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Recent reviews by Cecil_Merrell

Showing 1-5 of 5 entries
No one has rated this review as helpful yet
419.4 hrs on record (410.8 hrs at review time)
The main progression in the game is locked behind a 30-day timer. The error and feedback tool doesn't work and is the only avenue they give people to report issues. The game is both horribly optimized and overly aggressive in some optimizing techniques that lead to worse performance.

Storage limits feel artificially tight just to pad out grind and encourage hoarding in a game that punishes it when the scenario is over. This feeds into a gameplay loop clearly designed to make players start from scratch repeatedly — grinding out levels for blueprints that are now bottlenecked behind a layered, frustrating currency system. You need one currency to unlock another currency, which is then required to unlock Starchrom. That, in turn, is capped at such a low drip-feed rate that you're essentially allowed to play for one day before hitting a week-long progression wall. Starting a new scenario or season doesn’t fix anything — the loot boxes that used to help you level blueprints now only give you more of the same locked currency, dragging out progression even further.

Bugs are rampant: rubberbanding, NPCs clipping into geometry or vanishing mid-fight, missing UI elements, random crashes during teleports, and terrain streaming issues that wreck immersion. Transparent assets like terrain, base pieces, NPCs, players, and even health bars regularly fail to render, making basic interaction — or even knowing what’s going on — a constant guessing game.
Posted 6 July, 2025.
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No one has rated this review as helpful yet
1,458.5 hrs on record
Early Access Review
Stop thinking of Last Oasis as a game in development. It’s a multi-year social experiment run by Donkey Crew and Snail Games to see exactly how much a player base will endure before they finally quit. They’ve spent six seasons testing different ways to ignore us while using our "data" to build their next project.

The "Seasons" aren’t content updates—they’re just iteration cycles for their lab rats. Here is the breakdown of the ♥♥♥♥♥♥♥♥:

Season 1 & 2 (The Bait): The "Golden Age" where they hooked us with the nomad concept. Even then, the experiment was starting. They’d let game-breaking exploits and lag-switching sit for weeks just to see if the core loop was "addictive" enough to keep us paying despite the technical incompetence.

Season 3 (The Chokehold): This was the test for "tedium tolerance." They catered to the mega-zergs and turned the game into a second job. They wanted to see if the "hardcore" crowd would keep grinding through a toxic meta while the solo/small-group experience was systematically executed.

Season 4 (The Transition): The pivot toward Snail Games’ lobby-based garbage. Introducing lava biomes and instance-heavy mechanics was the first sign they were done building a "world" and were just testing tech for future asset-flips.

Season 5 (The Lobotomy): The ultimate middle finger. They took the 98% "No" vote on the PTE regarding the loadout system and pushed it to live anyway. This was the stress test: Can we strip the game’s soul, remove custom building, and turn it into a generic extractor without hitting zero players?

Season 6 (The Limbo): Where we are now. Total radio silence while the skeleton crew focuses on Bellwright. The "season" is just a ghost ship left to rot until the servers finally get turned off.

The "Arbitrary" Timeline Tactic
Notice how no season has a set length? One lasts three months, the next lasts a year. There’s no roadmap because there’s no destination. A season ends whenever Donkey Crew feels they’ve squeezed enough data out of the current "setting," or when the player count hits a new record low. They keep the schedules arbitrary to keep you trapped in the Sunk Cost Fallacy—hoping for a "fix" that isn't coming.

They’ve been training us to accept zero communication and random wipes since 2020. We aren’t players; we’re free QA for Snail Games. Stop being the lab rats.


If the arbitrary seasons weren't enough, let’s talk about the engine. Donkey Crew is still dragging this game along on a heavily modified version of Unreal Engine 4 that’s essentially a Frankenstein’s monster of their failed project, Of Kings and Men.

They’re trying to run a "massive" MMO on tech that isn't even supported by the developers anymore. We’re in 2026—UE5 has been the industry standard for years, offering better networking, Nanite for the massive landscapes, and actual stability. Instead, we’re stuck with:

Ancient Networking: The server performance is garbage because the backend is still based on code they wrote for a medieval combat mod ten years ago.

Zero Optimization: Ever wonder why your high-end rig still chugs in a walker fight? Because the engine doesn't know how to handle modern hardware. They aren't "optimizing" because they can't—the foundation is too brittle to touch without breaking the whole game.

The "Modding" Excuse: They finally dropped the ModKit as a "gift" to the community, but it’s just a way to outsource development. They want us to fix their broken, outdated engine for free while they use their actual engineers to build Bellwright on modern tech.

They’ll tell you "porting to UE5 is too hard," but they had no problem moving the entire core team to a new project. Leaving Last Oasis on this legacy tech is the ultimate proof that the experiment is over. They’re just leaving the lights on in the basement while they move into a new house.

Stop waiting for a "performance patch." You can't fix a house when the foundation is rotting wood from 2016.
Posted 6 April, 2025. Last edited 8 April.
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No one has rated this review as helpful yet
0.3 hrs on record
WORST --- CRAP --- EVER.
Posted 1 December, 2022.
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No one has rated this review as helpful yet
905.9 hrs on record (12.7 hrs at review time)
This game is still trash and I wish I could get my money back for it.
Posted 6 July, 2021.
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No one has rated this review as helpful yet
186.7 hrs on record (13.5 hrs at review time)
Early Access Review
would be better If it were able to get past the loading screen.
Posted 8 August, 2017.
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Showing 1-5 of 5 entries