Game review
The Last Stand
6.5 / 10
- Developer
- Chris "Con" Condon (credited on release as Con-Artists; the Con Artist Games studio followed in 2008)
- Publisher
- Self-published; distributed via Newgrounds, Kongregate and Armor Games
- Released
- 27 April 2007
- Platforms
- Browser (Flash)
- Genre
- Zombie survival shooter with a day/night base-defense cycle
- Monetisation
- Free on every original portal, funded by each site's own ad revenue rather than a paid sponsorship placement. Condon entered the finished game into an Armor Games competition carrying a US$16,000 prize later in 2007 and won it — a one-off payout for placing well, not a fee for exclusivity, since the game continued running free on Newgrounds and Kongregate too.
- Players
- Single-player only
The short version
The Last Stand is easy to undersell if you only look at what it plays like today: aim with the mouse, hold a barricade for a night, spend the following day choosing between repairing, scavenging or recruiting, and repeat that loop across twenty increasingly hard days until you win, die, or run out of things worth doing. It's a functional resource-allocation puzzle wrapped around a functional shooting gallery, built by a first-time Flash coder as a night-and-weekend learning project, and it plays exactly like that description sounds — competent, a little stiff, never quite generous with feedback about whether today's choice was the right one.
What earns it a place in this library isn't how it plays in isolation, it's what it did next. A US$16,000 Armor Games contest win off the back of this one game let Chris Condon quit advertising work and found a studio around it, and that studio spent the following decade and a half refining exactly this loop into four further games, a shared setting, and a 2021 remaster that still sells on Steam. Judged as the rough draft of an idea the same developer would keep improving for fifteen years, a 6.5 is fair: solid enough to be worth knowing, thin enough that its own sequels made it optional.
Biggest strengths
- The day/night structure — fight all night, then spend limited daylight choosing between repairing, scavenging or recruiting — is a clean resource-allocation puzzle laid over a straightforward shooting gallery, and it's the piece of design the rest of the series and a long tail of imitators kept coming back to
- Free on every portal it launched on, funded entirely by portal ad revenue rather than a paywall, a mandatory preroll players had to sit through, or a premium edition of the same game
- Landed well enough on release to pull in a Newgrounds score of 4.60/5.00 across 11,762 votes and an Armor Games score of 93/100 across 23,366 ratings (both checked 5 September 2026), consistent enough between two unrelated portals to trust as more than a launch-week spike
Biggest weaknesses
- The moment-to-moment shooting is undifferentiated for most of a run — aim, hold the mouse down, reload — and the day-phase menu gives no real feedback about whether repairing the barricade or hunting for a new gun was the better use of that day until the next night proves you wrong
- Progression tops out at whatever gun and however many survivors you found by chance that day; there is no build variety or route through the twenty days beyond doing the obvious task slightly more efficiently
- The full run is the same twenty days in the same order every time, so a second playthrough is mostly a repeat of the first one rather than a meaningfully different one
Who it's for: Flash-history readers and genre archaeologists who want to see where the day/night zombie-siege template that later spread across dozens of survival games actually started, more than players looking for the best version of this specific loop.
Our recommendation: Worth ten minutes for the historical context; if you actually want to spend an evening with this design, its own sequels do the same thing better and are what most players who liked this one moved on to.
6.5 / 10
In April 2007, a first-time Flash developer working a day job in digital advertising uploaded a zombie-siege game to Newgrounds that he'd built, in his own account, mostly as a way of teaching himself to code — "weekends and nights after work" for around six months, with no real plan to release it beyond showing it to coworkers. That game was The Last Stand. Within the year it had been mirrored on Kongregate and Armor Games, won its creator, Chris Condon, first place and a US$16,000 prize in an Armor Games contest, and given him enough runway to quit advertising and found the studio, Con Artist Games, that would spend the next decade and a half building on it. None of that context is visible from inside the game itself, which is a plainer, stiffer thing than its afterlife suggests — and reviewing it fairly means separating the two.
The loop: hold the night, spend the day
Condon has said the game's actual spark was a specific scene in 28 Days Later — the farmhouse siege, soldiers and civilians holding a line against the dark — filtered through a long-running love of Romero's zombie films and an existing Flash game called Defend the House. The Last Stand turns that image into a twenty-day structure. Each night, you hold a barricade against a wave of the dead with whichever gun you're carrying, aiming with the mouse and moving with WASD. Each following day, you choose how to spend a small amount of time: repair the barricade before it fails outright, search nearby buildings for a better weapon or more ammunition, or recruit and assign survivors to help with those same three jobs. Do all three across twenty days and enough nights, in some order, and you've finished the game; fail to keep the barricade standing on any given night and the run ends there.
It's a clean enough shape on paper — a resource-allocation puzzle wrapped around a shooting gallery — and it's the one piece of this game that the rest of the series and a long tail of later browser and mobile survival games kept returning to. The problem is in the execution more than the concept: the day-phase menu gives almost no signal about which choice was actually correct until the next night either goes fine or doesn't, so a failed run often reads as "the game told you nothing you needed to know" rather than "you misjudged a real tradeoff." The listings for the game, then and since, lean on "11 different weapons" and "3,500+ random zombie appearances" as selling points, and both numbers are Con Artist Games' own marketing copy rather than an independent count — the combat itself, hold the mouse down and reload, doesn't vary enough between those combinations to make the number feel earned.
What actually happened after release
Setting the design aside, the reception is genuinely striking for a portal game from 2007. As of this check (5 September 2026), the Newgrounds upload sits at 4.60 out of 5.00 across 11,762 votes and 12,819 favourites, with over 3.8 million recorded views; the separate Armor Games listing independently sits at 93/100 across 23,366 ratings and 14,558 favourites. Two unrelated portals landing in close agreement, years apart, is a stronger signal than either number alone, and it matches the trajectory that followed: the Armor Games contest win funded Condon leaving his job, Con Artist Games shipped The Last Stand 2, Union City, Dead Zone and, in 2024, Aftermath, and in July 2021 the original three single-player games were remastered with upscaled art and sold as the paid Legacy Collection on Steam and GOG — a bundle that is a distinct commercial product from this free 2007 original, not a re-sale of it, but one that wouldn't exist without it. That's a rare afterlife for a browser game whose entire first version was a stranger's take-home coding exercise, and it's the actual reason this entry belongs in a preservation library more than the minute-to-minute play does.
Worth separating out clearly: it was The Last Stand: Dead Zone, a later browser-MMO spinoff with its own servers, that went dark at the end of 2020 when Flash support ended — the original 2007 game was always single-player with no server dependency, so nothing about its own survival needed a login that could later disappear. What did disappear was the platform underneath it.
Playability today
The original SWF survives and is playable: the Internet Archive hosts it running under Ruffle emulation directly in-browser (checked 5 September 2026), and it's catalogued in the Flashpoint preservation project for offline play through Flashpoint's own launcher. Armor Games' current page for the game attempts its own in-house Flash emulator and, on this check, returned "your browser does not support our Flash emulator" rather than loading — a reminder that portal-side emulation of 2007-era Flash is inconsistent even now, and that the Internet Archive and Flashpoint routes are the more dependable ones. If you want the improved version rather than the archaeological one, the 2021 Legacy Collection remaster is the actively maintained option, on modern storefronts, with achievements and cloud saves the original never had.
Judged on its own terms
Held against a 2007 baseline — a solo developer's first Flash game, built to run inside a browser plugin on hardware far weaker than today's — the ambition is real: a day/night structure, a survivor-recruitment system, and a finite, winnable twenty-day arc were more scaffolding than most portal shooters of that year attempted. Held against what its own sequels did with the same idea, or against the genre it helped seed, the original reads as the rough draft: repetitive combat, thin feedback on its central resource-allocation choice, and a single fixed run rather than anything that rewards a second playthrough. Both of those are true at once, and a 6.5 is the honest number for a game whose historical importance is a clear step ahead of how it actually plays.
Readers curious about where Condon's studio went next after this contest win should look at Warfare 1917, the trench-combat game Con Artist Games built the following year, or at Crush the Castle, released by the same studio in 2009 and often discussed as a forerunner to Angry Birds.
Pros and cons
Pros
- The day/night structure — fight all night, then spend limited daylight choosing between repairing, scavenging or recruiting — is a clean resource-allocation puzzle laid over a straightforward shooting gallery, and it's the piece of design the rest of the series and a long tail of imitators kept coming back to
- Free on every portal it launched on, funded entirely by portal ad revenue rather than a paywall, a mandatory preroll players had to sit through, or a premium edition of the same game
- Landed well enough on release to pull in a Newgrounds score of 4.60/5.00 across 11,762 votes and an Armor Games score of 93/100 across 23,366 ratings (both checked 5 September 2026), consistent enough between two unrelated portals to trust as more than a launch-week spike
- Directly responsible for a five-game franchise and a 2021 paid Steam/GOG remaster that still sells, which is a rare afterlife for a Flash portal game from 2007
Cons
- The moment-to-moment shooting is undifferentiated for most of a run — aim, hold the mouse down, reload — and the day-phase menu gives no real feedback about whether repairing the barricade or hunting for a new gun was the better use of that day until the next night proves you wrong
- Progression tops out at whatever gun and however many survivors you found by chance that day; there is no build variety or route through the twenty days beyond doing the obvious task slightly more efficiently
- The full run is the same twenty days in the same order every time, so a second playthrough is mostly a repeat of the first one rather than a meaningfully different one
- Con Artist Games' own listings advertise "11 different weapons" and "3,500+ random zombie appearances" as selling points; in practice the combinatorics dress up a small set of encounter types rather than creating genuinely distinct fights