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LASTFIREWALL

DEC 1, 2027

A scarred but recaptured district at sunrise, defense crews rebuilding positions among the damage.
Final vision concept — in development
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The operation

Forty-two waves. One city.

A complete offline single-player campaign across four connected sectors. Deterministic combat, save and resume, full replays, shareable challenge seeds — and survival that is earned, not scripted.

Four sectors

The line moves inward

Each sector is a full defensive front with its own grid, routes, and character. Milestone Command Engine encounters close each front at waves 10, 20, 30, and 42.

Industrial Perimeter

Waves 1–10

The outer ring: gates, freight roads, and wide interception zones. Cheap ground pressure rules — until the first Command Engine arrives.

Blackout District

Waves 11–20

The enemy targets the grid. Substations fall, sensors shrink, and you defend emergency-lit intersections with a throttled energy budget.

Data Exchange

Waves 21–30

Dense, powered, and digitally hostile. Hack drones and saboteurs test your electronic warfare line as routes begin converging.

Final Firewall Base

Waves 31–42

Four approaches, one core. Everything you preserved — power, anchors, specialists — decides whether the last line holds through wave 42.

A city district in blackout, defended intersections lit only by emergency floodlights and weapon flashes.
Blackout District — final vision concept

Waves 11–20

Fighting in the dark

A lost sector is not a game-over screen — it changes the campaign state. Power availability drops, routes reshape, and pressure shifts to the next defense line. The Blackout District teaches the hardest lesson early: infrastructure is a front line.

The Data Exchange district at full power, server halls and signal towers running hot.
Data Exchange at full power — final vision concept

Waves 21–30

The digital front

The Data Exchange is the city's nervous system — and the enemy's favorite target. Hack drones disrupt defenses and power links while saboteurs interfere with range and relay support. Jammers, relays, and disciplined interception keep the exchange alive.

Your call

Retreat is a decision, not a script

The game never retreats on your behalf. Pulling back trades ground for time, preserves crews and equipment, and concentrates your line — at the cost of economy, power, and pride.

Earned, not given

Recapture the last line lost

Only the last lost adjacent sector can be retaken, and only after you earn a line-break opportunity by holding under pressure. Recapture returns a scarred district — partial power, damaged zones — but it turns the direction of the war.

The Wave 42 Command Engine, a massive multi-phase machine platform, breaching the final district.

Wave 42

The Command Engine

Milestone bosses close each sector — and the final Command Engine closes the war. Phase-specific behavior, support spawns, and no bullet-sponge padding.

The Firewall Core surrounded by concentric defense rings during the final siege at night.
The final siege — final vision concept

Beyond the campaign

Timed. Endless. Repeatable.

Timed Operation compresses a full defense into thirty minutes. Endless keeps escalating until your line breaks. Both share the campaign's deterministic core — so every run can be saved, resumed, replayed, and shared as a challenge seed for other commanders.