Accused of heresy. Sentenced to death. Surviving is your problem.
The Last Heresy is a roguelike tactical game inspired by Enter the Gungeon, bringing a turn-based tactical twist to its premise.
In a grimdark fantasy empire ruled by a Demon King, you have been accused of heresy and sentenced to immediate execution. You are now being hunted, and you have to fight your way out.
Find better weapons and trinkets. Decide which tools to use, which to save, and what each situation is worth spending. Resources are limited. Your pursuers are not.
If you die—well, it happens. A whole empire is after you. Try again with a different approach, perhaps some better luck, and see whether this time you can persevere.
The game will not hold your hand or explain all its secrets. Weapons, enemies, and their interactions hold things to discover. Almost nothing is exactly what it seems.
If you enjoy difficult tactical challenges, hidden interactions, and learning through trial and error, give it a try. See how far you can get—and whether you can live long enough to take revenge on your persecutors.
Version 2.5 contains one playable level, with weapons, trinkets, secrets, and interactions to discover across repeated runs. The prototype is intended to give you enough room to experiment with its systems and try different approaches.
The current focus is adding content. A visual overhaul is planned for version 3. The presentation is provisional: expect rough edges and the occasional bug.
This is my first serious attempt at a game prototype, developed solo with no budget. I built it to show my ideas, how I approach game design, and my persistence in bringing ambitious systems to life with the tools available to me.
I'm a game systems designer. Visual art and 3D modelling are outside my specialism. I chose to work beyond a 16-bit visual style to explore what one person could achieve using freely available tools and workflows.
This is an exploratory prototype, and I cannot promise it will become a finished game. I intend to keep updating it for as long as I have the time and energy; its longer-term future depends on the opportunities and collaborations that emerge.
My goal is to put this work in front of people in the games industry who might be interested in the project, my approach to design, or working with me.
If you try it, I'd particularly welcome your thoughts on the decisions the game asks you to make, the interactions you discover, and what makes you want—or not want—to attempt another run.
The empire can wait a moment.
The current build is temporarily hosted on Google Drive. Use its Download button to save the game archive.
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The normal launch uses Vulkan. The alternative launcher runs the same game using DirectX 12.
Interested in working together?
I’m looking for remote game systems design opportunities, preferably on a contract basis, and I’m also open to freelance projects. I’m based in Greece, with flexibility around working hours and time-zone overlap.
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CURRENT BUILD · VERSION 2.5
v2.5 is a content injection, focused on more secret and not so secret stuff and interactions. Maps were added, characters, weapons, trinkets etc.
The plan is to add a few more, maybe a second playable character, bind it all together and pave the way for the v3 visual upgrade, if time ever allows.