In development · Coming February 2027
Alina: Last Stand
A fast-paced magical base-defence game. Defend the core across worlds, cast customisable spells and hold the line against endless waves.

- Role
- Lead developer and designer
- Engine
- Unreal Engine 5.4
- Team
- Lorne Studios, with Andre Thyr
- Status
- February 2027, after Steam Next Fest
Overview
Hold the core.
You play Alina, a young mage training under her mentor Cedric. At the heart of each world sits a magical core, an orb of pure energy, and wave after wave of enemies wants to reach it.
Hold them off with customisable spells, towers and barricades, then spend what you earn on tomes and buffs. Clear every wave and a portal tears open to the next world, taking Alina from raw apprentice to master mage.
The game is in active development for a February 2027 release, following Steam Next Fest. The Steam page and trailer are coming soon.
Core gameplay
Six ideas the whole game is built around.
Defend the core
Protect the magical orb at the heart of each world. Let the enemy reach it and the run is over.
Cast to survive
An active, customisable spell system that rewards aim and timing over auto-attacks. Chain abilities to thin the horde before it breaks through.
Build your defences
Place towers, barricades and other defences, then adapt the layout as new enemy types appear.
Spend to grow
Buy tomes, buffs and upgrades with the resources you earn, shaping a loadout that suits how you play.
Worlds and portals
Clear every wave and a portal opens. Step through to the next world and keep climbing.
Escalating pressure
Waves grow in size and variety, so the strategy that worked last world will not hold for long.
My role
Lead development.
I drive the gameplay systems, the wave and spell design and the world building, working with creative director Andre Thyr. The game is developed with Lorne Studios.
- Gameplay Ability System
- Spells and defensive abilities are built on Unreal Engine 5’s GAS, so new mechanics slot in cleanly as the game grows.
- Readable, reactive combat
- Fast feedback on every cast and placement, so each decision feels like it matters.
- Atmospheric world
- A stylised, magical environment that makes the last stand feel worth fighting for.
- Tools
- Unreal Engine 5.4 for the engine, GAS and level design. C++ and Blueprints for systems and fast iteration. Custom art, VFX and UI.
Capsule art
Sketching the store capsule.
Early sketches for the Steam capsule, the key art that sells the game on its store page.
What’s next
Toward a playable demo.
The core loop is in place. I’m expanding enemy variety, spells and progression toward a playable demo, and the wishlist and trailer links are coming soon.
- Lead developer and designer
- Joseph Albert (JAF)
- Creative director
- Andre Thyr
- Developed with
- Lorne Studios
