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Asynchronous strategy · Browser · Free to play

The water decides who holds the map

An asynchronous multiplayer strategy game after the climate collapse. Six factions. Scarce water, scrap and grain. You file your orders when you have ten minutes; every tick, the whole map resolves at once.

Time you need per day
10 minutes
Install required
None
Cost to play
Free

01 — What is Last Waters

Strategy that waits for you

The map is a sparse graph of holds — fortified settlements, each producing water, scrap and grain — strung across an uninhabitable expanse called the Long Waste. Nobody builds a road across the Waste unless there is a hold worth reaching on the other end, so the routes are few and everyone knows which ones matter.

You issue orders across the day: move, build, recruit, raid, hold. Nothing happens the moment you click it. At the tick, every player's orders resolve simultaneously — no reflexes, no timezone advantage, no being awake at 3am to defend a wall.

  • Simultaneous resolution

    Everyone's orders are read at the same moment. You commit blind and live with it.

  • One pooled stockpile

    Your holds feed one faction-wide reserve, moved by the Long Roads caravan network. Spend it anywhere; run it dry everywhere.

  • Every game ends

    No persistent empire, no login streak to protect. A match is one telling of the story, and then it is over.

  • Runs in a tab

    Any modern browser, desktop or phone. Nothing to download, nothing to patch.

02 — The daily loop

Orders, tick, consequence

There is no real-time play in Last Waters. You look at the map, decide what your faction does next, and submit. The rest happens while you are doing something else.

  1. Give orders

    Queue movement along routes, start a Growhouse, raise Militia, reinforce a Palisade. Change your mind as many times as you like before the deadline.

  2. The tick

    At the deadline the server reads every faction's orders together. Yields land, caravans arrive, armies meet on the same route in the same instant.

  3. Read the report

    A plain field log of what happened and what it cost. Losses, gains, who was seen where. Then you plan the next day.

03 — Six factions

Same tools. Different reasons.

All six in depth
  • Reclamation

    Engineers by inheritance. They think the old world's mistake was carelessness, not ambition.

  • Long Roads

    Caravaners first, settlers second. Every other faction depends on them more than it admits.

  • Tidewatch

    They dive the drowned coast for what the old cities still hold. Grim, or honest, depending who you ask.

  • Last Legion

    The services that never disbanded. They kept the chain of command after the capital stopped answering.

  • Verdant

    Growhouses as an argument. The land isn't dead, they say, it's waiting.

  • Ashkings

    They made hard calls early and never found a reason to stop.

04 — What you spend, what you send

What you spend, what you send

Three resources

Water
The least negotiable currency there is. Wells, catchers, aquifers, and the relays that move it.
Scrap
Structural metal, wiring, engine parts. Every piece in play is something nobody is making anymore.
Grain
Food, broadly. A hold with strong grain yield has found a way to make its land work again.

Three units

Militia
Neighbours, farmers and salvagers who picked up a weapon because someone had to. Everyone's backbone.
Outriders
Fast across the Waste. Scouts, raiders and rapid response, mounted or vehicle-borne.
Wreckers
Construction equipment turned siege equipment. Slow, and built to take walls down.

Costs, yields and combat maths are all on the how to play page.

05 — Before you start

Reasonable questions

What is a tick?

The moment the day resolves. At the deadline the server reads every faction's orders together: yields land, caravans arrive, and armies meet on the same route in the same instant.

Do I need to be online for it?

No. The tick runs without you. If you file nothing, your standing orders hold and your holds keep producing.

What happens if I miss one?

Your standing orders carry and your holds keep producing. Miss a week, though, and someone else is drinking your water.

How long is a match?

Weeks, not months. One tick a day, and a defined end — no persistent empire to maintain.

Can I play from my phone?

Yes. A browser is all you need, desktop or phone. No install, no patch day.

Is there a fee?

Free to play, with no adverts.

Every rule in the game is written out in the rulebook — units, combat, fog of war and the rest. No account needed to read it.

The hold is small, the talk is constant

Diplomacy happens outside the game as much as inside it — players argue about the tick long before it lands. Read what the world is, or what the day looks like, before you pick a side.