How to play LAST CALL — a reverse tower defense game
A free reverse tower defense (reverse tower defence) game — no download. In a normal tower defense you stop invaders from reaching your base; here it's flipped: the office-goers of Bengaluru are trying to reach work, and your job is to get them too drunk to make it in.
The goal
You don't shoot anyone. You build pubs and bars along the evening commute, lure walkers in for "just one quick one," and drain their sobriety until they pass out. Every worker who badge-scans at the office gate costs you a life. Survive all 20 waves — the last one is the CEO — and you win.
The core loop
Miss them and they leak. Any walker who reaches the office gate costs you a life — the CEO costs five. Every leak is tagged with why (no coverage, all seats full, lure-immune, or still too sober) so you can fix your build.
- Lure. Every pub projects a lure radius. A walker inside it, on a pub with a free seat, is claimed automatically — it's deterministic, no luck.
- Seat & serve. The walker sits, you get paid, and the drink does
potency − tolerancedamage to their sobriety. - Sobriety is their HP. Drunker walkers move slower and tip more — but each pub serves a given walker only once, ever. To knock someone out you must chain enough different pubs along their route.
- Pass out = the kill. At zero sobriety they topple over and the seat frees instantly.
- A full pub is skipped. If every seat is taken, walkers stroll right past — so seat capacity ("More Chairs") is a real throughput lever.
- Leaks cost lives. Anyone who reaches the office costs a life (the CEO costs five). Each leak is tagged with why — no coverage, all seats full, lure-immune, or still too sober — so you can fix your build.
The one rule that decides every game: chain depth
Walkers sober up on their own (+1 sobriety every 10 seconds while walking), so pubs sprinkled far apart lose the race to recovery. Clustered districts of pubs beat spread-out ones. Building two or three pubs close together, so a walker gets served three times before they can recover, is the whole game. This "chain depth" is your main difficulty lever.
Your four bars
Every pub has two upgrade tracks bought separately: Stronger Pour (more potency, faster serves, more income) and More Chairs (more seats). Full details on every enemy and pub are in the strategy guide.