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Watch trailer on Steam ↗The Last Admiral
Pizza Pizza Games · Published by Pizza Pizza Games
Last updated 28 Sept 2026
Build a fleet, not a character, and never lose it: death costs the run, not the fleet. Turn-based tactics at real scale, on battlefields you can mine and salvage mid-fight. Conquer nodes, build an empire, and hold it against counter-attack. 4 factions, 59 modules, 17 battle types, Endless mode.
Strategy · 2026 · More free games
About this game
COMMAND A REAL FLEET
7 ship classes, from quick Scouts to massive Titans and Starbases. Fleet capacity starts at 8 and grows to 30 as you upgrade. Mix and match to fit your playstyle.Every ship has equipment slots you fill with modules: Pulse Lasers, Rail Guns, Missile Pods, Plasma Vents, attack Drones, Point Defense, Shields, Repair Beams, and more. 59 modules, 5 rarity tiers. Set stances and design formations to fit your doctrine.
LOSE THE RUN. KEEP THE FLEET.
Each run is a fresh procedural map. You will never play the same sector twice. Lose a run and you keep:- Your whole fleet (auto-healed)
- All your modules
- All your blueprints
- All your Commander upgrades
Push further every time.
TACTICAL BATTLES AT REAL SCALE
Battles play out on open boards measured in meters, not squares on a screen. Weapon range, movement, blast radius and line of sight all matter: asteroids block shots, wrecks make cover, and a Titan parked behind a rock is a different problem than a Titan in the open. Ship speed sets the turn order.Fog of war means you have to actually scout the enemy: you cannot shoot what your sensors have not found.
And the map itself is a combatant. Minefields, gravity wells, magnetic fields, toxic clouds, solar flares and storms that sweep the board: every battlefield rolls its own hazards, and a fleet that reads them wins fights it had no business winning.
Nine damage types, from Kinetic, Energy and Plasma to Ice, Gravity, Electric and Fire, hit hull, armor and shields differently. Picking the right weapons for the fight matters.
17 WAYS TO FIGHT
Convoy raids, station captures, ambushes, escorts, rescues, bounty hunts, supergun duels, fortress sieges, contested salvage fields, defense stands, boss strongholds and more. Seventeen battle types, each with its own objective, its own map logic and its own way to go wrong.THE BATTLEFIELD PAYS
Ore veins glow inside asteroids. Wrecks hold salvage. Convoys carry cargo. If you can hold the field, you can strip it: crack rocks with mining lasers mid-fight, put salvage drones on the wrecks while your line holds, and spend everything you pulled out between warps. Greed gets fleets killed. It is usually worth it.BLUEPRINTS AND FABRICATION
Victory pays in more than resources. Winning battles drops blueprints: new hulls, new modules, rare finds. Take them to the fabricator and build the ship you were missing, trade with the broker when the drops will not cooperate, and watch for fabrication jackpots. Everything you build levels up the more you fight with it.ADMIRAL ORDERS
Some calls are made above the deck. 23 fleet-level Orders, from Coordinated Strike and Targeting Solution to Smokescreen, Decoy Beacon and Burn Order. Each has limited uses per battle, so timing one well can flip a fight that positioning alone cannot save. New Orders drop as loot, the same way blueprints do.TERRITORY AND BUILDINGS
Win a battle, own the node. Build structures on the territory you control: Extractors and Refineries to pull and convert resources, Drydocks to repair your fleet, Sensor Arrays and Watchtowers to scout the sector ahead, Warp Relays that open wormholes on every battlefield, and rare terrain-locked megastructures that warp the rules in your favor. Take an enemy outpost intact and its building is yours. And hold what you claim: the enemy stronghold launches counter-attacks at the territory you took from it.4 FACTIONS, 4 PLAYSTYLES
Vanguard: Heavy tanks.Allies: Empire builders.
Enlightened: Shield specialists.
Wraith: Glass-cannon stalkers.
Mix factions in the same fleet or go pure. Your call. And the galaxy's deadliest enemies are out there waiting: the Hive swarm, the Sehn, the Ancients, dragon broods nesting in lava and ice, and worse.
COMMANDER UPGRADES
18 upgrade trees across Combat, Economy, and Fleet Command. Spend resources on fleet-wide power: more damage, tougher ships, sharper accuracy, cheaper repairs and fabrication, bigger fleets, extra module slots on every hull, and much more. Ranks stack, and most trees have no ceiling.4 SECTORS + ENDLESS MODE
Push through 4 hand-tuned sectors, each with their own boss fight. Clear Sector 1 and Endless mode opens, no full campaign required: random faction bosses, +25% difficulty per kill, one life, no ceiling.STEAM FEATURES
- Steam Cloud saves
- Steam Achievements
- Global leaderboards
- Gamepad support (Xbox, PlayStation, Steam Deck)
- Localized in 10 languages
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10 (64-bit)
- Processor: Intel Core i3-4130 / AMD FX-6300
- Memory: 8 GB RAM
- Graphics: GeForce GTX 950 / Radeon R7 360, 2 GB VRAM (DirectX 12 or Vulkan 1.2 capable)
- DirectX: Version 11
- Storage: 6 GB available space
- Sound Card: DirectX compatible
- Additional Notes: 1920x1080 display or higher. Full controller support via Steam Input.
Recommended
- OS: Windows 10/11 (64-bit)
- Processor: Intel Core i5-8400 / AMD Ryzen 5 2600
- Memory: 16 GB RAM
- Graphics: GeForce GTX 1060 / Radeon RX 580, 4 GB VRAM
- DirectX: Version 12
- Storage: 6 GB available space
- Sound Card: DirectX compatible
- Additional Notes: 1920x1080 display or higher. Full controller support via Steam Input.
Supported Languages
Latest news
AnnouncementsOfficial
Demo v0.5.0 - Signature Abilities, a New Tutorial, and an Original Soundtrack
The biggest update since the demo launched. Every hull in the game learned to do something of its own, the tutorial was rebuilt from scratch, and the soundtrack is now original music written for the game. New Every hull has a signature ability. More than 80 of them, one per hull per faction, so a Vanguard Titan and a Wraith Titan no longer fight the same way. The Vanguard Bulwark plants and charges you for every shot fired at it. Wraith Terminus is a death sentence with one turn to answer it. The Enlightened Prism Lance burns your own shield pool as ammunition. Each one has its own art, its own sound, and its own animation. Five dragon broods, with mothers and temples. Lava, Storm, Forest, Crystal and Obsidian each field their own creatures and 25 abilities between them, drawn and voiced as animals rather than reskinned machines. A tutorial that lives on the map. It is a node in Sector 1 you can take or leave, it can be replayed, and it teaches by asking you to do things rather than talking at you. Lessons bring in their own ships through a warp gate. An original soundtrack. Twelve tracks written for the game replace the licensed placeholders. Perks you choose. Levels 5, 10, 15 and 20 each offer a pick. Slots sit on the ship card, and a slot you have already settled can be reopened and rerolled. Status effects you can read at a glance. A status announces itself over the ship, then stows into a compact row under the health bars. Stat changes fly as arrows and a death sentence keeps an hourglass. Ships dodge. A hull that avoids a shot now visibly jukes out of the way. A kill cam. The last kill of a battle is held on screen before the victory board, framed to the size of the ship that died. Drone bays you assign. Carrier drones launch from a bay you pick. Right click pins a ship's readout so it stays up while you look at the board. Frozen worlds roll a Local Effect instead of always giving the same bonus. A graphics card below the minimum spec now says so instead of op...Read full article on Community Announcements (Spronty)Patch NotesOfficial
Demo Update v0.4.1
Changed The flagship lesson now circles the whole ship, its health bars and its badge together, and the badge blinks with a gold ring until you close the card. Implosion weapons collapse inward with a sharper snap, and the coolant purge swirls wider. Beams fade into their own glow instead of stopping at a flat edge, and burst weapons flash at the muzzle for every shot. Enemy fleets fit their roles better: armored hulls protect the layers they actually have, and carriers bring drones instead of extra guns. Panning the camera on your own turn now holds where you looked until you end the turn. Fixed A failed save rotation can no longer damage your profile. Fixed a crash when closing the comms dialog while its waveform was still animating. A ship's engines now point where its hull points, and backstab bonuses read that same facing. A flanking ship swings around your hull instead of flying through it. Seven drone bays now field seven drones, and point defense and Soul Siphon can hit drones again. Heal beams raise the health bar when the beam actually lands, and explosions render at their true size tier. Blueprint rewards now look like blueprints on the map icon and the reward card. The auto-fire toggle no longer draws over the victory screen. Dodge no longer counts its module bonus twice on the battle stat panel. Fire Control now shows its crit and accuracy bonuses where you equip it. Drone kills credit the carrier that launched the drone, and module levels count once.Read full article on Community Announcements (Spronty)AnnouncementsOfficial
v0.4.0 - Guided first battle, Endless after Sector 1, freeze fixes
A real first hour A scripted guided first battle. Your first fight teaches moving, aiming, firing and mining on a board built for the lesson, and the pirates take their turn too. Progressive onboarding. The interface arrives one piece at a time: Fleet Command opens after your second warp, and each lesson opens on the ship it is about. One tip per moment. The first sortie comes with a checklist, and the menu opens on one clear door. Endless, sooner Endless mode unlocks the moment you clear Sector 1. No full campaign required: random faction bosses, +25% difficulty per kill, one life, no ceiling. Stances are earned Stances unlock one ship level at a time. At level twenty the crew takes the helm: the AUTO stance becomes available, cancel any time. The stance you earn is announced on the victory screen where you earned it. Two frozen turns fixed One click on your hotbar during the enemy wave could freeze the enemy turn for five minutes. Aiming now belongs to your own turn, and the watchdog clears a stuck aim instantly. A runaway visual effect could hold the turn hostage for a minute. Effects now run on a hard deadline, and anything that overstays names itself in the logs. Nothing resolves silently Every hazard has a voice: the flare, the gravity wave, the wormhole, the jamming sting, the shield break, the funnel, the well, and the last three fields. Plasma damage over time now reads TOXIC everywhere it appears, and environmental deaths play their beat. Victory gets a fanfare instead of a thin sting. The fire cook-off gets the boom the ice shatter always had. Combat and UI Health bars no longer lead the shot: display holds are per ship, and the bars wait for the beam to land. Grappling Hook, Tractor Beam and Force Push are visible again: the hook reaches its target and the fleet parks where the pull says. New module: Implosive. One hit up front, a 600m suction does the rest. The bastion casts a wider taunt, and every taunted ship turns to face it. Transports charge their...Read full article on Community Announcements (Spronty)AnnouncementsOfficial
v0.3.1 - Fortress rework, salvage drones, asteroid retune
Combat Fortress objectives are one target again. A fortress node used to stage a duplicate base prop wearing the same art, so the thing you had to kill sat beside a decoy that looked just like it. Contested installations are sized properly. The Fortress in particular is much larger now, which makes it easier to hit and much better cover to fight around. Nothing resolves before the shot that caused it lands. Misses, splash kills and point defense counters used to report while the projectile was still in the air. Ambushes and bounty hunters warn you a full round ahead. The warp circles appear on the turn before the ships arrive. A volley where only some pellets miss now reads as a partial miss instead of a flat hit or a flat miss. Asteroid retune. The smallest rocks are gone, and the largest no longer act as walls. Salvage and ore Salvage drones do the salvaging, and you can watch them work. Mineable rocks carry a halo that hugs the rock properly. The combat log names whose hull took the damage. Presentation The Sehn are no longer creatures. New ships, drone and emblem, with rim light across the fleet. Winning sounds like winning. Victory had been borrowing the reward chime and was silent on a win with no loot. Turn flips are audible, dying engines dim, and ore lights up. Canisters and bombs are audible in flight again, and muzzle bursts no longer outgrow their own flash. Stability The camera no longer stalls the enemy turn. Past a short grace the AI commits its move without a pan, so the view is never yanked away from you. The tutorial spotlight points where the camera actually is.Read full article on Community Announcements (Spronty)Patch NotesOfficial
v0.3.0 - objective briefings, wipe pushback, storms, Trade Post rebuild, faster
The Last Admiral Demo v0.3.0NEW- Mission briefings. Every objective battle opens with a camera sweep over what you came for, and your XO explains the objective the first time you meet it.- Losing your fleet no longer always ends the run. Past 25% completion the enemy takes the deepest quarter of your territory instead, your buildings stay on their slots (dark until you retake them), and your fleet is rebuilt in place. Below 25% the run still ends.- Gas giants have storms. A drifting vortex with an open eye that catches ships and flings them, with a ghost ring showing where it is heading next.- The Trade Post is rebuilt. It stocks finished ships, modules and orders alongside schematics, every card is stamped with what it actually is, and the broker now buys from you as well as selling.- Incoming attacks build up. The galaxy banner escalates from UNKNOWN CONTACT to SIGNAL TRAFFIC to INCOMING ATTACK, the attacking faction stays hidden until confirmed, and your XO reports each warp.- Hover a hostile node to see its terrain and the exact enemy flagship that battle will crown, silhouetted until a Watchtower reveals it.- Bounty targets announce their run, and their escape.- Superguns aim, fire on camera, and erase everything in the firing corridor.- A note from the developer on first launch, and the menu now reads Early Access Demo.CHANGED- Ships cover more ground. Every hull class moves noticeably further per turn.- Escort convoys move faster, and your fleet can now keep station on them.- Enemy reinforcements are honest about themselves: two full rounds of warning, warp gates showing exactly where they land, two rounds of quiet between waves, and outpost, station and escort waves no longer call themselves an ambush.- Salvage works differently. Every ship fields its own recovery drone on a short leash, so claiming wrecks means sailing to them.- Sector one is Pirate and Allied space now.- Auto-fire is on by default, and the Combat Profile panel starts collapsed.- The camera...Read full article on Community Announcements (Spronty)






