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Steam News27 May 20251y ago

Dev Log #1 - Let's Chat Multiplayer

Hey there! Thanks for checking out the first Dev Blog! So what is The Last Captain?

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Full The Last Captain update

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Repeated intro

Hey there! Thanks for checking out the first Dev Blog!

What changed

0 fixes5 additions13 changes0 removals
  • Store
  • Gameplay
  • Maps
  • Balance
  • Performance
changedSo what is The Last Captain?https://store.steampowered.com/app/3700200/The_Last_Captain/
addedWhy start with multiplayer?In terms of development, getting replication (multiplayer) right is arguably the trickiest thing to implement in a game. To minimize risk, getting it right from the outset is key. Retroactively adding multiplayer is drastically more challenging—the dev equivalent of remembering to add tomato sauce to an already baked pizza.
changedThe playtests so farThere are two currently playable modes: Deathmatch and Station Assault. Deathmatch is fairly straightforward, players spawn in their ships around the map and track each other down. Then they duel with missiles, point defense, and the rest of their equipment.
addedThe playtests so farLike in other Deathmatch games, sometimes a player can escape if things aren't going their way. This is made easier by the new equipment: flares and an electromagnetic pulse; both of which disable missile tracking. Also like other games, the free for all nature means kill stealing is absolutely a thing and it's important not to get too much tunnel vision on one opponent at a time.
changedThe playtests so farAbove: Urban Brawl the Deathmatch map
changedThe playtests so farAbove: Sunset Graveyard the Station Assault Map

So what is The Last Captain?

In case you missed it, Last Captain is a top-down, space shooter RPG that balances precision with tactics, complete with a co-op campaign and multiplayer. Check out the Steam Page for the latest!

https://store.steampowered.com/app/3700200/The_Last_Captain/

Why start with multiplayer?

In terms of development, getting replication (multiplayer) right is arguably the trickiest thing to implement in a game. To minimize risk, getting it right from the outset is key. Retroactively adding multiplayer is drastically more challenging—the dev equivalent of remembering to add tomato sauce to an already baked pizza.

Besides technical considerations, I also wasn't sure if multiplayer would really work. Not in a literal sense, but in a"is it fun?"sense.

I'm happy to say - yes. It's pretty damn fun.

Above: Exchanging trident missile barrages

The playtests so far

There are two currently playable modes: Deathmatch and Station Assault. Deathmatch is fairly straightforward, players spawn in their ships around the map and track each other down. Then they duel with missiles, point defense, and the rest of their equipment.

Like in other Deathmatch games, sometimes a player can escape if things aren't going their way. This is made easier by the new equipment: flares and an electromagnetic pulse; both of which disable missile tracking. Also like other games, the free for all nature means kill stealing is absolutely a thing and it's important not to get too much tunnel vision on one opponent at a time.

Above: Urban Brawl the Deathmatch map

The other game mode, Station Assault, features two teams trying to destroy each other's station while protecting their own. Complicating this are defensive missile turret emplacements that automatically fire on hostiles, making it difficult to attack the station directly without dealing with them first.

Above: Sunset Graveyard the Station Assault Map

The playtests showed that most weapons are viable, which is super critical for making sure the game feels balanced and the meta doesn't become too one note. Having said that, there are definitely winners and losers in the weapons realm.

The Hailstorm Point Defense and Big Papa missiles saw a lot of usage, whereas the default Buzzkill Point Defense and the Swarmer missiles were a little under appreciated. I'm not too concerned though, I'm sure after a while each weapon will find its niche with a little prodding from balancing as well.

We saw some innovative tactics as well. Players used the asteroids for cover effectively, though some were surprised to see the smaller ones crack open after taking enough damage. There was also an interesting spread of close range brawler personas as well as players who preferred to fight at range in a more hit and run style.

Another thing that became apparent, is that careful equipment usage is key. Most weapons have relatively long reload times, meaning if you run out of ammo at the wrong moment, you could be in big trouble. To balance this, weapons reload separately i.e. you can use your third weapon while the first two are reloading. Plus, the two utility equipment slots allow for emergency defensive moves if your ship is out of position. And as a last line of defense, the trusty boost can help escape any trouble.

Players that blew through their equipment too quickly found themselves all too vulnerable, though holding on to the last second also meant that sometimes it would be too late to activate it. Finding a good balance is an important part of the game's strategy.

Above: The loadout screen, allowing players to change their equipment between lives.

That isn't to say that the playtests were flawless. The Last Captain is still deep in development, and while we barely saw any crashes, there are still a few bugs here and there like floating ghost missiles. The biggest thing I'm trying to lock down at this phase is nailing the movement.

Last Captain features a physics driven movement system where the player's momentum carries them forward (like it would in space). This means if the player accelerates in one direction and turns, they are still moving in the original direction as well. Though accurate, this can be annoying to get used to.

Fine tuning the ship's movement to maintain its intentionality while also making it easy to pickup remains a key priority.

Above: A 3 v 2 duel in the center of the map.

What's Next?

Playtests are still ongoing every week or two with new content or QoL features added every week. Here are a few multiplayer goodies to look forward to:

  • Beam weapons

  • New offensive and defensive equipment

  • Ramming damage

  • Enhanced ship customization

  • Mobility tweaks

And before we end for today, I'm also excited to say that singleplayer development is well underway, including the intro sequence, star map, a new enemy faction, and an exciting series of missions. Tune in for future dev logs to hear more!

If you enjoyed reading, make sure to wishlist (it helps immensely!) and go ahead and join our Discord if you'd like to sign up for a playtest. Until next time!

Source

Steam News / 27 May 2025

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