Press Kit
Factsheet
- Title: The Last War: Train Defense (RU: «Поезд Последней Войны»)
- Developer: Dido Games
- Production: the entire game is made by artificial intelligence — code, art, audio, balance, text and localization
- Human role: setting the tasks, design calls, sign-off, on-device testing and publishing
- Platforms: Android (Google Play); iOS — later
- Status: released — available to everyone on Google Play for Android; iOS later
- How to try it: install from Google Play: the store page
- Genre: arcade AA-survival with a card draft, dieselpunk
- Run length: one mission: ten waves, the last one is a boss; 5-7 minutes as the target
- Business model: free-to-play — optional purchases and rewarded ads
- Engine: Godot 4.6
- Orientation: portrait, one-handed play; the campaign is playable offline
- Languages: 10 languages, including English and Russian
- Website: didogames.net
- Press contact: support@didogames.net
Description
Short: a game about AI, made by AI. An armored train holds the line while machines dive from the sky. The turrets aim themselves — your hands are busy catching crystals, firing reactor abilities and picking cards: every rank offers three, you take one.
The Last War: Train Defense is an arcade AA-survival game in a dieselpunk setting. The train holds station while the world scrolls past and enemies dive from above. There is no aiming: the anti-air turrets fire automatically. The player runs the harvest field — falling crystals must be caught before they hit the ground; they charge the reactor.
In-run progression is a card draft. A run is one mission (about two minutes); downed machines raise your rank, every rank freezes the fight and deals three cards, and a pick is mandatory. The cards are gun ladders: nine guns with five tiers each (mount, signature, path, path growth, limit). The mount puts the gun on the train, and tier three is the decision: the gun picks one of three directions in its own element, and the other two close for the rest of the mission. On top of that: four links that ignite by themselves once two partner guns share the train.
The node tree is still there, but it lives outside combat: the crystals you harvest are spent on it between runs. The route covers ten biomes, each with its own enemies, weather and pressure axis; every mission ends with a wave boss and every biome with a big one. The depot builds the train: a locomotive, wagons carrying reactor abilities, modules and trophy cores. Guns are not mounted there — they arrive as cards, mid-battle. Runs are free — no energy, no timers.
Key Features
- Anti-air line: turrets fire on their own — the player owns harvesting, abilities and card picks
- Harvest field: crystals must be caught before they land; they charge the reactor
- In-combat card draft: kills give rank, every rank freezes the fight and deals three cards
- Gun ladders: 9 guns, 5 tiers each — mount, signature, path, path growth, limit
- 27 paths: at tier three a gun picks one of three directions in its own element; the other two close for the rest of the mission
- Card reroll: one free per run, then for a rewarded video, with the limit shown on the button
- 4 links: the partner is printed on the card in advance; the link ignites by itself and grows with both guns' tiers
- A run is one mission: ten waves, the last one is a boss
- The node tree lives outside combat: run crystals are spent between runs, never during one
- 10 biomes with their own enemies, bosses and weather mechanics
- Mission bosses and biome bosses
- Depot: a locomotive, wagons carrying reactor abilities, modules and trophy cores
- Runs are free: no energy gate, no wait timers
- Portrait mode, one-finger controls; the campaign is playable offline
- Production: code, art, audio, balance and localization into 10 languages, made by AI
Media
Presentation video (70 s, with sound): P1_presentation.mp4 — real in-game footage, also playable on the game page.
Screenshots and the logo are free to use in articles, reviews and videos about the game. Click an image for full size. Need anything else — email support@didogames.net.
How the game was made
The Last War: Train Defense is a game about artificial intelligence, made by artificial intelligence. Specifically:
- Code. GDScript on Godot 4.6: the combat loop, economy, save system, shop and UI. Every commit in the repository was authored by AI agents.
- Art. Diffusion models (Leonardo.ai and a local ComfyUI on a single RTX 4090): biome backdrops, enemies, bosses, key art, UI icons. Background removal is ML segmentation, not chroma key.
- Audio. Stable Audio Open — sound effects and two music tracks, generated locally. A few short UI ticks stayed procedural: the model handles sub-0.3s transients poorly.
- Balance. Wave curves, the economy, the gun ladders and the node tree were tuned by simulator runs rather than by feel — every number is backed by dozens of mission runs.
- Text. Story, logbook, interface strings and localization into 10 languages.
What AI did not do. The Godot engine, the fonts and third-party SDKs (ads, analytics, billing) are ordinary external components. The promo video is not generated footage — it is a real engine capture: AI video was tried and rejected, it did not match the game's style. A human sets the task, signs off on the work and checks the build on a device.
About the Developer
Dido Games is an independent developer. Engine: Godot 4.6, platform: Android (iOS later).
Contact
Email: support@didogames.net
Website: didogames.net





