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What's Changed in The Last Squad Since the Demo

Hello from The Last Squad development team!

It's been a while since our last development update. Since the demo, we've been reviewing your feedback, expanding the game's content, and smoothing out the rough edges of combat. Today, we'd like to share what's changed as we work toward the full release.

New Artifacts and Trait Trees, More Ways to Build

We wanted your choices to open up different ways to fight, while making the information behind those choices easier to read.

We've added 17 new artifacts, designed to change how you fight through situational effects and interactions with your hero's skills. They give you more combinations to discover and new builds to try, even when playing the same hero.

We've also reworked the UI's visual direction and added trait trees for each hero. By choosing traits across the Survival, Combat, and Support branches, you can shape the way your hero develops.

Chapter 3 Stages and Objective Events

A new location shouldn't feel like the same waves with a different backdrop, so we looked at how changing your objectives could change the battle itself.

We've added Chapter 3, with new areas and enemy lineups. Events such as zone capture and base defense give you fresh objectives during combat, encouraging you to adapt your positioning and work together as the situation changes.

We wanted boss fights to reward learning patterns and finding the right moment to react, rather than simply enduring powerful attacks.

We've added new bosses and boss variants, including Chapter 3's General Doomflesh. Each has its own attacks and combat rhythm. We've also made dangerous attacks easier to read through clearer area indicators and warning sounds, helping you recognize when to react.

Gameplay Improvements Based on Your Feedback

Your demo feedback prompted us to revisit the moments that interrupted the flow of play, from being unable to use a skill when you needed it to repeatedly walking back between battles.

To address feedback that low stamina too often limited skill use, we've removed the canned-food system and increased the stamina recovered from defeating monsters. We've also adjusted maximum stamina so you can make more active use of your skills in combat.

After a wave ends, you can now teleport back to the bunker to prepare for the next fight. We've also fixed an issue where brief fire inputs sometimes failed to register, and improved controller aiming and menu navigation.

Faster Communication with Pings

In a hectic fight, getting your squad focused on the same objective shouldn't require a lengthy explanation.

We've added a ping system that lets you mark locations on the battlefield. Choose a signal from the quick wheel to quickly show your teammates where to go or where to watch out.

New Heroes in Development: Kazusa, Kim Sang-chul, and Pablo

We want picking a new hero to give you a reason to explore different ways to fight and new squad combinations.

Kazusa, Kim Sang-chul, and Pablo are in development as new playable heroes. For now, we're sharing a first look at their illustrations in progress. We'll have more to share about how each hero plays when they're ready for a closer look.

Looking Ahead to the Full Release

We're currently targeting November–December 2026 for the full release of The Last Squad.

We'll keep refining the new artifacts and additional stages, making sure they remain fun across repeated runs. Balance and optimization work will continue alongside this, and we'll share a specific release date when we're ready.

Thank you to everyone who's been waiting and to everyone who shared feedback during the demo. We look forward to seeing you again in an improved The Last Squad.

The Last Squad Development Team

Discord community: https://discord.gg/Stg2JFJH8P