The Last Admiral
The Last Admiral
About the Game
Turn-based fleet battles in open space, with no grid. Ships move freely, and both fleets share one turn order set by speed. Asteroids block shots along their actual shape, and a ship in the line of fire takes the hit meant for the one behind it. Ships outside your radar cannot be targeted. Hover any target to see the hit chance and damage before you commit.
Your own Alliance never fired a shot at you. It simply stopped sending convoys. So you break away with four ships and fight inward to the galactic core. The Sehn crossed the dark between galaxies to take it. You are going to put them back in the dark.
WHAT YOU DECIDE EACH TURN
- Act now, or hold a ship's turn until the end of the round.
- Split your move around your shots: slip out, fire, get back behind the rock.
- Fire blind at a radar contact, or put a Scout's radar on it for full damage.
- Shoot a glowing vein asteroid instead of an enemy. It pays out the moment it breaks.
- Spend a fleet-wide Admiral Order. You bring four into each battle, and each works once.
SHOVE THEM INTO SOMETHING WORSE
Gravity weapons, tractor beams and grappling hooks drag or shove ships into minefields, storms and black holes. Most worlds set one battle rule for both fleets, like volcanic heat that feeds fire weapons. In one of the 22 battle objectives, a supergun charges for five rounds, then one-shots your flagship.EVERY FLEET YOU BREAK PAYS FOR THE NEXT ONE

You start with Alliance hulls and no faction pick. Wins pay out blueprints and gear, previewed on the map before you warp. Beat a faction's fleets to build its hulls. Each of the 85 hulls has its own ability: a Pirate Frigate lays mines, and your Reaper Scouts raise the dead as ghosts that fight for you. The Hive fights without shields and regrows, and Wraith stay cloaked until they fire.

Fit ships from 81 modules, including drones and a Barrier Wall your fleet fires through but enemies cannot cross. At levels 5, 10, 15 and 20 each ship picks one of two perks, and many change a rule, not a number. By the time you reach the core, you will not be four ships.
TAKE TERRITORY. HOLD WHAT YOU CLAIM.

Each run is one of four sectors, from the rim to the core: a freshly generated map that ends at a boss stronghold. The first ends at Greywall, where Admiral Edric Vance sent your convoys. Take a world and build on it: a Salvage Depot whose drones strip the wrecks you leave mid-battle, or Reverse Time, which undoes one fleet wipe per run. The enemy stronghold strikes back at your frontline world, with three warps of warning.
LOSE THE RUN. KEEP THE FLEET.
In the campaign, a run ends only when every ship you brought into a battle is destroyed, you abandon it, or you take the sector's stronghold and open the next one. Retreat, or lose a fight with ships still standing, and the run goes on.When it ends, the map and your ship and module levels reset. You keep every ship you own, even the destroyed ones, with the perks each one earned, plus your modules, blueprints, Admiral Orders and every Commander upgrade you have bought. Clear the campaign and your fleet carries on into Campaign Endless.
BY THE NUMBERS
- Ships from 14 factions in one fleet
- 85 hulls in 7 ship classes
- 81 modules, 47 ship perks, 23 Admiral Orders
- 22 battle objectives on 49 world types
- 25 buildings and 17 Commander upgrade trees
- 4 campaign sectors and 2 Endless modes
Made by one developer, Brandon, at Pizza Pizza Games.
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