- The toxic cloud is no longer a green filter - 16 September 2026
The toxic cloud rework is finally done. You can see the difference here: I didn't quite reach the look I had in my head, unfortunately. The result is still good. The part I enjoy most is mixing the toxic cloud with the swarm. Luring the mindless things in and watching them go is real fun. What I can't work out is how to build that into the gameplay. Anyone got ideas? A wagon with toxin? Or gas traps out on the map?
- The asphalt cracks for real now - 14 September 2026
Small update — but you can see it. Cracks Reworked the road decay effect. Cracks used to spread across the ground as pale smudges; now the asphalt itself splits — the fractures open up around the locomotive and stay behind you. Driving over them is still a bad idea: the convoy bogs down and loses speed. Faction art The run loading screen now has its own picture for each faction — you can see straight away whose door you are knocking on. A small thing, but I was the first one to get tired of staring at an empty loading screen.
- My name is Legion — enemies now come in the thousands - 11 September 2026
So, now that the visuals are more or less sorted out, it is time to add some action. This is a bullet heaven after all: you need to shoot a lot, and for that you need a lot of enemies. I mean, a couple of dozen mobs — hardly the end of the world, right? A couple of thousand, now that is impressive. That is exactly why I am not moving to 3D: so I can throw thousands of enemies at you even on weak machines.The hordeThis is the big one. A line shows up on the horizon, it grows — and a couple of seconds later you realise it is not a squad. It is a crowd moving as one solid front, flowing around the rocks and coming at you from both sides.The whole convoy works on it: turrets, cannons, mines. The minimap shows which side it is sweeping in from, and the HUD has its own bar so you can see how much of it is left. And no, it does not tank the framerate.The horde is brought in by its own event. R…
- Nobody asked, but I redrew the wasteland - 1 September 2026
Honestly, the visuals were fine. The road read clearly, enemies stood out, resources didn't look like debris — functionally everything worked. It just wasn't anything to look at.And I wanted it to be. I wanted the frame to be worth something on its own: for the wasteland to feel like a place you're actually driving through, not a backdrop a train sprite slides across. For the atmosphere to come through — scorched earth, rusted hulks, a few lights in the dark (a day/night cycle is a problem for future me) — instead of a set of legible icons.What bothered me most was how mismatched it all was. Objects on the map looked like they'd been carried in from different games: the ground its own thing, the wrecks another, event points just icons sitting on top of everything. Each one lit from somewhere in its own world. So the main change is that everything now stands under the same sun. Props, wr…
- The Rescued Get to Work - 28 August 2026
Why The story is about rescuing people, and the whole meta layer was built around that: the base, the foremen, the buildings. But in the run itself the rescued didn't take part at all — you pulled someone out of a shelter, and until the base they just rode in the locomotive. I wanted them to matter right away, not only in the base window. Crew Now the rescued work right in the run. A person climbs out of the shelter, takes a post along the locomotive and gets to work. Bring them to the end of the sector — they step off at the base and become a worker. Fail the run — they scatter with everyone else. There's no fixed number of posts: however many people are aboard, that's how many workers you have. Four roles: Shooters each cover their own side — nobody shoots through the train, but a locomotive packed with people is covered all round. Repairers patch the most battered wagon back to full…
- The Last Brick — Victory Screens and a Softer Start - 21 August 2026
In the last news post I admitted the victory screen was still missing. It was the final brick — and here it is. We even overdelivered: there are five of them now.Faction downfall. Every captured invasion point now greets you with a full-screen splash: the defeated boss on the ruins of its lair, the war progress, and what you earned on this faction’s soil — sectors cleared, people rescued, blueprints recovered.Campaign finale. When the last of the four falls, the game will honestly tell you the wasteland is yours. The convoy, the survivors, the sunset. Leave for the menu with a sense of duty fulfilled — or stay and mop up the rest, your save isn’t going anywhere.Softer start. Based on your feedback: the early game was overloaded — the very first sectors handed out 5–6 runs each. Difficulty now grows along the “base → faction capital” corridor: calm near home, brutal at the lair. And once…
- The game is ready for Early Access - 20 August 2026
A surprising thing happened today. After three months of hard work, I looked at the game and realized: it's ready for Early Access. There's nothing big left on the list — only polishing and balancing what's already there.What that means in practice:— All four factions are finished. Mutants, raiders, the alien hive and the machines — each with its own roster, habits and dirty tricks: acid pools, harpoons that drag your steering, EMP blasts that silence your wagons, and a speaker truck whose metal drives the whole gang into a frenzy.— Every invasion point has its own final boss. The Patriarch, the War Rig, the Hive Queen and the Goliath are waiting in their lairs. For the first time ever, you can clear the entire globe — destroy every enemy down to the last hex.— The base got more flexible. Which wagon to unlock next — repair, generator or cargo — is now your choice, not the upgrade order…
- Demo Update: Base, Radio Tower & Quests - 13 August 2026
Last time I promised the next post would be about the radio tower and quests. Keeping my word: it's all in the demo now. What's new Between runs there is now a base — the place your convoy returns to after a run, where you spend everything you risked hauling back. Buildings. The Garage unlocks locomotives, the Workshop — wagons, the Arsenal — weapons, the Warehouse sets the storage cap, the Barracks decide how many people fit on the base, the Hospital heals, the Radio Tower brings in work. I deliberately avoided “+3% to something” buildings: each one gives you a mechanic the game simply doesn't have without it.Foremen. Remember the specialists this was all about? Buildings level up with people, not money: to upgrade the Garage you need mechanics — named ones, with nicknames. Nut, Crutch, Sledge. You rescue them on the maps, they ride in the locomotive, and if you've turned the head of y…
- Dev Diary: Base Upgrades, Specialists, and the Radio Tower - 4 August 2026
It's been a while since I last shared what I've been working on. Time to fix that!What I'm working onTwo weeks ago I mentioned I'd started on meta progression. Since then I've also released the demo, and marketing takes time too — but the main focus right now is \base upgrading\.Why it's taking longer than expectedIt's taken more time than I planned, because one thing leads to another. In the story, we don't just scavenge scrap and gas — we rescue people, and not just anyone: \specialists\. So they need to be useful for something — for example, for developing the base. And among the base buildings there's a \radio tower\ that unlocks access to the story and quests — which means the story and quests themselves need to exist. I'm not ready to ship all this piecemeal: the mechanics are too tightly connected. That's why there's no big news yet, even though a colossal amount of work has been…
- Demo's out: we're rolling toward release - 2 August 2026
The Last Convoy demo is live on Steam — free, no sign-up, no strings attached. In short: a survivors-like where, instead of a character, you've got a growing road train. We drive through a dying world, and every car you hook on adds a gun or some function. The longer the train, the stronger you are — and the clumsier. The monsters don't just chase you, spit after you or blow up — they latch straight onto the cars. If a car gets swarmed or catches fire, you can cut it loose and watch in the rear-view mirror (well, you could, if the view weren't top-down) as it rides off into the sunset with everything bolted to it. Sometimes that's the right call. It never feels good. What's already in the demo: runs and the world map — a living globe where you plot your route and take hexes back from the enemy. And the pinch of RimWorld — the base with upgrades between runs — is exactly what I'm finishi…
- The Playtest Lives: New Global Map - 27 July 2026
Remember signing up for the Last Convoy playtest? Well, it's still alive, and a big update just landed — a brand-new global map interface.When I was making the global map, I looked to RimWorld for reference. And there, as you know, there's nothing fancy — a plain hex globe, and everyone's fine with it. But I looked at it and decided: it has to be pretty. So I made it pretty. At least I think so.Now you plot your convoy's route on a living globe: biomes, factions, invasion zones — everything visible, everything highlighted.So what do you think — did it turn out pretty, or did I waste my time? The game is already in your library — look for Last Convoy Playtest. And while you're there, tell me: is it clear from the map where to go and why?By the way, the public demo drops July 31 — but you playtesters get to see everything first.Let me know what you think.
- Dev Diary #1 - 20 July 2026
I haven't abandoned the game, whatever some of you might have thought. I just overslept, spaced out, dropped the ball, fumbled it, blanked, choked, goofed up, froze — long story short, I missed the registration deadline for the summer Steam Fest. Then family stuff knocked me out for a month, and after that a couple of other projects pulled me away. But I'm back with you ːsteamhappyːAnd I decided to tackle meta progression before the next Steam Fest. So right now I'm building out base upgrades.Here's how it's going to work. We gather resources out on the map, rescue valuable specialists and construct buildings at the base that grant all kinds of perks. The radio tower especially — it'll let us pick up desperate cries for help, so we can then agonize over impossible moral dilemmas. Save the valuable specialist, a widower and father of five, or the fuel tanker. Personally, I think the choi…
- Gamepad and Steamdeck Support - 9 March 2026
This is more of a test post I'm writing to figure out how the news and announcements system works. I spent my weekend adding gamepad and Steamdeck support. I'm happy with the result, and I hope you like it too.