Estimated reading time: 5 minutes
Alejandro Nunez, the solo mind behind indie outfit Wakety, just gave the RTS faithful something to chew on with the newly released trailer for The Last General. Clocking in with explosive visuals and a clear focus on large-scale warfare, the footage finally pulls the curtain back on what has quietly shaped up to be one of the most promising strategy titles on the horizon. And yes, it’s being built from the ground up by a single developer.
From the get-go, The Last General sets its sights far beyond typical indie ambitions. The trailer showcases sprawling battlefields erupting with thousands of units—infantry, tanks, artillery lines, choppers—all colliding in fluid, chaotic firefights. Unlike many indie strategy games that lean into pixel-art minimalism or stylized abstraction, The Last General isn’t interested in compromise. Its visuals land somewhere between the grittiness of military simulators and the overhead chaos of genre mainstays like Wargame or Company of Heroes. There’s a sincere push here toward cinematic, modern warfare—a tone RTS fans haven’t seen executed at this scale in years.
Strategic Scale and Mission Diversity
At the heart of The Last General lies its mission diversity and procedural scope. The game touts “millions of unique missions,” a metric that sounds absurd at first blush until you drill down into its structure. There’s a procedural generation backbone here meant to spit out endless combinations of battle types—deathmatches, assassinations, insurrections, rescue ops—all layered with tactical complexity. This isn’t a narrative-driven campaign stitched together with set pieces; it’s systemic war, set across ever-shifting configurations.
Leading your army seems to involve a satisfying layer of command-level decisions, from precise tactical moves to broader resource conquest objectives. The trailer suggests a blend leaning heavily into overwhelming volume—games where a thousand moving pieces create chaotic but emergent order. For strategy heads who’ve been craving a sandbox of destruction instead of heavy scripting, this is exactly the right flavor. And with the presence of air support and real-time reactive AI hinted at, there’s potentially a deep stratification of player skill expression.
One-Man Army Behind the Code
Much of the buzz surrounding The Last General stems from the sheer audacity of its development model. Alejandro Nunez is reportedly building this colossus solo. Indie games often push boundaries, but the scale of this attempt tilts from impressive to downright unhinged. It’s rare to see one pair of hands pull off anything with this much apparent simulation density, particularly with 3D unit rendering, AI systems, environmental design, and network-level optimization all presumably involved.
The trailer doesn’t conceal this either—it leans into the scope, weaponizing disbelief as a kind of allure. Whether or not the final product lives up to the trailer’s promise, there’s no denying the vision here. It’s a gutsy attempt to revive a genre that’s either stagnant or over-engineered depending on who you ask. At a time when AAA studios often struggle to ship fully functional RTS titles, there’s something inherently rebellious, even punk, about a one-man army forging this battlefield.
Tech Direction and What’s Next
The game’s tech stack appears tailored for heavy lifts. Unit count is one of its big flexes, with direct shots spanning massive engagements without tearing at the seams—not a small feat in any engine. However, there’s still an open question of how it will handle such numbers during real-time play. Will slower systems chug under the weight? How fluid is command responsiveness when managing hundreds of squads at once? The trailer answers plenty but leaves performance in real conditions deliberately coy.
According to the Steam store page, The Last General will hit Early Access in Q3 2025, with full release targeted for 2026. It’s being planned for Windows first, and likely Mac, though no word yet on Linux or console ports. That early access period will be critical—not just as a testbed for mechanics but as proof of stability under scale. For a game defined by ambition, its community feedback loop could shape everything.
For now, RTS fans and skeptics alike should keep one eye locked on this one. The Last General walks a thin, volatile line between simulation excess and excellence—but if the game plays half as well as it looks, Nunez might have just made history from his basement.