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We're looking for players to experience our original tactical roguelike and provide valuable feedback. Test the game's early missions, experiment with the first ninja school, and help us refine the gameplay mechanics.
Your input will directly influence the final game. Whether you're a roguelike veteran or new to the genre, we want to hear your thoughts on balance, difficulty, and overall game feel.
Play through challenging tactical puzzles, build your unique strategy, and let us know what works and what could be improved. Every piece of feedback matters as we work toward making Last Shinobi the best it can be.
Sign up now and become part of the development journey!
WePlay Expo is one of Asiaโs largest gaming events, bringing together developers, publishers, and players from around the world. This year, it takes place at the Shanghai World Expo Exhibition & Convention Center on November 22-23, 2025.
If youโre attending, be sure to visit our booth! Weโll be showcasing two upcoming titles, Sigilfarer and Moldwasher. Itโs a great opportunity to experience our games firsthand and chat with the team.
We canโt wait to meet you in Shanghaiโdonโt hesitate to stop by and say hi!
https://store.steampowered.com/app/3688130/Moldwasherhttps://store.steampowered.com/app/2436870/Sigilfarer
/Moldwasher Team ๐ฃ
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https://steamcommunity.com/games/3688130/announcements/detail/637948480724140862 โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ

WePlay Expo is one of Asiaโs largest gaming events, bringing together developers, publishers, and players from around the world. This year, it takes place at the Shanghai World Expo Exhibition & Convention Center on November 22-23, 2025.
If youโre attending, be sure to visit our booth! Weโll be showcasing two upcoming titles, Sigilfarer and Moldwasher. Itโs a great opportunity to experience our games firsthand and chat with the team.
We canโt wait to meet you in Shanghaiโdonโt hesitate to stop by and say hi!
https://store.steampowered.com/app/2436870/Sigilfarerhttps://store.steampowered.com/app/3688130/Moldwasher
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https://steamcommunity.com/games/2436870/announcements/detail/702124777298461502 โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ

I received feedback here and on Discord that you guys want to see your resources more easily, but at the same time keep the UI clean, so a toggle has been added to let you display more resources!

You can now expand to view pearls, dreamsand and shards!
Coral is no longer shown as you only gain it through ascensions and is not possible to get it during a run for now.
Dreamsand, Pearls and Shard counts can now display at the top left
Add popup to restart when changing languages
Add Stats screen other languages
Add goal tooltip to clarify coral gains do not decrease with ascensions
Peacock and Alpaca are now 1 star companions
Butterflies now unlock at 1000m before 5th ascension, 300m after
Fix jetpack not applying speed bonus in Speedy Challenge
Fix bug where home island SP was always 10
Fix Best SP/s stat not updating on corrupted save
Fix language settings not applying when PC is set to a different language than game
Fix fastest ascension and fastest 500m leaderboards counting minutes as seconds
I want to give you a preview of the buffs coming in the next update.
There will be some buffs to the level up growth stats in the next v1.0.8 update that is scheduled for tomorrow.



Once again, thank you for playing and to those of you who left me feedback here or on Discord :)
If you want to hang out with other people in the community, discuss strategies, or simply to chat and leave me your ideas and feedback, feel free to hop on over to Discord~
I'm still going through feedback and as always I am continuing to listen and make changes where I can! Have a great weekend! :D
Lastly, if you've enjoyed the game, consider leaving a review. It would really help me and Siegeturtle reach new people. More people also helps improve the game for everyone :)
-YYZ


Soon, don't worry.
The next chunk of story will be released around December. It will contain, for the majority of game time... cutscenes... I apologize for that. There will be some gameplay, I swear! But will be limited to the very last part of the game...
What made this next chunk of story take so much time to develop is the high number of cutscenes, the high number of choices for the player, and the fact that I had to make a very high number of animations. Unfortunately I don't have a motion capture set and I have to make every single animation by hand (modifying the movement curve of every single muscle by hand, not particularly fun, I must say). I wish I had my full day to work on it, but working full time on videogames for me is not sustainable at the moment, but maybe it will be in the future, I really hope so!
Furthermore, something that cost me additional time was the implementation of a 3D inertial movement system for moving in space. This would have made it a lot more realistic, but I ultimately decided to throw it away because it was just too complicated to control. It was almost frustrating. This meant that all the time (fortunately not too much) I spent on it was lost.
In addition to this new chunk of story, there are several other improvements planned for the December update:
Improving the attack against the Ternion around Kiza, which is a quite boring at the moment.
Improving the HDev effects.
Fixing a few fights and re-balancing parts of the whole game.
Adding more scientific data while in space.
New enemies.
Some of these things are already done, while some may be moved to the next update, or may be released in a future minor update. Currently the focus is on completing this chunk of story.
Unfortunately, being an important part in the story, there's a lot to tell, but don't worry. The part of story that will be released next year will contain a lot of gameplay and a few boss fights, plus a nice insight into some characters, and... hehehe.
This is all I can say without giving spoilers. I really hope you will enjoy the game! Seeya!
MGUB

Pilots! The latest update introduced some changes to the Bark-2, Hellas and Ace, the unique ships inspired by the real-life airplanes of the 20th century. These changes redefine the gameplay of these ships in many ways and reinforce their identity.
The core of the changes is that all weapons mounted on these ships can now fire at angles only within a specific zone in front of the ship. The size of this zone is 90 degrees along the vertical and horizontal axes in relation to the shipโs center. The image below shows the zone within which the weapons are able to aim.

Please note: the rotation angle of an individual turret is irrelevant; the weaponโs operational capability is affected only by the angle of the aimโs deviation from the shipโs longitudinal axis. This can be clearly seen when firing at a very close target: the angle of the turrets on one side can differ significantly from that of the turrets on the other side when the aiming point moves beyond the effective aiming zone.
As mentioned above, these ships were inspired by the 20th century planes that had guns mounted on them in such a way that they could fire only in the same direction the plane was flying. The unique weapons of the Bark-2, Hellas, and Ace partially replicate this feature with their limited aiming angles, while the shipsโ speed and maneuverability further reinforce the โairplaneโ gameplay: the ships have slow strafe speeds, but this is compensated for by relatively high turning and flight speeds.
Weโve been considering implementing this mechanic for other weapons since the introduction of the first ship in this branch, the Bark-2. This feature would have been activated exclusively when weapons were mounted on this ship, as well as other ships in this branch, but we decided to first observe how pilots used these ships in the game.
While the most popular weapons for the Bark-2 and Hellas are their own unique ones, some builds achieved very good results using other commonly available weapons. However, our statistics show that the intended gameplay with the unique weapons is still more preferred.
We value the creative approach the players have to the Bark-2, Hellas and Ace, and we hope that their more authentic gameplay featured in the latest update will give these ships some new ways to shine!
\[Fix] Eating food via the context menu in the player inventory now works.
\[Improvement] The inventory context menu now functions correctly even after opening it a second time.
\[Critical Fix] Fixed an issue where Orc Leather could not be collected even though it was picked up (error when resetting the resource amount, which sometimes led to negative inventory quantities).
\[Improvement] A player's equipped armor is now saved.
\[Improvement] The "Join" and "Host" buttons are now blocked during the connection process.
60 Different Unique Characters
Over 600 Skills Both Active and Passive (a lot of character customization)
Thousands of Build possibilities
Pets that augment your party and have their own unique skills
A completely laid back Idle grind, with a very intense challenging battles!
Over 600 distinct particle animations that can be toggled on/off
An Endless Tower for those that love to min/max and reach monumental heights!
An Arena where you can face off against other party setups with unique modifiers
A procedural Map generation system that will never give you two of the same experiences
Over 1024 different ways to craft gear, for each of the 4 slots on characters
Over 30 Different Unique items that enable their own builds
Over 30 Different Boss powers (one can be equipped on each character at a time).
These are the most powerful modifiers. (Ex. Gives the player a 50% to Attack again)
The Player can click on enemies to deal damage to them and allies to heal throughout battle!
This ability can be enhanced with passive skills!
Change your UI color theme, Add color to the background (or keep it black)
Collectibles (Color themes, Music Tracks, Avatar Frames, etc...)
100 Achievements tied with Pet Level
Prestige System which gives you premium currency to buy in-game Loot Boxes (WHALE ALERT)
NO MICROTRANSACTIONS... EVER!
And So Much More!
A very engaged playerbase that wants to help shape Sit-Back Attack into the best game of it's kind!
Many more solid features that are both creative and needed
More languages
A PvP system. Whether online or offline (splitscreen / local)
Even more ways to present challenges
And really, anything you guys can come up with thats possible! Let's see what we can come up with!
2 Assault skills
2 Utility skills (healing, supportive, or defensive)
5 Powerful Passive skills (think PoE major nodes)
Every Level gain base stats you can put anywhere (think PoE minor nodes)
Pet's give base stats to character equal to their stats
4 Equipment Slots (crafted or unique go here)
A Rune (Runes have powerful secondary stat modifiers)
A unique imbue slot
Boss Power (these modifiers are extremely powerful!
More in the future!
I am really looking forward to (and hoping) we can get a lot of support to help make this the very best game of it's kind. We have learned a lot over the years and I think Sit-Back Attack is a good demonstration of that!
Stapleton

IMPORTANT: PRICE INCREASE SOON
The game price will rise in the next few days.
If you planned to buy it โ now is the best time to get it at the current price.
MULTIPLAYER
Added multiplayer for up to 4 players. You can now race to the finish or carefully climb together in co-op mode.
Online gameplay:

Added the ability to kick other players (left mouse button).
Player kick:

CHARACTERS
Added the ability to change your character at any time. Choose the appearance that fits your style.
Character change:

GENERAL IMPROVEMENTS
Fixed a bug where sun rays passed through objects.
Added color correction โ the game now looks brighter and more vibrant.
Added a hint on the first level (1 km) to help you know where to go.
GAMEPLAY
Fixed obstacles that caused the backpack to fall unintentionally.
Fixed obstacles the player could climb through.
Fixed a bug where the player crouched or lay down unnecessarily.
Fixed a bug where the interaction button didnโt work on the moped.