The Last General: Putting the ‘Strategy’ back into Real-time Strategy Games

The Last General, from solo-developer Alejandro Nunez, is a bit of a departure from what we have seen so far in the burgeoning indie RTS scene. Whilst most projects are staying true to the classic gameplay of Command and Conquer-style games, The Last General dares to be different. Alejandro wants to do away with the typical micro-management and predefined missions/scenarios which often take centre stage in real-time strategy, and instead provide players with a strategic experience focusing on large-scale modern conflicts.
The Last General intends to put the ‘strategy’ back into real-time strategy games with an emphasis on broad strategic orders over individual unit control.

The Last General uses procedurally generated war zones to introduce virtually infinite battlefields, a far-cry from the usual limited map numbers of other RTS games. Each combat zone is a self-contained island featuring dozens of towns and cities, dependent upon the size of the map. These islands can be enormous, measuring multiple dozens of kilometres across. Some the size of a small country.

High-Level Strategic Command

Gargantuan, procedurally generated maps aside, the feature of The Last General which has me really excited is the shift from the traditional RTS mechanics that often require heavy micro-management, to a system where players issue high-level strategic commands directly on the terrain. Players will set movement paths, define defensive positions and establish logistic routes directly onto the map – exactly as one may expect a General to do in any large-scale theatre-of-war. The approach allows players to concentrate on macro-strategies and leave the command of individual units to the simulation’s AI.

As an example or this, when planning an assault on an enemy city, players will draw strategic arrows on the map, directing combined-arms troop concentrations to converge on the target from multiple directions. The game handles the execution, allowing supply lines to automatically support the frontlines. Players are freed to think more like a General and less like a G.I.

The Last General integrates modern military vehicles, technologies, and tactics into its gameplay, set against the backdrop of fictional contemporary conflicts. The game is designed with multiple layers of AI. The General AI handles broad objectives, the Tactical AI takes care of troop movements and resource management, whilst the Individual AI governs unit behaviours in response to specific situations. Each is designed to contribute to a comprehensive and challenging strategic experience. This layered approach to AI aims to create a responsive battlefield where the decisions made by players have significant and tangible outcomes. The AI is designed to adapt to player strategies making for a challenging (and fun!) experience.

This is a game which emphasizes decision making over APM efficiency. There are multiple paths to victory for The Last General. Players can choose to attempt domination through economic control, by capturing and leveraging strategic resources, or by executing aggressive military strategies which may have broader consequences such as a drop in international relations and support.

Dynamic environments also add layers to strategic planning. Each city, town, and infrastructure element has specific characteristics that influence gameplay. Expansion requires players to consider the economic and logistical challenges of maintaining control; not just the military aspects.

Will You be The Last General?

You have until at least September 2025 to find out! This is a passion project from a solo developer and, as you can imagine, it is a mammoth undertaking. The Last General will offer a fresh perspective on real-time strategy gaming by challenging existing norms. Procedurally generated worlds, a focus on strategic command, and depth of gameplay that aims to be both engaging and realistic, has put The Last General somewhere near the very top of my must-buy list. With single player and multiplayer match types planned, including deathmatch battles, assassinations, insurrections, sieges, protection, rescue, escape and survival missions – all taking place on “billions” of massive islands – players can expect a platform that offers a wide range of strategic possibilities.

What are you willing to do to be the last general?

Support The Last General project by adding it to your Wishlist on Steam! Wishlisting makes a huge difference in getting the game noticed by a broader audience, helping it climb the ranks and gain visibility. Plus, it’s completely free and takes just a few seconds. Do it today!

…and check out the interview with Alejandro Nunez on Strategy and Wargaming.