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.

Torchlight,
teeth, decisions.
Summon rituals, curse-feeding bosses, and a map you read before you walk it.
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. Rewarded ads exist for players who want a second look at a card reward; they are never required and never interrupt a fight.
Coming soon to the App Store — free to start, for iPhone and iPad. Want a nudge on launch day? Drop us a line.
