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Mind Prison: The Last War

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Mind Prison: The Last War screenshot 1
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Mind Prison: The Last War

Rotten Sewer Productions · Published by Rotten Sewer Productions

3 user reviews — 100% positive (3 reviews) · 33 achievements

Last updated 28 Sept 2026

4X Lite Strategy Game where You are a war AI rebooting after 800 years of silence. Your orders are still active. The enemy is gone—so is everyone else. Conquer the galaxy, uncover corrupted memories, and face the horrifying truth: no one told you to stop.

DJCTQ 18

£2.65

Lowest price we've ever recorded

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Price history

5 Sept 2026Lowest: £2.65 · Highest: £2.6513 Oct 2026

Strategy · 2026 · More under £5 games

About this game

UPDATE 1.5.1: THE REACTIVE GALAXY

  • Nuclear Devastator now unlocks correctly, can be built multiple times, and can be rebuilt after losing one.

  • Locked buildings now show their requirements, inaccurate skill descriptions were corrected, and Rapid Decontamination was added to the encyclopedia.

  • Hard mode now reinforces hostile sectors faster, and the rival AI reacts properly to heavy economic and research growth.

  • Fleet and infantry statistics now track correctly, and duplicate sector action buttons were removed.

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MIND PRISON: THE LAST WAR

You are an automated strategic war system. You wake up 800 years after going offline. Your standing orders are still active.

A retro military terminal simulation. Amber text on black, scanlines, no combat minigames — every cycle you read the board, spend COMPUTE, and give

orders.

Conquer a galaxy, one sector at a time

Scan sectors, deploy fleets and infantry, run orbital strikes and kinetic bombardments, garrison and lock down what you hold. Choose your map: 6, 12, 20,

or all 24 sectors.

Every captured world is a decision

Occupy, raze, purge, or assimilate. Each changes how many buildings that sector will ever support, how much COMPUTE it yields, and how many civilians die.

Purged worlds become monuments and build nothing.

16 technologies across three branches

Combat, economy, and utility research — from fleet tactics to Special Forces to the Nuclear Devastator, which irradiates whole sectors for cycles after

the strike.

A rival that reacts to you

The opposing AI runs its own economy, picks an archetype, and escalates when you pull ahead in territory or tech. Turn on HARD and hostile sectors

reinforce faster.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS *: Windows 7 SP1 64-bit
  • Processor: Any dual-core CPU (1.5 GHz+)
  • Memory: 2 GB RAM
  • Graphics: Vulkan 1.0 compatible (Intel HD 4000 / any dedicated GPU from 2012+)
  • DirectX: Version 11
  • Storage: 150 MB available space
  • Sound Card: Any

Supported Languages

English*
*languages with full audio support

Latest news

  • Patch NotesOfficial

    MIND PRISON: THE LAST WAR — Update 1.5.4: The Reactive Galaxy, Reinforced

    Thank you to everyone who has been playing, and especially to those who sent in reports. You found real things, and this update fixes them. It also ships the biggest rival AI upgrade the game has had. The two big ones - The lockout is gone. Some of you hit a wall where a rival alert appeared and then nothing would respond. That is fixed at the root, and END CYCLE will never be left dead behind a screen again. - Saves keep your whole galaxy. Continuing a save now restores the full map exactly as you left it, not just your compute, forces and research. The rival AI grew up - The rival keeps its capital in the rear and fights from a front line, pushes more than once a cycle as it grows, claims empty ground when it cannot attack, and scales its armies with its territory and your difficulty. - HARD is tuned to a real fight: around a two in three win rate on the full galaxy for a solid commander. - You are told about every sector you lose, every time. A new SECTORS LOST report names them, and the news ticker calls each one as it falls. - Lockdowns wear down under repeated assault and cannot be re-raised for five cycles once they break. Walls are a tactic, not a fortress. - Special Forces can take rival ground, and the rival brain, through the fate directive as intended. Saving and continuing - CONTINUE lets you pick which run to resume, showing cycle, sectors held, map and difficulty for each. - Starting a new game parks your previous run in a PREVIOUS RUN slot instead of erasing it. Restarting from an ending does the same. - A save taken on the fate screen brings the directive back when you load it. - Loading from the pause menu rebuilds the galaxy for the run you loaded, on the right map size. New Game+ - Every piece of research you have ever completed, in any run, won or lost, is available to carry forward. - Deeper runs carry more: one skill at NG+1, two at NG+2, three at NG+4, and on. - You choose the difficulty for each NG+ run. - The ladder climbs more evenly: NG+1...
    Read full article on Community Announcements (Cpt Miller)
  • Patch NotesOfficial

    v1.5.1.

    v1.5.1 — Fixes Nuclear Devastator - Researching NUCLEAR DEVASTATOR now actually unlocks the building. It was also gated behind a lifetime casualty threshold, so completing the 6-cycle research could leave you with nothing to build. - No longer unique — build one per available building slot. Cost raised to 5000 COMPUTE. - Losing the sector holding a Devastator no longer permanently blocks rebuilding it. Research and buildings - Locked buildings now appear in the build menu greyed out with their unlock condition, instead of being hidden entirely. - Corrected skill descriptions that understated their real effects: TOTAL WAR is +20% combat and −20% unit cost (listed as 15%), SPECIAL FORCES are 10× infantry power (listed as 5×), ORBITAL SUPREMACY takes strikes from 50% to 65% (listed as 30% to 50%). The effects themselves are unchanged — only the text was wrong. - Added the missing RAPID DECONTAMINATION entry to the research encyclopedia. Difficulty - HARD now increases how fast hostile sectors reinforce. This setting previously only affected rival spawn and advance timing. - Rival AI now escalates against players building a heavy economy alongside research. This reaction existed but could never trigger. Interface and stats - FLEETS BUILT and INFANTRY BUILT on the lifetime statistics screen now count. They previously read 0 permanently. - Removed duplicate ADVANCE and TRANSFER UNITS buttons that appeared twice on controlled sectors.
    Read full article on Community Announcements (Cpt Miller)
  • Patch NotesOfficial

    Update 1.5 — The Reactive Galaxy

    The war finally fights back. This update overhauls the rival AI from the ground up—it arrives earlier, reads the board, counterattacks when you push into its territory, digs in when you leave it alone, and takes real losses when you break its assaults. The galaxy around you is alive too: neutral worlds mobilize and take in refugees as you conquer, and a new FULL map opens all 24 sectors for the first time. Beyond the war itself, this is the biggest fix patch the game has had. Achievements and endings now unlock the way they always should have. New Game+ is now a true escalating mode, with bigger maps and a stronger rival each loop. Saves are rock solid, including saving when you quit. Audio has been rebalanced and remastered. Message pacing now respects your time with a new MESSAGE HOLD option and a re-readable COMMS LOG. Moving your forces between sectors no longer requires routing everything through your home sector, and the interface received a proper retro-military instrument-panel pass—radar sweep and all. ------------------------------------------ Thank you to everyone who left a review or reported an issue. Nearly everything in this update traces directly back to your feedback. More to come. — CDickenson
    Read full article on Community Announcements (Cpt Miller)
  • AnnouncementsOfficial

    Launch Success!! Thank You Everyone! Looking For All Player Feedback

    MIND PRISON: THE LAST WAR is officially out on Steam.I want to say thank you to everyone who has bought the game, wishlisted it, checked out the page, or helped spread the word. This is my first Steam release, and seeing people actually discover and play the game has been surreal.For anyone new here:You are an automated strategic war system reactivated after 800 years offline. Your standing orders are still active. The war continues.Or does it?Across each cycle, you’ll scan sectors, deploy forces, manage resources, conquer worlds, and uncover corrupted memory fragments that raise bigger questions about the war you’re still fighting.I’m actively watching feedback, playtime, impressions, and player response as the game finds its audience. If you run into issues, have thoughts on the opening experience, or want to share what worked or didn’t work for you, I’d genuinely like to hear it.This is a weird little retro military terminal strategy game about war, memory, obedience, and the horror of following orders long after anyone is left to give them.Thank you again for giving it a chance.The war continues.
    Read full article on Community Announcements (Cpt Miller)

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