Last Oasis - contact@rockpapershotgun.com (Natalie Clayton)

Oh, to float above the battlefield on a balsa-wood centipede. On many levels, survival MMO Last Oasis is nothing new – a world where humanity is back at the beginning, feuding tribes fighting over scarce resources. Only, Last Oasis imagines a world where the sole survivors of a devastating meteor-strike are artisan woodcarvers, fighting on the back of fantastical mechanical timber contraptions. That’s one hell of a hook, and it’s one you can try out now on Steam Early Access.

(more…)

Last Oasis - Avalanche
Welcome to Last Oasis!
The Earth has stopped rotating on its axis, but not around the Sun. The only way to stay alive is to keep moving (quite ironic, given the times we live in). That’s how the world of Last Oasis is: a remote post-apocalyptic future in which humanity has become a nomadic society that relies on giant wooden walking machines to stay mobile and survive.



Before you jump into the game, we wanted to take this opportunity to share some thoughts.

Where are we now and where are we going next
For the first weeks, our focus is to keep working hard to solidify the core mechanics of Last Oasis. This means fixing balances where needed and kill any bugs whenever we may find them and ensure the stability of our server infrastructure. But this is just the beginning.

Last Oasis is a community-driven MMO experience. While we have our own vision on what we want our game to become, the whole development process has been constantly influenced by the wishes and suggestions of our players. For us, the Early Access release is just another step into the production of our Nomadic Survival MMO.

We are planning to stay in Early Access for up to two years while we keep expanding the game with loads of new biomes, creatures, walkers and mechanics. We want our game to be suitable for multiple survival-gaming playstyles, and we will continue to lead you on this journey and will always listen closely to whatever feedback you may have for us - after all, we are making this game for you.

Last but not least, we want to thank our beta testers: it’s been a long ride since we revealed Last Oasis to the public at the beginning of 2019, and we wouldn’t have made it this far without the help of thousands of passionate players that kept supporting the development of this title.

We often hang out with our passionate Discord community, and we would love to see more and more players joining it and helping to shape the game they want. You become part of it by clicking the link at the bottom of this post.

The time has come Nomads, see you in Last Oasis!

Last Oasis - Avalanche
We are all living in tough times, but us gamers can help make a difference by doing what we do best: staying the f**k home.

To encourage social distancing, we’re releasing Last Oasis a discount that we hope will entice you to contain your resource-scavenging urges within a virtual space.

Last Oasis will be launched at $24.89¹. This discounted price will be available until April 2nd, 2020. After that, the game will be back to its regular price of $29.99².

Keep in mind that, as with many other Early Access titles, the default price tag will slowly increase as we keep adding features and getting closer to the 1.0 release of the game.



¹ because of the obscurity on how Steam round decimals, the actual discounted price might have a 1 cent difference. We hope you won’t get mad at us for this.

² the regular price tag in Euro and Pounds will be €24.99 and £23.79 respectively. For the pricing in other currencies, we invite you to check the store page on the release date. The launch week discount still applies worldwide.



Last Oasis - Avalanche
After over a year in closed beta, and a very positive reaction from our players, we reached a stage in which we are ready to announce the final date for the Early Access release of Last Oasis - it will be available March 26th, and we can’t wait to see you all in-game!



What’s coming next?

For Donkey Crew, the Early Access release of Last Oasis will just mark the beginning of a new phase of the development.

While testers helped us to polish the most important aspects of our game, there is so much more we want to add to make Last Oasis the Survival MMO everybody would like to play, and we will be sharing more details with you soon - rest assured, we are focused on delivering content updates that will keep you interested and playing for long hours!

New PVE and PVP content, new biomes, new customization options, new gameplay features, and loads of improvements. All of those are just a small part of what we have in the roadmap for 2020 and the years to come. And, as always, players’ feedback is going to be essential for the evolution of Last Oasis.

Stay tuned for more announcements, the next thirteen days will be full of reveals.


Last Oasis - Avalanche
With the unfortunate timing of the COVID-19 outbreak and our release date, we decided to have all Donkey Crew switch to remote work.

Donkey Crew has always been a very international team, full of people from all around the world. Many travel to visit their families and friends, some have children and elderly relatives, so we've made this decision out of health concerns of all of our devs. Thankfully, everyone in the team is currently healthy and doing well, so this is purely a precaution.

The release is still on track! Our schedule won't be affected by the "work from home" policy and we'll be announcing the concrete date in a few days, so hold tight (and wash your hands)!

Until then, check out how some of our devs set up their new workplaces:

Last Oasis - Avalanche
https://www.youtube.com/watch?v=usJjeNVEpC8

One of the core elements of Last Oasis is the open-world PVP. We are designing features around the premise of encouraging dynamic relations between groups and solo players that won’t result in the typical “kill on sight'' mentality of many MMO and survival games. Last Oasis can provide a fun experience to very different kinds of players, and everyone’s playstyle is valid in its own way.

Balance, not buttons. Our approach to PvP in the game addresses potential issues with balanced mechanics that promote meaningful battles instead of drastic measures that prevent them entirely. The decision to attack is often not easy since it takes resources and time that might not pay off with the loot.

Different goals for different folks. Unlike in other games, not every player has the same end goal as others. Small groups and solo players mostly focus on survival, trading, farming, and so on. Large groups tend to focus on clan wars and conquering lands.

Controlling the oases do not limit other players. An oasis claimed by a clan doesn’t restrict any basic features like base building, it just provides bonuses to its owners. This leads the owners to want other players to settle on their land instead of driving them away. Players bring oasis owners resource bonuses and taxes from trading, and a player killed in PvP stops generating them.

Different PvP roles. Conquer and balance mechanics lead to dynamic PvP relations between players. Oases owners protect small groups and solo players from pirates to get more bonuses from their lands and fight off other large clans in wars. Solo players and small groups feel safer in other players' territory as long as they’re not hostile. Pirates get a real challenge since they’re hunted by oasis owners and get good loot only from very rich players, avoiding attacking poor ones.



A message to the clans:
If you represent a clan and would like to participate in our Closed Beta, please join our Discord (link below) and get in touch with our Community Managers (Error 404#2288 and not_so_gladiator#0184). They will collect some information about your clan and will get back to you in case your group is selected for participating in the beta.


Last Oasis - Avalanche


Although life would not survive without the oases, no Nomad should feel safe inside them. Rupus and other nomads can be as deadly as lack of water. Players who log out inside oases without any protection bet high on good intentions of others, as their characters, bases and Walkers can still be interacted with.

For a weary traveler who seeks to rest just for a moment, sometimes the wasteland is the best option. Staying inside a strong base can be as safe as hiding in the desert, but building such a structure is no easy task. Many beginning players will choose the wasteland instead. To travel there, they need to reach the edge of the and activate the Leave Oasis option. At this point, they can either travel to another Oasis or safely leave the game.

Traveling safely with possessions

The wasteland is no place a nomad can actually live in. There’s virtually no water, no food, and nothing to build better equipment with. Nomads need to visit oases in search of needed resources. And when they go inside a danger zone, they need to be prepared. So they craft and scavenge useful items, acquiring many valuable possessions over time. Their load increases and they quickly learn an important lesson. It is difficult to travel swiftly with anything more than a stick they found and a rugged shirt on their back.

To solve this problem, nomads invented walkers - a perfect way to cover a lot of distance while keeping the most needed belongings at hand.

The Firefly Walker is the first vehicle new nomads can build. It’s versatile but it doesn’t excel in any particular task. It is propelled by pedals but crafty nomads will also be able to upgrade it with wings for increased speed. The walker can carry a few small structures on its deck, like a campfire or a crafting station. It is too small, however, to handle a bigger load like heavy chests or resource harvesting machines. Every nomad, whatever their occupation, eventually will need more space to keep their goods safe.


Ruins of destroyed Walkers

Bases

Bases allow nomads to protect themselves, their walkers and many possessions from the greed of pirates. It takes a lot of experience to construct a sturdy structure, and no nomad is born with woodworking abilities. Therefore, before players raise their first wall, they must learn base-building skills in the player Tech Tree.

The bases are built piece by piece and can take any form and size - from a simple cubical house to a guarded fortress. Experienced builders can choose what materials they’ll use, so they can create structures that will be light and easy to transport or heavier but able to withstand more punishment. Finding a sweet spot is not easy. No nomad wants to leave such an expensive structure behind, but the more impressive the camp and the more riches it protects, the more likely it is that someone will try to plunder it.

Destroying bases and escaping dangerous areas

Bases, like all structures, are not indestructible. If hostile nomads decide that there’s enough value hiding inside a structure, they’ll seek to destroy it. Using their siege weapons, they’ll launch devastating hull breakers at the most vulnerable parts of defenses. Most often they’ll know where to hit, having investigated the target before the battle, as they’ll want to make each shot count. On the other hand, hull breakers, although very pleasing to fire, are no easy thing to craft.

With or without their own base, every nomad can become a victim of a pirates’ attack, Rupu’s aggression, or nature’s wrath. There’s no escaping the danger - one can only choose how much of it is enough. If a nomad decides that a given oasis is too perilous, they can travel to another one.

When the players approach an edge of an oasis, they access a global map overview, with neighboring oases displayed there. They can inspect each available area to learn its terrain type, level of danger, and its claim status. Most oases rich in resources will be claimed by a clan, and clans can add an additional layer of safety.

Clans protecting the settlers

Clans collect a profit for every settler in their territory. Whenever someone harvests a resource inside a claimed oasis, the dominant clan gets an additional bonus to their resource yield. Because the bonus is not cut out of the settler’s yield, it is a win-win situation. Similarly, the tax nomads always pay for using a Trading Station goes to a clan that holds an oasis. So to make sure everyone benefits, clans most often provide some kind of protection to other nomads.

It’s up to a clan what strategy they’ll use to enforce the order. They might send out patrols to deal with unwanted aggression, set up guards at the Trading Station, or provide convoys for traders. Whatever they decide to do, pirates that do not have a good plan and considerable firepower will not survive long.


Trading station concept art

Base packing

Yet even the most powerful clan cannot protect anyone from the scorching sun. When the time comes, everyone must evacuate before the increasing heat boils them alive. The bases will be dismantled, packed and stored on walkers.

Every base must be carried by a single walker, so transferring a sturdy war camp to safety will require a walker with ample cargo space. This is one of the rare times when those who possess little are at an advantage. They don’t need expensive vehicles. They will quickly gather their belongings, transport them to a safer place, and wait for the big walkers to come in screeching and carrying whole clans armed in top-tier siege weapons.

UPDATE 2020.01.17

We released a follow-up video to better explain some aspects of the Safe Logout mechanics:





Last Oasis

I've got a terrible craving for an MMO at the moment, and Last Oasis continues to look like it will scratch that itch. Thankfully, after a delay, it's approaching its Early Access launch, due in the first part of 2020. In the meantime, a new trailer gives us a better idea of what we'll be getting up to when it appears. Give it a watch above. 

Though I confess I've grown very tired of crafty survival games, Last Oasis has already worn down my reticence thanks to its incredible walking landships. These ships are how survivors in the post-apocalypse get across the small stretch of land that's still habitable, and they range from wee walkers to massive leviathans with a crew. 

It's the big battles between armadas—which you can see near the end of the trailer—that I really want to get into, grappling onto enemy vessels while they splinter and explode. Looks like I'll probably need to make some post-apocalyptic pals first. 

The dynamic economy has also piqued my interest. You'll be able to become a full-time trader, and Donkey Crew has drawn inspiration from EVE Online for its trading system. You'll have to find oases with different resources, and traders will be able to create trading routes between them. Because the map's dynamic, the location of these resources will change, so people will need to work together to make the most of them before the land becomes scorched by the sun. Guilds will be able to control these areas, too, which nets the guild a bonus whenever anyone starts harvesting in their spot. 

Hopefully we'll get a specific release date soon.

Dec 5, 2019
Last Oasis - Avalanche


Some Nomads say the sandworms are the architects of humanity. Legend has it that when these creatures crawled onto the earth, they secreted a lake of precious amber. When our predecessors drank from it, they became able to comprehend their mortality.

Sandworms are one of the biggest threats nomads will face. Battling them is an effort that often ends in chunks of gore flying through the air. It may seem that no one would undertake such a risk, but there are good reasons for doing so.

The worms are ravenous. They rapidly deplete the oases of all their natural resources, turning them into wastelands, hence the Flotillans see them like a plague. The body of the worms contains some of the most valuable crafting materials, which makes them prime targets.
Many Nomads dream of challenging a sandworm, although very few possess the know-how to defeat them.


concept art of the sandworm

Battling a sandworm
Not much is known about the hunt itself. Stories have been exaggerated, and it can be difficult to discern fact from fiction. Still, there are one or two things that every captain worth his salt knows.

Despite their massive size, the sandworms are elusive creatures. They will hide under the ground until something big enough strolls into their territory. Although the sandworms are likely to ignore small animals and humans walking on foot, they are always hungry and there’s almost nothing that can prevent them from going after a walker once they’ve sensed it.

Once a sandworm focuses on a target, it loses sight of everything else. Teams of Nomads can use that to their advantage and lure the beast into the desired direction with their fastest walker, while using the weight of their largest walkers to slow down the worm and attack it with their most powerful siege weapons. Sometimes rival hunters will follow behind the combatants, waiting to claim the spoils for themselves.


early sketches of the sandworm

After the hunt
If the hunters are short on skill or luck, all that will be left of them will be few planks of wood rolling around the desert.

But if they succeed, they have reason to tap a few barrels of fermented cacti. They’ve just gotten their hands on some of the rarest and most sought-after resources – enough to make their entire crew rich and powerful. They can sell the worm’s body parts or use them to craft top-tier equipment.

The hunt for the sandworm is over, but the Nomads’ endless race against the sun continues...


Psss.. grab some free Last Oasis wallpapers and a super-cool printable poster of the sandworm at this link



Last Oasis - Avalanche
Being forced to be constantly on the move, it is only natural that the humans of the world of Last Oasis evolved into a nomadic society. Asian nomadic tribes are among the key references for many design choices, especially when it comes to the sounds and music that characterize our game.

To pay tribute to the Tuvan/Mongolian throat singing that inspired our music, we implemented a new prototype feature that allows players to chant together.

https://www.youtube.com/watch?v=x0nfTIQx56A

In Last Oasis players can sing using keyboard inputs. Each numpad key is triggering a different note. Note length depends on how long player holds down the key. Modulation keys are responsible for 3 types of singing - throat and overtone singing included.

This Chants System is built from almost 800 singular samples, all live recorded, to make it sound natural. The system also uses the same musical key as the game's soundtrack, so both fit together.


...