
The Last Man Survivor is a gloomy roguelike in which you have to fight tons of enemies, slay giant bosses, discover new abilities and characters, and also find out the dark secret of the Last Survivor
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 21 → 0.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
첫번째 지역 클리어하고 씀 뱀서류인데 뽕맛이 하나도 안 느껴짐 렙업하면 능력치 조금 올라가는 패시브 고르고 끝 스킬들은 나사가 빠져있음
Это очень сырой продукт, или разрабы просто ложили на эту "недоигру" в целом, да и игроков её купивших, выпуская её лишь бы взяли из-за стилистики ( что вероятнее, так как это даже не ранний доступ... ). - Баланс отсутствует - беда как в в малой сбалансированности персонажей в целом ( одни сверх эффективны, другие имеют совсем сомнительную способность, тем самым выбираемые характеристики для них сводятся к рельсам простого повторения ). Так и в плане магии ( способностей получаемых ), их урон настолько занижен, что экипировав даже редкие вещи, тебе в принципе не хочется брать способности кроме обледенения, просто потому что все они унылое г... ) - Разнообразие и увлекательность квестов ( ачивок ) просто поражает убогостью - убей 3000 тролей, освободи 50 гоблинов, накопи 500 очков карты ( перепроходи её 10+ раз ) - Сюжет же, наверное писал 8 летний ребенок ( а если это не так, и этот ребенок взрослее, то мне его очень жаль, у него серьезные проблемы в развитии... в сюжете, на моменте отпиливания рогов и включенном плаче маленькой девочки, а после зарывания рогов в землю, испытал стыд за исторгнувшего это - нелепость ядерная. ) - Отсутствие механик ролов выпавших характеристик, или умений на фоне всего перечисленного, даже не сильно удивляет, больше удивляет отсутствие вылетов и стабильность этого поделия. - Ну и финальная вишенка - игра полностью переходит в разряд абсурда, после получения амулета на 100% крит шанс и прокачки вампиризма от крита, теряя даже оставшийся интерес от отсутствия сложности. П.с. Из всего опыта попыток насладиться этой "игрой", из положительного запомнилась - неплохая музыка на первой карте, и её переход под боссов, на этом всё. Потраченного времени жаль, а тем кто хочет попробовать это после условной Vampire Survivors или Halls of Torment, может испытать лишь глубокое разочарование.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Danish, Traditional Chinese, Simplified Chinese, Korean, Dutch, Norwegian, Polish +11 more
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ставлю троечку! Спасибо за легкий рогалик) Детали хорошие, но сборка не разумная: 1) После открытия последних героев первые становятся неиграбельными - чакрам у охотницы не рикошетит - это печаль. Монах с имбовой областью атаки и самым жирным дамагом... Поиграться с дамагом и характеристиками, чтобы рыцарь мог соперничать с другими. 2) Спелы работают только на первой карте, на последующих слишком маленький урон - надо ввести магический урон. 3) Артефакты - хорошо, но не вариативно - комплект хранителя на всех героях... 4) Зелья - да 5) Придумать мотивацию для мансирования от врагов - 90% резиста - имба, я даже не уворачиваюсь
審判之日,世界焚燒,絕望時代,英雄獨活。 陰鬱風格,稀缺內容,淺嚐系統,悔恨不已。 A day of judgment, a world turned to ash. An era of despair, where one hero must last. A style of gloom, with a world left to miss. A system so shallow, in an abyss of regret.
Пушка,бомба,ракета.
somewhat entertaining
Игра прикольная, но очень короткая. Надеюсь разработчики не забросят.
Haters gonna hate Пожалуй, один из лучших представителей жанра Survivor-игр. К плюсам отнесу: атмосферу, саундтрек и сюжет. К минусам могу отнести лишь раздражающее мигание экрана во время использования "хилок".
The Last Man Survivor takes the increasingly familiar survivor-style roguelike formula and gives it a bleak dark-fantasy identity built around humanity’s apparent extinction. The premise establishes a world devastated by the Forgotten God, whose flames have destroyed virtually all life in preparation for a new age. Somehow, one hero remains alive and refuses to surrender to this hostile new world. It is not an elaborate narrative setup, but it effectively provides context for the endless battles and creates a mystery surrounding why the protagonist survived. The game is developed and published by Renderise, with its strongest emphasis placed on action, character progression, and repeated attempts at surviving increasingly dangerous encounters. Gameplay follows an accessible but addictive cycle of entering hostile areas, fighting enormous numbers of creatures, acquiring improvements, and gradually developing a stronger build. The early portions of a run can leave the character comparatively vulnerable, but accumulating abilities and equipment dramatically changes the balance of power. Eventually, a successful combination can turn the survivor into a destructive force capable of cutting through crowds that initially appeared overwhelming. This steady transformation is one of the most satisfying aspects of the experience because progression can be felt directly through combat rather than simply through numbers displayed on a menu. Variety comes from the assortment of characters, abilities, equipment, maps, and enemies. Different playable characters encourage experimentation instead of forcing every attempt into exactly the same strategy. The abundance of upgrades also means that creating effective combinations becomes an important part of learning the game. Some choices provide immediate offensive advantages, while others can become significantly more valuable when combined with complementary equipment or abilities. Roguelike randomness prevents complete control over every build, so adapting to what becomes available is just as important as pursuing a preferred strategy. Enemy density steadily pushes the action toward controlled chaos. Large groups can surround the player quickly, making positioning and movement essential even after acquiring powerful attacks. The isometric perspective works particularly well in this environment because it provides enough battlefield awareness to identify approaching threats and possible escape routes. Bullet-hell influences become increasingly noticeable as encounters intensify, creating situations where surviving depends on reading the battlefield rather than merely producing maximum damage. Boss battles give the progression more structure. Regular creatures frequently challenge the player's ability to manage crowds, while larger opponents provide concentrated threats that can expose weaknesses in a build. These encounters serve as useful tests of whether an assortment of upgrades has actually developed into an effective strategy. Defeating a formidable boss after narrowly navigating surrounding dangers delivers some of the game's most rewarding moments and prevents the experience from becoming nothing more than continuous disposal of weaker enemies. The hand-drawn 2D presentation complements the grim atmosphere particularly well. Dark medieval influences, demons, monsters, magic, gore, and ruined environments create a consistently oppressive visual identity. The artwork does not need photorealistic detail to communicate the devastation of the setting, and the stylized presentation helps distinguish individual enemies and environments. Frequent violence and gore are integral to the tone, so the overall aesthetic is considerably darker than the colorful presentation found in many other games built around similar mechanics. The underlying mystery of the surviving hero provides additional motivation beyond simply reaching the end of another run. Narrative development is secondary to combat, so players expecting an extensive story-driven action RPG may find the storytelling comparatively restrained. Still, discovering why this particular individual survived gives the repeated battles a broader purpose. The world suggests that something more significant is happening behind the endless monster attacks, allowing the premise to complement the gameplay without constantly interrupting its momentum. Its biggest limitation is familiarity. Survivor roguelikes have become extremely common, and the fundamental rhythm of defeating hordes, collecting upgrades, creating powerful combinations, fighting bosses, and repeating the process is unlikely to surprise experienced genre fans. The game therefore succeeds less through radical mechanical innovation and more through execution, atmosphere, build experimentation, and the pleasure of escalating power. Repetition can become noticeable during longer sessions, particularly for players who require constant changes in objectives or substantial narrative progression. Steam Deck support is a welcome advantage for this style of game. It is officially categorized as Playable rather than Verified. The default controller configuration provides access to all functionality, and the default graphics configuration performs well on the handheld. There are some compromises: certain in-game text may be uncomfortably small, and the game can occasionally display mouse, keyboard, or non-Steam-Deck controller icons. Nevertheless, it runs successfully on SteamOS and its controller-focused combat makes it naturally suited to shorter portable sessions. Ultimately, this is a straightforward but engaging action roguelike that understands the appeal of becoming increasingly powerful while confronting absurd quantities of enemies. Its character selection, equipment, numerous abilities, different maps, threatening bosses, dark atmosphere, and mysterious premise provide enough substance to encourage repeated runs. It does not fundamentally transform the survivor genre, and players already exhausted by this style of progression may struggle to remain invested. For those who still enjoy experimenting with builds, destroying enormous monster hordes, and pushing a character from fragile survivor to battlefield powerhouse, however, Renderise delivers a satisfying and appropriately grim interpretation of the formula. Rating: 7/10
This game was a cash grab - a beautiful crash grab but . . . . . still a cash grab. I don't care if you buy it for $1.00 - you will regret it.
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Where this game's players are, estimated from review languages.
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