Last Fuse's Epic Roadmap
I'll be making major changes and adding new content to Last Fuse. For the past week, I've been working hard to prototype these ideas and I'd like to share them with you! Presenting... Last Fuse's roadmap!
Space + Mothership HP
Late game extended: Mothership will no longer be killed in one shot. It will have a health bar. You need to send multiple bombs to kill it.
As you send up bombs, it gains armor. You have to constantly upgrade your bombs and armor piercing to defeat the mothership.
Steel Bomb > Abyssite Bomb > Etherium Bomb > Singularity Bomb...
But just as you are about to destroy it, it creates a shield, raising its armor to 9999, negating all bomb damage.
This is when you must construct... The Last Fuse.
The Last Fuse is the final bomb requiring all resources and technology you've acquired so far. Only the Last Fuse can bypass its armor and take it down for good.
However, the Last Fuse takes time to construct, and the alien will launch its final assault on you...
You have to make a choice when you build The Last Fuse:
New Endings
Default: 10 minute build time, average material cost: Detonates the mothership, but the portal remains...they will invade again... the question is... When? Good Ending.
Charge the bomb: 15 minutes build time, higher material cost: Detonates the mothership and the portal. But aliens still colonize other worlds. Better Ending.
Supercharge the bomb: 20 minutes build time. And extremely high alien intensity. Guaranteed to destroy the alien homeworld. Perfect ending.
Perks (Roguelite runs)
The game is designed with replayability in mind and rewards you for every run, success or failure.
Every run rewards you random perks, as well as perk fragments to upgrade these perks.
You can equip a limited number of perks, so strategize to fit your playstyle. However, you can unlock more perk slots as you play. Making each run feel more powerful and start faster.
Perks have tiers:
- Common (Max Lv 3) - Equip five at once, +1 max slot for every 5 achievements gained and general game progression
- Rare (Max Lv 5) - Equip three at once, +1 max slot if you complete map quests
- Epic (Max Lv 7) - Equip two at once, +1 max slot every few total perk levels upgraded
- Legendary (Max Lv 9) - Equip one at once, +1 max slot each time you beat insane difficulty on a bomb type
Perks are categorized into types. Notice how they are colour coded above?
- Industrial Perks (Purple) - Enhances production of resources, building bonuses, energy production
- Builder Perks (Blue) - Enhances bomb construction speed and capabilities, reduce material construction
- Offense Perks (Red) - Increases combat proficiency, such as turret unlocks and combat abilities
- Loot Perks (Green) - Increases enemy loot and perk generation speed
Perk list
Bomb Upgrades!
As the mothership progresses, you need armor piercing and stronger bombs.
As you progress, you get stronger materials. Use these to build stronger bombs and even equip them with optional explosives if you are feeling ambitious. The bomb upgrades in several stats:
- Damage
- Armor piercing %
- Build time
- Maximum payload (kg)
Weather anomalies
Tornadoes that increase the bomb's heat. Destroy them with turrets to get rid of them and reclaim extra build space!
Underwater
Build submarines to extend underwater build area.
Harvest fish to feed your population.
Most importantly, it is the only way to acquire Abyssite and Etherium ore.
Some advanced factories may only be buildable underwater to take advantage of cooling.
Prestige Buildings
Buildings like the underwater dome do not produce anything, but they add Prestige.
Prestige buildings are extremely expensive buildings that look pretty. However they progress your civilization in stages. I'm not sure what it will do, but maybe you can pick the following:
- It reduces chance of riots and bad events.
- Occasionally lets you cast a productivity buff, its strength, duration and cooldown improving with each prestige.
- Occasionally lets you cast Emergency Cooling. At higher prestige, heat reduction is greater, and less cooldown.
- Reduce negative effects of overdrive.
- Randomly get bonus materials (higher prestige = grant more and rarer materials like Etherium)
New enemy and turret types
- Enemies that disable your buildings.
- Enemies that provide healing.
- Enemies that shields its allies.
There is so much that can be done with a tower defense. Same for turrets - Tesla turrets from Faraday's island!
Destructible Warp Gates
Warp gates can spawn over time, and you have to build foundations to reach and destroy them. Warp gates can be destroyed and afterward, you have three options:
Islands
As you defeat the aliens, you can build radars to discover islands.
- Islands in the distance, can build unique buildings, or meet NPCs, or scenarios
- Black Volcanic island: x1.5 farm speed, can build 3 Cookhouses per island (the only building that has Teriyaki production)
- Mountains: x1.5 Generators’ power generation (and can build 3 Turbines here, the only building with passive energy production)
- Arctic Plains: Coolers x0.75 energy cost, (can build 3 Zero-Energy Cooler here).
- Desert island: Houses and cities x2 population
- Abandoned Faradays Lab. Repair it to get 5 perks 1 permanent perk, or dismantle for cores.
- Wind tornadoes on desert can be destroyed with turrets to unlock more build space
- New islands have wreckage that can be mined for cores or perks.
Food
After a certain population, they'll start asking for food. You need Vegetables, Fish, Meat
- No food: -90% productivity to all buildings
- Only 1 food type: -20% productivity
- 2 food types: No penalty or buffs
- 3 food types: +20% productivity
- Teriyaki (requires all food types and a cookhouse to make it): +35% productivity if above 0, and unlocks the Nursery building, providing 1 Workforce every 60 seconds (it will work until 100 Idle settlers).
- Farms cost ‘sand’. You get 3 Sand each bomb you send up, but eventually you can obtain it from unlocking Sand Drill.
- Farms can be upgraded with Fertilizer (obtainable from decomposing Vegetables)
- Farms cannot be built near your bomb - only on islands.
- Rare, fertile islands x2 farm production.
Cores
Each time you send up a bomb or salvage an alien ruin, you can choose to unlock a new building or get cores. Cores are the only material you cannot manufacture manually. These are used to build and upgrade the highest tier buildings, Epic buildings.
Epic buildings
A new tier of buildings that put the new resources to use.

New resources
Titanium will no longer be the endgame material.
In fact, a new material, "cores", will be ultra rare.
Common materials (easy to get)
- Titanium - Dropped from aliens, can learn to craft it from steel later.
- Abyssite - Obtained from underwater extraction - used for highest tier cooling structures.
- Penguin Poop - Discovered from islands, you can tame penguins to produce poop to fertilize farms.
Common materials (expensive to craft)
- Etherium - Refined from Abyssite, these require extreme energy to craft, but can be inserted into bomb payload to increase its damage.
- Teriyaki - Crafted from all 3 foods (Vegetables, Meat & Fish) - build nurseries that give you workforce without need for towns
- Modules -See below.
Rare materials (Cannot craft)
- Xenite - Alien matter exclusively dropped from alien kills and damaging mothership. (Cards)
- Alien Meat - Dropped from alien kills. Processed in biolabs to become edible meat.
- Edible Meat - Consumed to receive productivity buffs
Rarest materials (Cannot craft, only from cards)
- Core - Obtained when you damage the mothership or from salvaging ruins. Only craftable in final unlock at endgame)
- Alien Artifact - Extremely rare item from scavenging alien ruins and monoliths that spawn, and warp gate destruction. Needed for the final bomb. (cannot craft at all! Gained from exploration.)
Permanent currency (for meta roguelite upgrades)
- Perk Fragment - Strange gem from an alien. Can be used to upgrade permanent perks. Obtained based on damage dealt to mothership when game ends.
- Alien Power Core - Only obtained when you defeat the mothership. If you defeat it on higher difficulties and with supercharged ending, you get more. Used for legendary perk and level 5 upgrades. If you have a legendary perk, excess Alien Artifacts at the end of a run convert to this currency.
Modules
Buildings will have 2 to 5 module slots, depending on its tier and type.
e.g. Basic Cooler 2 slots, Advanced Cooler 4 slots, Zero-Energy Cooler 5 slots. This encourages building stronger buildings when space is a constraint in late game.
Modules are like equipment that can be equipped onto buildings to boost various stats, improving building capabilities.
Speed Module: Improve building speed but raises energy consumption.
Efficiency Module: Decreases energy and heat production. But reduces speed.
Production Module: Chance to produce x2 outputs without consuming inputs, but raises building's heat and energy production.
Combat Module: Increases turret attack speed and range, but bullets are more expensive.
Cooling Module: Equipped only on coolers to increase cooling ability. (Extremely rare)
Ultimate Module: 0.1% chance to craft, rare drop from mothership boss. Post endgame, can be crafted with Dark Matter.
Modules are randomly generated from assemblers. They are expensive to craft and meant as mid to late game boosts. In future, maybe modules can have tiers, allowing late gamers to maximize their gains.
Foundations
Addition of new islands and destructible warp gates mean you need a way to expand. Foundations let you build over the sea.
Bomb Types
You can select various bombs. Each one has its own unique attributes.
- The inferno core gains heat when you attack but increases offense capabilities.
- The cryo core won't produce heat but instead factories produce heat.
- The chaos core has huge energy storage but has unstable energy production.
- And more!
Winning on each bomb unlocks a permanent building or passive boost. For example the chaos core will unlock Super Batteries permanently in all future playthroughs.
Endless Mode
After winning, you can keep playing or restart. Benefits:
- Unlock more perks, farm for legendary perks.
- Complete milestones (quests on the map), and achievements.
- Save all the NPCs, adding them to your main menu.
Restart benefits:
- Hard and Insane difficulty modes for better endings that unlock even rarer meta technology and perk slots.
- Win on different bomb types to unlock new passive abilities.
- Win on different maps to unlock new buildings.
Phew this was a long post, let me know what you think here or on Discord!
I will release a new demo on Steam in April! So feel free to wishlist the game so you'll be notified when it happens!
Files
Get Last Fuse
Last Fuse
Build a nuclear bomb in the heart of a warzone—push its power, but don’t melt down.
Status | In development |
Author | YYZ |
Genre | Strategy |
Tags | 3D, City Builder, Indie, Management, Real time strategy, resource, Tower Defense |
More posts
- v0.12 - Titanium Factory, Production counters2 hours ago
- v0.11 - Platformium!2 days ago
- v0.10 - Cores, Mothership reveal!5 days ago
- v0.9 - Endless Mode! Tutorial + Heat storage changes16 days ago
- v0.8 - Foundations21 days ago
- I pulled the trigger: Last Fuse on Steam!23 days ago
- v0.5 - Combat, Research Tree, Building Upgrades36 days ago
- v0.1 - Last Fuse is born! An unexpected idea from...37 days ago
Comments
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You guys are really putting in the work! Good stuff :)
Hey! It's just me actually haha, but THANKS! I'm working hard on the game and can't wait to deliver some of these exciting stuff soon!
Oh, nice, even more kudos then; it's a lot of features for just one person! Also wanted to compliment the whole "reactor" idea – did you get it from Forts, or was it a case of parallel thinking? In my opinion its a great twist on the TD genre.
By the way, I wanted to let you know that as your main "competitor"—only other 3D game with a relatively similar visual aesthetic I've seen while browsing the tower defense category—you are a huge inspiration. I am currently trying to crank out an endless mode too, but you beat me to it...
Looking forward to the future updates!
Thanks! The reactor idea was born from the theme for the Brackeys Game Jam (nothing can go wrong) which led to the idea of building a bomb because bomb = inevitably something goes wrong. I then added combat when I felt confident to do so, and it evolved into a TD. My first devlog dives into greater detail on the ideation process. In terms of games, people have called it Frostpunk + Tower Defense.
I will check out Forts!
huh, interesting. Gonna put it on my todo list to read your devlog and play frostpunk (don’t tell anyone I haven’t)….