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The Last Monster: Escape app icon
Roguelite deckbuilder · iOS & Android

The Last Monster

The heroes already won. They cleared the dungeon, took the treasure, and locked the doors behind them — and you are what was still breathing when they left. Build a deck of blood and summons and climb out.

The Last Monster gameplay — a Summon card calling a pack of blood wolves onto a guard
36cards, with upgrades
24hand-painted creatures
3acts, each with its own rule
0subscriptions · no energy timer

What's new

Version 2.0.0 ·

  • New for the Vampire: Blood Echo. When your Blood is full, your next card is played twice, the second time without spending mana.
  • New for the Werewolf: the Beast. At 3 Fury you become the Beast and stay that way: attacks deal double damage. A Defense card turns you back.
  • Night Shift: one prison a night, the same for everyone, with its own task and a twist to the rules.
  • Finished tasks unlock new cards and relics, and every 30 tasks you choose one of 6 legendary cards.
  • The Vault: every card and relic you've found, in one place.
Read the full notes
  • A new look for the Vampire, a new title screen, new damage numbers and treasure room art.
  • New sound effects, plus new music for Acts 2 and 3 and for elite fights.
  • Your progress is now backed up to iCloud. Settings > Reset progress lets you start over; purchases stay.
  • First-battle tips, and bug fixes.
Previous versions (2)
1.0.1THE SECOND MONSTER

They locked up more than one thing.

NEW CHARACTER — THE WEREWOLF

A second playable monster with 48 cards of his own. Fury builds while you fight; fill the bar and you transform — four extra mana, no defense, one turn to end it. A different game, not a new coat of paint.

BLOOD FINALLY DOES SOMETHING

Fill the Vampire's Blood to 6 and Bloodrush takes over: two turns of double damage, and two turns of taking more. The question is no longer when to spend it, but when to fill it.

MORE RUN, LESS REPEAT

  • 120 cards with upgrades (was 36)
  • 25 events (was 12)
  • Three bosses per act, nine in total — the last door is not always the same
  • Three new boss relics
  • Ascension 6-10: five new tiers that squeeze the run outside combat — gold, elites, drafting, bosses, status effects
  • Acts 2 and 3 no longer show you the same fight twice in one run
  • Clear Act 1 and the first Ascension tiers open up, purchase or not

FIXED, MOSTLY BY PLAYING IT

  • INCOMING now updates when your block does
  • Card keywords are explained on the card — Exhaust, Weak, Fragile
  • You can leave a fight from the menu again
  • Bigger, clearer card and panel text
  • iPad: the buttons no longer eat the whole screen
  • Character select is portraits now, and the Ascension arrows sit on the NEW ESCAPE button itself
1.0

First release on the App Store.

Screens

Torchlight,
teeth, decisions.

Summon rituals, curse-feeding bosses, and a map you read before you walk it.

A Summon card resolving mid-fight Turn-based combat against two prison enemies The Jailer boss fight, phase two at 35 percent The act map with the path already climbed Choosing one of three card rewards The deck screen with category filters
The game

What is The Last Monster?

A single-player roguelite deckbuilder in the spirit of the genre’s best — but you are on the other side of it. The heroes have been and gone. You are the thing they chained in a cell, with three floors of the kingdom’s finest between you and the sky. Every run is a fresh escape attempt: a new map, a new deck, a new way to die.

How it plays

  • Summon cards. Your deck is not just steel and spells. Summons call what lives in the dark — wolves of blood, a choir of bones, a maw that opens where a guard was standing. Each has its own ritual, its own timing, and its own way of hitting more than one enemy at once.
  • Build, don’t collect. Ten starting cards. Every fight offers three more. The run is won by what you refuse — a thin, sharp deck beats a fat one, and the camp lets you burn what no longer serves you.
  • Three acts, three questions. The prison feeds curses into your deck. The pursuit puts archers behind a wall of pikes, so “kill the dangerous one first” stops being an option. The church burns your block away, so defence stops being an answer. Each act layers on the last instead of replacing it.
  • Relics and ruin. Broken shackles, prison rags, an iron fang pulled from something else’s jaw. Relics change how your deck works, not just how hard it hits.
  • Ascension. Beat the escape and it gets harder, on purpose. The Game Center ladder tracks how deep you got, at how cruel a setting.

Phone-first, one thumb

Wet stone, torchlight, and creatures painted one at a time. Every card is drag-to-play, every decision fits on the screen, and a run takes 25–40 minutes. No internet connection required to play.

The Biriki promise

Act 1 is free — all of it: the whole prison, the Jailer, the full card pool. One single purchase, Full Escape, unlocks Act 2 and Act 3 permanently and removes ads. No subscription. No energy timer. No lives to wait for.

Out now on the App Store and Google Play — free to start, for iPhone and iPad and for Android phones and tablets running Android 10 or later.