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Last Round at the End of the World

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Last Round at the End of the World screenshot 1
Playest Open EN trailerWatch trailer on Steam ↗

Last Round at the End of the World

Ex Ignorantia · Published by Ex Ignorantia, GLASSiRiS

Content notice: Some of the game's endings have fantastic violence, but most of the experience deals with the implied violence of the ritualistic sacrifice, but none of it is graphical in nature.

Last updated 28 Sept 2026

Dream the riddle. Question the village. Choose who drowns. A poetic folk-horror game about divine messages, guilty villagers, ritual games, and the terrible cost of keeping a place safe.

Free to PlayComing SoonDJCTQ 142 DLC available ↗

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Indie, RPG, Casual · 2026 · More free games

About this game

Last Round at the End of the World is a folk-horror narrative puzzle game where you interpret divine messages, question characters, and choose who must die to keep an island alive.

Instead of fearing the sacrifice, like in The Wicker Man and Midsommar, this time, you are the Adjudicator.

The Spirit Demands a Name

Once a year, the Spirit of the Waters speaks: it gives you a poetic riddle pointing to one soul among the villagers.

Choose right, and one person drowns so the rest may live.

Choose wrong, and the water takes everyone.

Read the Poem

The Spirit’s words are never direct: a scar, an innocent gesture, an old sin.

Every detail may be the key.

Question The Villagers

Speak with lovers, drunks, devotees, cowards, and survivors.

They all know someone must die, but no one wants to be chosen.

Take Part in the Rituals

Some truths must be earned: gamble at the pub, work in the cemetery, kill in the woods.

Rituals and mini-games reveal clues ordinary conversations will not.

Choose Who Sacrifices

At the end of each year, say a name.

Each death changes the village; every correct choice makes you more necessary.

And perhaps more monstrous.

Made of Fragments

St. Nineveh is populated by photo-collages made from vintage and original images.

Broken faces, constructed belief, a collective past that doesn’t agree with itself.

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10 64-bit
  • Processor: Intel Core i5-4590 / AMD Ryzen 3 1200
  • Memory: 8 GB RAM
  • Graphics: NVIDIA GTX 960 / GTX 1050 Ti / AMD RX 560, 4 GB VRAM
  • DirectX: Version 11
  • Storage: 8 GB available space

Recommended

Recommended:
  • OS: Windows 10/11 64-bit
  • Processor: Intel Core i5-10400 / AMD Ryzen 5 3600
  • Memory: 16 GB RAM
  • Graphics: NVIDIA RTX 2060 / RTX 3060 / AMD RX 6600 or better, 6-8 GB VRAM
  • DirectX: Version 11
  • Storage: 8 GB available space

Supported Languages

English, Portuguese - Brazil, Simplified Chinese

Latest news

  • AnnouncementsOfficial

    LAST ROUND Playtest is OPEN 👁️

    Hello, Adjudicators!We're absolutely thrilled to announce that the beta playtest for LAST ROUND has officially arrived!Without further ado, St. Nineveh Isle awaits your visit — as well as your choice of who must die so the village can live 🩸Join us in this weird photo-collage, poetry-infused folk horror puzzle game of ours!Thanks for visiting, and see ya soon 🏝️🦑
    Read full article on Community Announcements (exignorantia)
  • AnnouncementsOfficial

    Making a Horror Puzzle Game in 38 hours (Part 2 - Dev)

    Ooooh boy did we really do it all in 38 hours? Howdy folks, Gustavo Rolanski here!I’ll be honest with you. Poetry? Definitely not my strong suit, which is why I’m thankful to have Sid’s Big Beautiful Writer Brain to do the heart side of the job, while I focus on building and creating the body of the project. The soul? That comes from both of us 😉I’ll do a quick once-over of the programming and Unity side of things for y’all!The Technical StuffIf you ever wondered what it takes to program a small game for a game jam, here’s the breakdown.Of course, this doesn’t take into account the 3 plugins we used (LeanTween, Odin Inspector, and PlayerPrefsEditor). 1580 lines of code isn’t that much, in comparison to our bigger game, the Dialogue Manager in Crow’s Requiem alone has nearly 1200 lines of code.For anyone interested in a more in-depth look, here’s a quick rundown on each script used in Last Round:Interaction Scripts:Button Interaction - Simple script with methods for button interaction that can be assigned to the button’s OnClick event.Move Interaction - The brain behind the screen switching, using IPointer Handlers to grab the mouse interaction with the buttons.NPC Interaction - Also using IPointer Handlers, this is the script used to engage our dear villagers in conversation (as well as controlling the outline shader. This also helps with identifying which NPC is being interacted with.Manager Scripts:Game Manager - Your run-of-the-mill game manager that controls game flow and asset loading.Dialogue Manager - The single most important script of the game, controlling dialogue flow and the choices. It also handled player inputs on dialogue screens.NPC Manager - This is what controls which NPC is chosen as the sacrifice, and also controls what the non-sacrifice NPCs will say. It also holds a list of each NPC’s information.Settings Manager - A Simple Settings manager plundered from another project and stripped down to only handle audio settings, saving everything in play...
    Read full article on Community Announcements (exignorantia)
  • AnnouncementsOfficial

    Making a Horror Puzzle Game in 38 Hours (Part 1 - Concept)

    In August of 2025, we had a weird idea for GMTK Game Jam: what if we created a "Lovecraftian poetry puzzle game"? Whatta specific string of words, huh?So, there we went! What came out was the very first version of what would become Last Round at the End of the World. But how did we get from a notebook scribbled idea to a playable prototype in just 38 hours?The Idea or "Is It Enticing?"We've been registered to the Jam for a while now (the duo for this one being me, Sid Osna, and Gustavo Rolanski — we also founded Ex, hi there), but the theme is only revealed on the first of the four days we had to make the game.Here's the first exchange on this btw, on Wednesday 2PM Brazil time:I pitched it as a "prophecy-based guessing game", where you'd interpret something to choose a sacrifice. Some shaping and polishing, and we had the general idea of pretty much how the game ended up being.Here's the sketch I did during the call, as we decided to color-code them for better organization and, later, quick player understanding:Start Working or "First Round"Gustavo started working on the build, and I'm sorry to say, he'll have to do Part 2 to tell you all about it. Gotta admit, there's a reason I stick mostly to writing and game design — I'm what you might call "not super technologically capable". Yeah, let's go with that!So, while my brilliant partner went to town on Unity, I started picking the base images, mainly from Public Domain Review and Unsplash, and, next, blocking the first characters into them. Here's a bit of that:Here's also the process of making the cut-out pieces over the block (Blue guy is essentially cloth textures cut in the shape of each part, while Green was more composed of already-human-like pieces):The Poetry Part or "The Demand"The poetry part was pretty fun to solve, from a writing point of view (again, Gustavo may later say it was his least favorite part? Stick around to find out). The idea here is:3 Demands:Heart / Body / SoulEach has 4 variables:for exam...
    Read full article on Community Announcements (exignorantia)
  • AnnouncementsOfficial

    Meet the Characters 👁️ pt.1

    Hello, villagers! 🍻 Today, we want to introduce you to some of the new FRIENDLY faces you'll meet in LAST ROUND at the END OF THE WORLD:🐙 WISHLIST on STEAM to support the devs!See ya in St. Nineveh soon with more news and updates!Ex Team
    Read full article on Community Announcements (exignorantia)

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