About
The bar closes when you say it does. That's the problem.
LAST CALL is a top-down arena roguelite built around the one decision every gambler gets wrong. Clear a room and the house makes you an offer: bank what's on the table and walk out, or stay for one more round at a bigger multiplier. The pot grows either way. So does Greed — and Greed decides who comes through the door next.
THE LOOP
• Fight a room. Chain kills to build a combo, because the combo is the payout.
• Clear it, then take the deal: cash out for keeps, or one more round for more.
• Spend from the pot at MIRA's bar between rounds. Anything you buy is neither banked nor staked.
• Every fifth round, something comes down the stairs that has a name.
WHAT'S IN THE BUILDING
• 6 characters, each with one big move — a shockwave, a blink-strike, a coin flip that can go either way
• 6 weapons you pick before you walk in, from KNUCKLES to THE TAB
• 32 upgrades, 12 risk cards that pay you to make the night harder, 10 kinds of trouble
• 5 rooms and 4 bosses: THE BOUNCER, THE DEALER, THE MIRROR, and THE HOUSE
• A daily table — same seed, same order, one shot at it
• The back alley, where you can practise any match-up and nothing is recorded
RISK YOU CAN READ
Nothing hurts you without a wind-up you can see first, and every wind-up is long enough to answer with a dash. Dash through an attack as it lands and it becomes a counter. If a fight ever gets hard to read, the camera lens, the old-television filter and the screen shake each have their own dial, including off.
No lootboxes. No energy. No timers, no daily notifications, nothing designed to nag you back. The only thing this game wants from you is one more round.
You can leave anytime. You just won't.