Last War: Survival Game is a strategy mobile game developed by
FirstFun Games and published by FUNFLY, a subsidiary of FUNPLUS.
Since its launch in 2023, it has quickly gained popularity
worldwide, particularly generating significant buzz through its
advertising campaigns. The most common scene players see in ads
is a character sprinting through post-apocalyptic ruins, killing
zombies, dodging obstacles left and right, and picking up
weapons or upgrade items. This gameplay resembles a fast-paced
action-running game, often referred to as the “Run” style.
However, upon downloading the game, players discover this is
merely a brief introductory segment and not the core content of
the entire game.
The game's main gameplay follows a
traditional SLG (strategy game) framework, where players
establish a shelter in a city ravaged by a virus. They enhance
their combat strength by constructing resource points, expanding
territories, training troops, upgrading buildings, and
recruiting heroes. You must allocate resources wisely to
maintain fuel, food, and metal production to support troop
operations while defending against zombie attacks and player
raids. This design draws from popular mobile games like “Top
War” and “State of Survival,” emphasizing long-term resource
management and alliance cooperation rather than short-term
action-based gameplay.
So, what exactly is the “Run”
gameplay? It exists in several specific stages of the game, most
commonly during the opening story tutorial or chapter transition
animations. When players first enter the game, there is a
segment where they can control the protagonist to run through
the streets, move left and right to pick up bullets or coins,
and kill zombies ahead. This segment is indeed as shown in the
ads, with simple controls and a tense pace, but it typically
lasts no more than two minutes. In subsequent story segments,
this “running mode” may occasionally appear in the form of
mini-games, but such instances are extremely rare. More often,
it serves as a transitional cinematic sequence that cannot be
freely replayed.
In certain chapters, players can also
experience gameplay modes called “Frontline Breakthrough” or
“Clearing Missions,” where they control a hero to advance
through ruins, clear enemy obstacles, and collect weapons or
enhancement items. These mini-levels are essentially a
combination of tower defense, click-to-shoot, or light action
mechanics. While they offer higher interactivity, they remain
peripheral content within the game's overall structure. They are
not part of the core gameplay loop, unlike traditional running
games that feature continuous levels, progression systems, and
high replayability.
The core appeal of the game lies in
strategic planning and character development. Players can
recruit SSR and SR-tier heroes through a gacha system, each with
unique skills and class specializations—some excel in defense,
others focus on damage output, and some provide bonuses during
resource collection. Battles are primarily automated; after
setting up your formation, you can leave the game to fight on
its own, adjusting positions and skill combinations based on
level configurations to maximize efficiency. This is the
mainstream combat mode in most SLG mobile games. While manual
controls are available in certain boss levels or event dungeons,
these controls remain relatively simple and cannot compare to
those of true action-based running games.
It is worth
noting that the alliance system plays a decisive role in the
mid-to-late game. You can join powerful cross-border alliances
to participate in PVP battles, collaborate to attack world
bosses, and occupy important strongholds or resource zones. This
gameplay requires players to be active online, coordinate
resources promptly, and focus on strategic deployment and
teamwork. In this gameplay system, Run-style controls are almost
nonexistent, and the overall game pace transitions from quick
mastery in the early stages to long-term commitment.
Returning
to the Run gameplay itself, from a mechanical design
perspective, it shares some superficial similarities with
classic running games like Subway Surfers and Temple Run—players
control their character to move along a three-lane path, jump,
or collect items. However, the key difference is that the Run
segment in Last War lacks a continuous progression system, does
not feature difficulty-tiered level challenges, and does not
support scoring or character ability cultivation. It is merely a
temporary visual stimulus or newbie tutorial added to the game
to quickly capture players' interest.
This also explains
why the ads for Last War: Survival Game sparked significant
controversy online. Many players assumed the “Run” mode depicted
in the ads indicated a tense, action-packed game, only to
discover upon download that it was primarily a strategy mobile
game focused on building and idle combat, leading to a
significant disconnect. While this approach successfully
attracted a large number of downloads and did engage some
players in the game's complex strategic systems, it often led to
disappointment for users who simply preferred action-based
running gameplay.
The “Run” gameplay does exist in *Last
War: Survival Game*, but it is only a small part of a few
levels, more like a transitional visual experience or an
advertising tool rather than the core gameplay of the entire
game. What truly keeps players engaged long-term are the
systematic strategic mechanisms such as base building, resource
allocation, hero cultivation, and alliance PVP. If you are
seeking a pure action-based running and jumping game, this title
may not be your first choice; however, if you are open to rich
SLG cultivation and social interaction elements, *Last War* is
still worth a try.