or health, etc. This is the best simulator of city planning in a phone booth I've played. There's a great variety of weapons, which each have their own individual skills associated, and each hero can have two weapons, allowing you to combo them in interesting ways. For a full release, I'd expect more, but for a day 1 early access, it feels good. Some of the weapons don't feel as balanced as others, but those details can be worked out. Cons: This is not a roguelite game, it's a tactical RPG with roguelite elements. Yes, technically, you restart the game every time you play, and you can buy meta upgrades that let you get more powerful. However, currently, the game has an idle game's level of grind. It's not actually possible to win the game within the first few runs. Or the next few. In fact, I've played about 15 hours, and only now do I feel like it's technically possible for me the win a run. This means that you need to play ~15 hours of losing over and over again before you can even get a chance of winning. This is compounded by... P.S. on this: The Steam description is very misleading about this. It states "You can play the first part of the game, which consists of 12 consecutive ingame days + a boss fight. You should be able to reach the boss battle and maybe succeed after a few tentative runs.". I would not consider ~10 runs to be "a few", and I have not yet reached the boss fight. The game is very luck-based in a number of ways. Heroes, items, dodge, criticals, level-ups, and enemy composition is all up to RNG. This is problematic, because the game runs a very thin balance line between getting obliterated and winning without problems. If you get some bad RNG on getting the items you need (which have distinct levels of power), or monsters spawning on the left of a side rather than the right, or enemies dodging too many attacks, or getting defensive instead of offensive level-ups, you are going to lose, which doesn't feel great. This is compounded by.... It's very difficult to comeback from even minor setbacks. If enemies enter the town or attack your buildings, you get less resources at the end of the level. If monsters hit your walls, you lose resources which you don't get back. If monsters destroy a building, that can easily cost you the game. You can normally tell when you've lost too much to effectively continue; you may not lose on the next level or the one after that, but you'll eventually hit a point where you just don't have enough to the win the next wave. This is part of the most fundamental problem with the game.... It's not fun to play a game you know with absolute certainty you've already lost, and for your first 10+ games, you are going to do nothing but that. Skill is irrelevant, you simply do not have the tools to win. Each game can easily last for 1-2 hours as well, so you have to just grind through that slowly getting money so you do a little better so you can get money so you can do a little better. The things you are unlocking are, apart from the weapons, massively boring stat increases and armour with slightly different properties. A friend asked me if this game is fun. I think it technically is, it hits the bare minimum level of fun for "having fun", but it's not.... exciting in any way. Every level, every game is a war of attrition. You gain or lose single tiles, watch your mana bar slowly go down, spend your gold so you can make 30% more gold later so you can get items with 20% more power which lets you deal enough damage to kill the next wave's monsters at the same speed as the last waves monsters. You never feel like you're powerful, or like you've beaten the odds, or made a great tactical decision. You never get a cool treasure chest or a reward that makes you wonder how you're going to use that (apart from grinding enough to unlock new weapons ~5 times). There's no story to keep you invested, or next cool thing you want to get access to or try, or characters, or really anything. I am generally a big fan of very difficult games, but this game really doesn't feel good right now. It's technically difficult, yes, but it's a test of endurance more than anything. In it's current state, playing this game feels exhausting. It feels like a job where I have the barest basic motivation to do the next thing that doesn't matter so I can get my just-good-enough "keeping up with inflation" raise, knowing that I'm never going to be promoted because of factors completely outside my control.Show moreShow less
After spending enough time with this to really form a fair opinion, being a rather dense and full-game already at this stage I have one warning: This is not a rogue-like, rogue-lite or really even anything more than slightly rogue-adjacent. The meta-unlocks are exceptionally powerful and important. This makes the game more like an enjoyably repetitive, but highly linear in terms of progression. It honestly has more in common with a souls-like than a rogue-like. To illustrate what I mean I believe there is a principal to rogue and rogue-like games. Taking Noita, or Deadcells as an example, given good RNG, above-average player-skill and some fundamental foreknowledge of the gameplay and mechanics, it is entirely POSSIBLE (although unlikely) to beat your first run on your first try. There is not much truly holding you back aside from those aforementioned factors, luck, skill, information. Now over many runs, you might get unlocks to reduce repetitive nature, but you will inevitably reach a confluence of those three factors, which leads to what I think of as "Streaks" where you reach unprecedented momentum and either complete the run or achieve a new-height, a new high-water mark of your strategy, ability and preparation which is the influence of your player-agency realized in combating the factors of luck, skill, and information. This experience of going on "Streaks" learning new tricks, or better preparing for unexpected outcomes, like traps, or enemy placement, while preparing for those events by saving items or through careful use of abilities or maneuvering are at the core of rogue-likes. In particular the rush and satisfaction of reaching that break-through moment and landing into a streak where you begin to feel your strategies and builds, timing and ability, and your experience and information coming-together and culminating in an enjoyable sensation of absolutely trouncing and flexing on everything that's ever stood in your way or held you back. This game lacks all of that, but it is still an enjoyable tactics based defensive strategy game. The enemies always approach from one of four directions, different weapons cary different skills, your units roll with different traits that effect stats. There is no amount of skill, information or preparedness that can account for the game's design. Your first world will always fail on night 2 or 3 depending on luck and talent but never much further beyond, you're slowly buying ground against the clock, slowly but surely purchasing the next day either by grinding unlocks or improving at tactics like games. This game is exceptionally linear with the illusion of rogue-like mechanics layered over. The meta-unlocks are that important. Aditional actions per-tern, aditional starting mana, better starting-equipment, aditional starting-equipment, starting-funds and resources, aditional beneficial traits, vital infrastructure and buildings in the form of the ability to repel the fog, higher new heroes, obtain free items daily. All of that and more are unlocked not by default to alow you to more skillfully play the game, not by unlocking the next area, or as a consequence of a long and satisfying streak, but simply from killing enemies or achieving certain goals such as spend X amount of gold, build X amount of defenses, reach night X, or have a character reach level X. If you understand that what you're getting into, not a diffuclty curve, not a skill-based game, but a difficulty bell-curve where it starts slow and brutal and becomes quick and easy with a moderately challenging and grindy middle section, then you will enjoy this. This is the rogue-litest, the gone-rogue of rogue-likes, this is a linear progression wave-based tactics game, and a fun one. But it is not a rogue-like.Show moreShow less
Solid Maybe This game is driving me crazy. Awesome gameplay, room for strategy and RNG as any rogue like should have. The problem is progress is heavily gated behind unlocks. It almost feels like I'm playing an idle clicker for the last 5 hours. No matter what I do I only progress as much as the unlocks allow me to. Devs please take a page out of Isaac, Hades, or any of the other awesome rogue likes out there - you should be able to have a good run even in the beginning, it feels a lot better. Make other more difficult cities impossible to defend without unlocks maybe? Of course we need stuff to work up to but straight impossible runs just kinda give bad vibes.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
