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LASTFIREWALL

DEC 1, 2027

A combined hostile wave — runners, crawlers, shield carriers, and drones — advancing up a boulevard.
Final vision concept — in development
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Hostile intelligence

Nine families. Every one readable.

The machine offensive is not a horde — it is a coordinated force of nine visually and mechanically distinct families. Each has a movement domain, a battlefield role, visible weak points, and a counter you can build.

01 — Ground / Fast

Runner

Fast, light ground attacker that builds speed on open roads to rush the line.

Armor: Low Speed: High
  • Weak point: exposed drive frame
  • Counter: Kinetic Autocannon, Pulse Array
  • At the core: fast chip damage in numbers
02 — Ground / Mass

Machine Swarm

Many small bodies moving as one — cheap individually, dangerous in volume.

Armor: None Speed: Medium
  • Weak point: clustered movement
  • Counter: Pulse Array, Mortar Platform area fire
  • At the core: overwhelms point defenses
03 — Ground / Heavy

Armored Crawler

Slow heavy assault platform that shrugs off kinetic fire and grinds forward.

Armor: Very high Speed: Low
  • Weak point: dorsal heat vents after firing
  • Counter: Rail Armor Breaker penetration
  • At the core: massive structural damage
04 — Ground / Support

Shield Carrier

Projects protective fields over nearby hostiles and soaks your best shots.

Armor: High Speed: Low
  • Weak point: shield emitter mast
  • Counter: priority targeting + shield-breaking rail fire
  • At the core: escorts breachers to the walls
05 — Air / Digital

Hack Drone

Aerial digital attacker that disrupts defenses and severs power links.

Digital res: High Speed: Medium
  • Weak point: must hover to intrude
  • Counter: Signal Jammer interrupt + Flak Interceptor
  • At the core: blinds the defense grid
06 — Air / Strike

Strike Skimmer

Fast aerial damage platform that rides the eastern corridor into your rear.

Armor: Medium Speed: Very high
  • Weak point: predictable attack runs
  • Counter: Flak Interceptor curtains
  • At the core: precision strikes on anchors
07 — Ground / Sabotage

Disruptor

Saboteur that interferes with range, targeting, and relay support from cover.

Control res: High Speed: Medium
  • Weak point: exposed while channeling
  • Counter: Signal Jammer, forward kinetic pressure
  • At the core: your network fights at half strength
08 — Ground / Siege

Breacher

Artillery carrier that attacks structures and the core from dangerous standoff positions.

Armor: High Range: Very long
  • Weak point: stationary while deployed
  • Counter: Mortar Platform counter-battery, rail fire
  • At the core: breaches walls for everyone behind it
09 — Boss

Command Engine

Milestone and final boss family with phase-specific behavior and support spawns — at waves 10, 20, 30, and 42.

Armor: Extreme Phases: 3+
  • Weak point: changes per phase — read the briefing
  • Counter: everything, in the right order
  • At the core: the operation ends

Variants exist — repair swarms, command walkers, stealth saboteurs, shield support modules — but every variant stays readable inside its family. If it looks like a crawler, it dies like a crawler.

Intelligence codex wall with silhouettes and weak-point diagrams of the nine hostile families.
The intelligence codex — final vision concept

The codex

Intelligence is a weapon

Every family's movement domain, armor, digital resistance, control resistance, and speed is documented in the in-game codex — with weak-point callouts and recommended counters. Losing to a wave you could have read is a choice.

Counter matrix

Who beats whom

Effectiveness of each defense family against each hostile family.

Defense effectiveness against enemy families
Defense Runner Swarm Crawler Shield Hack Drone Skimmer Disruptor Breacher
Kinetic Autocannon Strong Fair Poor Poor No air No air Strong Fair
Signal Jammer Poor Poor Poor Fair Strong Fair Strong Poor
Pulse Array Strong Strong Poor Poor No air No air Fair Poor
Rail Armor Breaker Wasteful Wasteful Strong Strong No air No air Fair Strong
Flak Interceptor No ground No ground No ground No ground Strong Strong No ground No ground
Mortar Platform Fair Strong Fair Fair No air No air Fair Strong
Command Relay Support — improves every adjacent defense's answer to all of the above
Command briefing screens breaking down Command Engine phases and support spawns.
Wave 42 briefing — final vision concept

The Command Engine

Bosses with a plan

Advance. Shielded approach behind carrier escorts. It probes your anchors and spawns runner screens to drain your economy.