ArcadeWhale OriginalMade in-house, playable only here
Last Gun
How to play
Desktop W A S D move · Space jump · C crouch · R reload · left button fires, right aims
Touch Left stick moves; drag to look; FIRE shoots
About Last Gun
Last Gun is a free-roaming first-person gun game. You spawn into an open arena and you move wherever you like: W A S D to run, Space to jump onto a crate or up onto the raised centre platform, C to crouch behind cover, the mouse to look. The left button fires and the right button aims — aiming zooms in, tightens your spread and is the only way to use the Marksman scope. On phones drag empty game space to look and use the separate FIRE pad to shoot; optional Auto shoots only on a visible target. Three arenas share the rotation and the match picks one that fits the table: the Yard is a bright sand court with a wide platform and crates stacked in every corner, Coldstore is the same size but its platform is narrow and its pillars sit back against the walls, which opens long lanes down the sides, and the Basin is half again as wide with twice the cover and sixteen spawn points, for the big tables. There is no post to stand on and nothing pinning you down. The whole floor is yours, and so is everyone else’s.
The rack is the rule that makes it a gun game. Twelve prototypes hang on the gantry overhead, everybody starts on the first one, and you never choose a weapon: every kill you score moves you one rung up the ladder and puts the next prototype in your hands. The match is won by the first fighter to get a kill with the last gun — the Rail Lance, a single-shot charge weapon that punches through everything it touches. Being one rung from the top is not the same as winning; you still have to land that final kill while everyone in the arena knows exactly where you are.
Because the rack chooses for you, the twelve guns are twelve different problems rather than twelve damage numbers. The Scattergun throws nine pellets and is dead weight past mid-range, so it pushes you to close in. The Marksman wants you still and far back. The Nailer fires travelling nails that pierce two bodies if you line them up, the Arc Coil chains to two nearby fighters and is only worth its low damage in a crowd, the Ricochet banks off the side walls to reach someone behind cover, the Lobber arcs and has to be aimed above the target, the Flak airbursts at the distance you aim, the Ribbon is a beam that builds damage the longer you stay on someone. Headshots do double damage on every one of them, so the arena rewards aim as much as position.
The bar floating over each fighter’s head is their rung, so you can read the whole match at a glance and see who is one kill from ending it. Dying can cost you a rung, but only a cold death does: if you go down without having scored a kill since your last spawn, you drop one — trade first and you keep your place. It only applies from the fourth gun upward, so the opening minutes are a free learning band you cannot be knocked out of. You bank two chips for every kill, and they buy gun finishes from Chips · Shop on the main menu: five colours for the gun in your hands, from Olive at 30 chips to Gold at 180. A finish changes how your gun looks and nothing else — every gun hits exactly the same — and the match-end card can double one match’s chips once if you choose to watch an ad. Tougher rivals come from time served, and what grows is the pressure rather than the marksmanship: your first three matches are against Rookie rivals, who come at you one at a time, take a beat before they open fire and let the trigger go between bursts; three finished matches bring in Recruits, who can double up on you; six unlock Veterans, who barely hesitate; ten bring in the Warden — a rival that goes after whoever is leading the rack instead of whoever is closest, so being in front finally costs something — twelve add the Lurker, a rival that crouches behind a crate or pillar you cannot see past and only rises to fire when you come close, turn your back on it or shoot it, so checking cover and watching your back finally matter — and fourteen unlock Elite rivals, who all turn on you the moment they see you and never let up. The Warden wears a warm cone over its rung and the Lurker a purple eye, and the eye still shows over low cover while it waits. The menu names the tier you are about to face before you go in.
It is built to be played against people. Pick a table size — 1v1, 1v3, eight or sixteen — and Find a match puts you into a Last Gun match with no code to type and no invite to send; a short lobby lists who is in and counts the start down, and a match never begins on an empty floor. No two rivals fight alike: the rusher comes straight at your face, the holder sits back and keeps a lane, the flanker circles for your back, and the roofer takes the centre platform and refuses to give it up.
Game details
- Developer
- ArcadeWhale
- Genre
- Action
- Released
- Updated
- Platforms
- Browser (desktop, mobile, tablet)
- Orientation
- Portrait or landscape
- Players
- Online multiplayer
- Leaderboard
- Weekly, resets every Monday
Frequently asked questions
How do you play Last Gun?
Run the arena with W A S D, look with the mouse, press the left button to fire (hold it on the automatics) and the right button to aim. Space jumps, C crouches, R reloads early. Every kill promotes you one rung up a twelve-gun rack and hands you the next prototype; the match ends when someone scores a kill with the last gun on it, the Rail Lance.
Why can I not choose my weapon?
That is the gun game format, and it is the point. Everyone climbs the same ladder in the same order, so the question is never “which gun is best” but “how do I fight with this one”. A Scattergun wants you close and a Marksman wants you far, so the weapon effectively decides where you should be standing.
What happens when I die?
The camera pulls back behind your body the moment you go down, counts the respawn out on a bar, and drops back to first person as you come back at one of the spawn points spaced around the edge of the arena, facing the middle. Whether you lose a rung depends on the life you just finished: go down without a single kill since you spawned and you drop one, but if you traded at least once you keep the gun you earned. The drop only applies from the fourth gun onwards — the first three are a free band, so a bad start costs you nothing but time.
Is it really multiplayer?
Yes. Pick a table size — 1v1, 1v3, eight or sixteen — and press Find a match: there is no code to type and no invite to send, a short lobby counts the start down, and a match never begins on an empty floor.
Does it work on a phone?
Yes, and it is built for it. The left stick walks; drag empty game space to look, and use the separate FIRE pad to shoot. AIM, JUMP, CROUCH and RELOAD handle the other actions. Under Shooting, optional Auto fires only while a visible rival is under the crosshair and you hold a look drag. Lift and drag again for a larger turn; looking never fires in Button mode.
What are chips for?
Chips buy gun finishes. You earn two for every kill, and Chips · Shop on the main menu turns them into a colour for the gun in your hands: Olive, Desert, Cobalt, Crimson or Gold, from 30 to 180 chips. A finish is looks only — damage, recoil and the rack stay the same for everyone — and you can switch back to any finish you own for free. The match-end card offers to double that match’s chips once if you watch an ad; it is never required.
How do I know who is winning?
The small bar over every fighter’s head is their position on the rack, and it turns hot in the last three rungs. The scoreboard lists everyone with their rung and kill count. When someone is one gun from the end you can see it from across the arena — which is usually the moment the whole match turns on them. Hit a rival and a second bar shows its health for a couple of seconds.
Who is the Lurker?
A rival that joins after twelve finished matches. Instead of firing the moment it sees you, it crouches behind cover on the far side from you and waits, and it only stands up to shoot when you walk within a few metres, turn your back on it, or hit it. After a short burst it slips away to a new hiding spot. The purple eye over its head still shows above low cover while it waits, and you hear it the moment it rises.
Is Last Gun like Veck.io?
Yes. It is a first-person arena shooter in the browser where you run, jump and fight a table of rivals. It is our own game, not the official Veck.io. Last Gun uses the gun game format: twelve guns hang on one rack, every kill hands you the next one, and the first fighter to score a kill with the last gun, the Rail Lance, wins. Pick a 1v1, 1v3, eight or sixteen player table and play free in your browser, with no sign-up and no code to type.