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  • The Last Line: Zombie Siege screenshot 1
  • The Last Line: Zombie Siege screenshot 2
  • The Last Line: Zombie Siege screenshot 3
  • The Last Line: Zombie Siege screenshot 4

About The Last Line: Zombie Siege

The street fills faster than you can clear it. One barricade stands between them and you. Fight close in third person, or drop into first person behind the wall and aim down the line. Place and repair turrets mid-wave, and fire the mounted flamethrower when they reach the barricade. Hold until sunrise. Then search the city for whatever gets you through tomorrow night. DAY: SEARCH THE CITY Sunrise lifts the camera to a top-down view of the ruins, and the clock starts. Every building you open costs hours out of a limited budget, so the search is always a trade: Scrap for upgrades, Bandages to stay standing, or the Gas that gets you to the next city. Gas is the only way out. Ration it. FIVE CITIES, THEN MUTATION +1 Northfield. Ashford. Ironhaven. Ridgevale. Hollow Creek. Clear all five to finish a cycle, then Mutation +1 restarts the run harder. Weapon Mastery runs to level 50 and permanent weapons survive the reset, so a cycle you lose is never a cycle you wasted. FOUR BOSSES, FOUR ARENAS GraveBreaker charges, stomps the ground and throws rock. IceWarlord, Swarmbringer with the chainsaw, and Tepegoz, a cyclops out of Turkish myth. Souls-like fights, each on its own arena map, each with its own movelist, reactions and intro. ENDLESS MODE A separate arena with no ending. Scrap comes from kills. Health and barricades carry across waves instead of resetting, so damage stays with you until you buy recovery at a stand-and-hold station. New attack fronts open the deeper you go, a central beacon gives you a second way to lose, and every wave arrives heavier than the last. WEEKLY COMPETITION Three in-game leaderboards rotate every week: most kills in a run, longest consecutive headshot streak, deepest Endless wave. They reset Monday at 00:00 UTC, and the top 3 on each are paid in Golden Scrap. Game Center adds 37 achievements and 12 leaderboards. IN THE GAME • A horde system built for phones, so the crowd never thins out to protect the frame rate • 11 zombie types: Skitter sprints, Goliath soaks damage, Blister detonates and leaves Shards behind, Marrowcaster throws bone, Retcher spits from the ground, Roostfiend spits from the air, and Winged Lich flies over the barricade entirely • Pistol, SMG, shotgun, assault rifle, AK-47, sniper, LMG, grenade launcher, recurve bow, chainsaw, flamethrower, plasma and railgun, in two slots: one primary, one secondary • Per-weapon upgrade levels and weapon traits, paid for with Scrap • Turrets you place and repair, and a mounted flamethrower on the barricade • The Drop: a cinematic opening with a first-person door-gunner minigun run, skippable on later runs • An unlockable Codex with art, lore and voiceover for every zombie type • Touch controls: virtual stick, on-screen fire and weapon swap, haptics, and adaptive aim assist that steps back when you aim off-target on purpose • Graphics that scale to your device • Game text in 46 languages, voiced content in 10 Built solo by Hakan Erunsal at Rigbak Games, in Unreal Engine 5.7. The horde system is custom-built so the pressure holds up on a phone. Free to play, with in-app purchases and ads. Terms of Use (EULA): https://www.apple.com/legal/internet-services/itunes/dev/stdeula/

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App privacy

The developer, Hakan Erunsal, reported these privacy practices to Apple.

Data Linked to You

The following data, which may be collected and linked to your identity, may be used for the following purposes:

  • Usage Data: Product Interaction, Advertising Data
  • Diagnostics: Performance Data, Crash Data, Other Diagnostic Data
  • Purchases: Purchase History
  • User Content: Gameplay Content
  • Identifiers: User ID

Used for: Third-Party Advertising, Analytics, App Functionality

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