In the depths of space, you approach what may become your new home. However, the barren rock you descend upon may not be so welcoming.

Our Last Hand is a Deckbuilder-Basebuilder where you attempt to scratch out an existence on a strange world. Play cards to build clover structures, balance your resource generation with population sanity, and manage an ever-present agitation from the rocks under your roots. As you survive each season, draft cards from six domains to take on new challenges.

Play the downloadable version for the best experience


Click and drag cards from your hand to place buildings or trigger once-off effects. 

At the end of a season, pick from a set of challenges to complete during the next season. Remember that the one you leave for last will become harder.

During the Draft Phase, pick new cards from six distinct card domains and discard cards from your current deck.

Keep it going as long as you can, building your colony and taming the planet.

You win when you complete the final season! You then get the option to continue in endless mode, but be aware that the challenges scale with each year.



Our Last Hand was originally developed in one week for Brackey's 2026 Game Jam. The theme was "Strange Places."

Since then, the game has been updated. See the development logs for the change logs!

Developed by Garage Bug Games

Ruby Walne - Programming

Chloe Heyns - Programming

Austen van der Byl - Programming

Micaela Loubser - Music and SFX

2bitdream - Art 

Known Bugs

  • In endless mode, the season challenges bug out after a certain point (roughly season 13 onwards).
  • Agitation in the season challenges scales in the wrong direction (it get's easier!).


Download

Download
Our Last Hand 1.3 - WINDOWS 52 MB

Development log

Comments

Log in with itch.io to leave a comment.

(3 edits) (+1)

Hey! 

This is really neat. A fun idea. I enjoyed playing it and I wish there was a harder difficulty to strain my planning around! 

Sadly, I only played the first two "years" before I was a bit over prepared for the seasonal objectives and got bored. None the less I had fun.


I really like the idea of a system with lots of resources that all drain off each other. I think the seasonal objectives are a nice focus for driving this system into operation.

It would be pleasing to have a known final objective, or a passive long-term threat such as Agitation going +1 each turn.

Something to demand forward thinking and planning beyond the season. Aiming for the objective is good, but I want to have something else fighting against it that gives me some dilemmas to work with.


I like what you've done with the artstyle, it's very striking and very clean pixelart. There's a lot of very impressive visual polish on pieces jumping around, squishing, effects, sounds, all very first class.

The card descriptions are a bit hard to parse quickly (fullscreen) I would appreciate some colour highlighting on the +X -Y stuff. Just makes it easier to notice, and crucially remember. 

You (team's artist) should consider integrating the colour of the produced resource into the building so your outpost's makeup is a bit easier to glance. 


All in all this was fun. Good work.

(Though this doesn't really have anything to do with infesting as a concept :( )

Hey hey, thank you for your amazing feedback! You make a lot of very good points, we’ll be sure to note them going forward!

(+3)

This is so fun! Love rogue-like deckbuilders and this has so much potential. Well done! 

Thank you so much for playing! Glad you enjoyed it 🙌🏻

(+4)

This has the 'one-more-run' quality that all good games of this type have. Great job!

That's great to hear! Thank you for playing and your lovely comment 😁

(+4)

The mechanics were a bit difficult to understand at first, but when you get it there are so fun, smart and addictive. The art style is gorgerous 🥹

Thank you so much for playing! Glad you like the art :))