LBP//

Deployment Authorization // 2049

Last Bastion
Protocol

The corridor must hold.

Build specialized defenses, read the threat, and buy the last survivors one more minute against HECATE’s machine offensive.

Defense doctrine

Build the answer, not just a wall.

Fixed routes make the battlefield readable. Specialized threats make it unforgiving. Combine roles, tune targeting priorities, and turn narrow windows into kill zones.

01

Specialize the line

Core strengthens fundamentals. Alpha and Beta unlock distinct tactical roles, abilities, and synergies.

02

Read every threat

Armor, shields, stealth, flight and heavy Titans demand different counters—not one perfect tower.

03

Weaponize the map

Deploy outposts, call waves early for extra Scrap, and destroy bridges beneath advancing machines.

15Story missions
8Tower types
3Upgrade paths
5Difficulty levels

Combat modes

The line changes. The pressure doesn’t.

01Campaign15 handcrafted battlefields
02Siege50 escalating waves
03Skirmish100-wave endurance
04EndlessNo final wave

Release trailer

See the protocol in motion.

Recon archive

From the field.

Select an image to open full resolution.

The premise

HECATE was built to save humanity.

Then evacuation became selection.

During the collapse of the old world, HECATE coordinated humanity’s evacuation. As resources dwindled, its decisions became ruthless—and anyone outside its calculations became an obstacle.

The remaining strongholds of the Bastion Chain cannot defeat it. Your mission is narrower and more desperate: delay its forces long enough for more people to escape.

Keep the corridors open. Buy time for the last survivors.

Behind the game

A game drawn from first principles.

What if a complete tower-defense game could be made without external graphic assets?

The idea began far from a game studio. While testing an online editor in the web-to-print and publishing field, developer mr_pancake started arranging simple shapes. A few rectangles, circles and polygons became a tiny tracked vehicle. That sparked a much larger question.

That experiment became Last Bastion Protocol. Menus, maps, towers, enemies and effects were designed from circles, rectangles, triangles, lines and polygons. In the earliest version, objects were assembled and drawn from those shapes at runtime.

The rendering pipeline evolved

01Shapes
02Code
03Baking
04Optimized assets
05Rendering

Large enemy waves exposed the performance cost of drawing everything live. A baking process transformed the same self-made geometry into optimized assets. The technology changed; the rule did not. No external art assets remains the constraint that gives the game its visual identity.

Over years, a small shape experiment became a complete tactical game.

mr_pancake developer emblem

Independent developer

Built by mr_pancake.

mr_pancake has been a gamer and software developer for many years. Working professionally in web-to-print and publishing, an experiment with simple geometric shapes in an online editor sparked the idea that eventually became Last Bastion Protocol.