Last Known app icon

Last Known

A fog-of-war hex strategy game.

Last Known is a turn-based hex strategy game about fighting through the fog. You see what your units can see right now; everywhere else the map shows only what you last saw there — the city you took four turns ago, the enemy column that has since moved somewhere you cannot watch. Explore a procedurally generated map, found outposts to push the edge of your vision, build an army, and take the opponent's cities before it takes yours. It is not a script: it masses its force before it commits, takes trades it can survive rather than only the ones it wins, raids your outposts and defends its own. Or hand the device to a friend and keep two separate fogs on one screen. No account, no connection, no permissions.

Coming soon to the App Store

A one-time purchase. No in-app purchases, no subscription and no ads — one price, the whole game.

The board in Last Known: a hex map under fog of war, with only the explored ground visible.
  • No account, no sign-in
  • No ads, no analytics, no tracking
  • Works fully offline — the game makes no network requests at all
  • A one-time purchase, not a subscription

Checked against the source rather than the store listing: the project has no entitlements file, links no third-party packages, and contains no networking code anywhere. The only web addresses in the app are the two links in Settings → About — this notice and the support page — which open in your browser when you tap them.

What it does

Fog of war here is not an effect laid over the map — it is the map. Everywhere your units are not looking is either unexplored black or a memory: terrain you crossed, a city you took, an enemy column that was there four turns ago and could be anywhere by now. Every plan you make is made against information you know has aged.

That makes scouting a real cost rather than a chore. A unit spent looking is a unit not spent fighting, an outpost is a decision about where you can afford to see, and an attack is a bet on what was true last time somebody checked.

The opponent is not a script. It masses its force before it commits, takes trades it can survive rather than only the ones it wins, sends raiders at your outposts and pulls damaged units back to heal. The four difficulty levels change how well it does all of that — and the top one, Brutal, adds an edge it does not hide: its bases build about a third faster than yours.

  1. Every unit is a decision about what you can see

    Tap a unit and the panel tells you what it is, what it has left, and how far it can reach this turn. A scout buys vision and nothing else; a heavier unit holds ground it can actually see. Losses are permanent, so a unit spent looking is a unit not spent fighting.

    • Hit points, movement range and unit-specific strengths
    • Fading “last known” markers where an enemy was last seen
    • Four AI difficulty levels, from a gentle introduction to one that presses hard
    A selected Scout in Last Known, with the panel showing what the unit can do.
  2. Two players, one device, two separate fogs

    Hot-seat is the reason the fog had to be built properly. Handing the device over shows a pass screen first, so the incoming player never sees the outgoing player’s map. It is local play on one device — there is no online mode and nothing to connect to.

    • A dedicated pass-the-device screen between turns
    • Each player’s explored ground and remembered terrain kept apart
    • No account, no server, no second device
    The two-player hot-seat screen in Last Known, asking players to pass the device between turns.
  3. The same game, with more map in front of you

    On iPad the map simply gets bigger — the same hexes at the same size, with more of them on screen at once, which is a different game to play when you are deciding how far to push a scout. Map size, mountain density, wrap-around and the win condition are all set before the first turn.

    • Four map sizes, from one that fits the screen to one you scroll
    • Choose the win condition: defeat the opponent, or take every city on the map
    • Left-handed layout, colour themes and a second app icon
    The hex board under fog of war on iPad.

What is in it

Fog of war

  • You see only what your units can currently see
  • Explored ground stays on the map as remembered terrain
  • Fading markers show where an enemy was last seen, not where it is
  • Information that is out of date still looks exactly like information

The map

  • A fresh procedurally generated map every game
  • Four map sizes, and a choice of sparse or dense mountains
  • Optional wrap-around map
  • Found outposts to extend supply lines and raise your build cap

The war

  • Units with hit points, movement ranges and their own strengths
  • Permanent losses — nothing comes back
  • Take cities to grow what you are able to build
  • Two win conditions: defeat the opponent, or capture every city

How you play it

  • Solo against an opponent that concentrates, raids, defends and retreats
  • Four difficulty levels, from a gentle introduction to a deliberately unfair top tier
  • 2-Player hot-seat on a single device
  • Left-handed layout, colour themes and an alternative app icon
  • Sound effects that can be turned off

More screens

On iPhone · 1 screens

  • Settings in Last Known: difficulty, win condition, map size and display options.
    Settings

On iPad · 1 screens

  • Settings on iPad.
    Settings

Captured from an early game, so the map is still mostly unexplored — a later capture from a developed board would show the fog doing more of its work.

Good to know

Do I need an internet connection?
No, and not once. Last Known contains no networking code at all — it has no server to talk to, nothing to download after installing, and nothing that stops working on a plane or in a tunnel.
Is there an account to create?
No. There is no sign-in, no profile and no Game Center. The game starts when you open it.
Are there in-app purchases?
No. Last Known is a one-time purchase with nothing behind a paywall — no unlock tiers, no consumables, no subscription and no ads. Every difficulty level and both game modes are simply in the app.
What do the four difficulty levels change?
Mostly how well the opponent plays. Easy trickles units forward one at a time and only takes fights it is certain of; Normal and above gather a force before striking, press trades they can survive, chase down raiders and pull damaged units back to heal. Easy, Normal and Hard build at exactly the same speed you do, from the same start — one city and one scout each, the same unit costs, the same limits. Brutal is the deliberate exception, and it is worth knowing before you pick it: its bases build roughly a third faster than yours, and that edge passes to every city it captures and every outpost it founds. It is meant to be unfair. The other three are not.
Can I play against another person?
Yes, in 2-Player hot-seat on one device, passing it back and forth. There is no online or networked play, and the pass-the-device screen exists so neither player ever sees the other’s fog.
How violent is it?
Combat is abstract. Units are pieces on a hex map with hit points, and the outcome of a fight is reported as text and numbers — there is no blood, no gore and no depiction of realistic violence.
Which devices does it run on?
iPhone and iPad, as a single universal app.
Where is my saved game kept?
In a single file on the device you are playing on, alongside your settings. It is not synced to iCloud and not sent anywhere — see the privacy notice for exactly what that file contains.

Last Known is coming soon

A hex strategy game where the map only ever tells you what you have already seen. iPhone and iPad, nothing to sign up for.

A one-time purchase. No in-app purchases, no subscription and no ads — one price, the whole game.

How Last Known handles your data →

Coming soon to the App Store