- Release Year: 2016
- Platforms: Linux, Macintosh, Windows
- Publisher: LizardFactory, MP Digital, LLC
- Developer: LizardFactory
- Genre: Puzzle
- Perspective: 1st-person
- Game Mode: Single-player
- Average Score: 58/100

Description
Last Will is a first-person puzzle game where players navigate through a series of intricate and randomized puzzles set within the mysterious estate of the late Professor Gladsburry. As the heir to his fortune, you must solve a variety of challenges to uncover the secrets of your inheritance, with each playthrough offering unique variations of puzzles. The game blends a light narrative with brain-teasing gameplay, encouraging exploration and discovery without relying on external guides.
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Last Will Reviews & Reception
steambase.io (76/100): Last Will has earned a Player Score of 76 / 100.
metacritic.com (48/100): The biggest problem with Last Will is the amount of technical issues that plague it; it barely touches the line of what is acceptable in a game’s technical performance.
opencritic.com (50/100): The biggest problem with Last Will is the amount of technical issues that plague it; it barely touches the line of what is acceptable in a game’s technical performance.
Last Will: A Reverse Escape Room Masterpiece or a Puzzle-Filled Enigma?
Introduction: The Allure of the Unknown
Last Will (2016) is a game that defies easy categorization. At its core, it is a “reverse escape room” experience—a concept that flips the traditional escape room formula on its head. Instead of escaping a confined space, players must infiltrate the heart of a sprawling, labyrinthine mansion, solving an ever-shifting array of puzzles to uncover the secrets left behind by its eccentric and paranoid former owner, Professor Gladsbury. Developed by the Danish indie studio LizardFactory, Last Will is a game that thrives on mystery, logic, and the thrill of discovery. Yet, despite its ambitious design and innovative mechanics, it remains a relatively obscure title, overshadowed by more mainstream puzzle adventures.
This review aims to dissect Last Will in its entirety, exploring its development history, narrative depth, gameplay mechanics, artistic direction, and lasting legacy. By the end, we will determine whether Last Will is a hidden gem worthy of rediscovery or a flawed experiment that never fully realized its potential.
Development History & Context: The Birth of a Puzzle Odyssey
The Studio Behind the Mansion: LizardFactory
LizardFactory, the small indie studio responsible for Last Will, is based in Denmark and has a modest portfolio of games, primarily focused on puzzle and adventure genres. Last Will was their most ambitious project at the time of its release, representing a significant leap in scope and complexity compared to their previous works. The game was developed using the Unity engine, a choice that allowed for cross-platform compatibility (Windows, Mac, Linux) and facilitated the implementation of its procedurally generated puzzles and environments.
The Vision: A Reverse Escape Room
The core conceit of Last Will is its “reverse escape room” mechanic. Traditional escape room games challenge players to find a way out of a locked space by solving puzzles. Last Will, however, tasks players with navigating into the heart of a mansion, with each room acting as a self-contained puzzle that must be solved to progress further. This inversion of the escape room formula was a deliberate design choice, aimed at creating a sense of intrigue and anticipation. The mansion, filled with the remnants of Professor Gladsbury’s eccentric life, serves as both a playground and a prison, inviting players to uncover its secrets while testing their wits.
Technological Constraints and Innovations
Given its indie roots, Last Will faced several technological and budgetary constraints. The Unity engine, while versatile, required careful optimization to handle the game’s procedurally generated puzzles and multiplayer functionality. The mansion’s layout and puzzle configurations are randomized with each playthrough, ensuring that no two experiences are identical. This procedural generation was a double-edged sword: it enhanced replayability but also introduced technical challenges, particularly in ensuring that puzzles remained solvable and coherent despite their randomized nature.
The game’s multiplayer mode, which supports up to four players, was another ambitious feature. Cooperative puzzle-solving added a social dimension to the experience, allowing players to collaborate and communicate in real-time. However, the implementation of multiplayer was not without its issues, as evidenced by player feedback regarding bugs and synchronization problems.
The Gaming Landscape in 2016
Last Will was released on August 29, 2016, a year that saw the rise of several notable puzzle and escape room games. Titles like The Witness (2016) and Obduction (2016) dominated the conversation, offering polished, narrative-driven puzzle experiences. In this competitive landscape, Last Will struggled to carve out a niche for itself. Its lack of a strong marketing push and the absence of a compelling narrative hook (beyond its puzzle mechanics) meant that it flew under the radar for many players.
Despite this, Last Will found a dedicated, if small, audience. Its Steam reviews are predominantly positive, with players praising its innovative puzzle design and cooperative multiplayer. However, criticisms of its technical issues and occasional lack of polish were common, reflecting the challenges faced by indie developers in a crowded market.
Narrative & Thematic Deep Dive: The Ghost of Professor Gladsbury
Plot Overview: A Mansion of Secrets
Last Will begins with a simple premise: the player (or players) inherits a grand, decaying mansion from the late Professor Gladsbury, a reclusive and paranoid academic. The mansion is filled with traps, puzzles, and cryptic messages, all designed to test the intellect and perseverance of anyone who dares to enter. The ultimate goal is to reach the mansion’s innermost chamber, where the professor’s final secret—and the player’s inheritance—awaits.
The narrative is minimalistic, serving primarily as a framework for the game’s puzzle-solving mechanics. There are no cutscenes, voice acting, or extensive dialogue trees. Instead, the story is conveyed through environmental storytelling: notes left behind by the professor, audio recordings, and the mansion’s eerie atmosphere. This approach allows players to piece together the professor’s backstory and motivations at their own pace, creating a sense of personal discovery.
Characters: The Absent Professor
Professor Gladsbury is the game’s central figure, yet he is never seen or heard directly. His presence is felt through the puzzles he has designed, the notes he has left behind, and the mansion’s oppressive atmosphere. The professor is portrayed as a brilliant but troubled man, obsessed with testing the limits of human intellect and perception. His puzzles are not merely obstacles; they are reflections of his personality—logical yet unpredictable, methodical yet chaotic.
The player, as the heir to the professor’s estate, is a blank slate. There is no predefined backstory or character traits, allowing players to project themselves into the role. This lack of a defined protagonist enhances the game’s immersive qualities, making the experience feel more personal and immediate.
Themes: Intellect, Legacy, and the Unknown
Last Will explores several underlying themes, chief among them the nature of intellect and the legacy of the mind. Professor Gladsbury’s puzzles are designed to test a wide range of cognitive abilities, from logical reasoning and mathematical prowess to pattern recognition and lateral thinking. The mansion itself can be seen as a metaphor for the human mind—a labyrinth of interconnected ideas, memories, and challenges.
Another prominent theme is the idea of inheritance, both literal and metaphorical. The player is not only inheriting the professor’s physical estate but also his intellectual legacy. The puzzles serve as a rite of passage, a way for the professor to ensure that his heir is worthy of his knowledge and secrets. This theme is reinforced by the game’s multiple endings, which suggest that the true inheritance is not material wealth but the wisdom gained through overcoming the mansion’s trials.
The game also flirts with the supernatural, though it stops short of full-blown horror. The mansion’s “mild paranormal undertones” (as described in the game’s official blurb) create an atmosphere of unease and mystery. Players are left to wonder whether the professor’s puzzles are purely mechanical or if there is something more sinister at play. This ambiguity adds to the game’s intrigue, making the mansion feel like a living, breathing entity rather than a static environment.
Dialogue and Environmental Storytelling
Given the game’s minimalist narrative approach, dialogue is sparse and primarily confined to the professor’s notes and audio recordings. These snippets of text and sound provide glimpses into the professor’s psyche, revealing his obsessions, fears, and ultimate goals. The writing is concise and effective, avoiding the pitfalls of over-exposition while still conveying the necessary information.
Environmental storytelling plays a crucial role in Last Will. The mansion’s decor, the arrangement of its rooms, and the placement of its puzzles all contribute to the game’s narrative. For example, the professor’s study is filled with books on esoteric subjects, hinting at his wide-ranging intellectual interests. The laboratory, with its strange contraptions and cryptic notes, suggests a mind that was both scientific and speculative. These details, though subtle, help to flesh out the professor’s character and the mansion’s history.
Gameplay Mechanics & Systems: The Heart of the Mansion
Core Gameplay Loop: Puzzle-Solving as Progression
At its core, Last Will is a puzzle game, and its gameplay revolves around solving a series of increasingly complex challenges to progress through the mansion. Each room in the mansion presents a unique puzzle, ranging from logic-based conundrums to mathematical problems and environmental riddles. The game’s procedural generation ensures that puzzles are randomized with each playthrough, offering a high degree of replayability.
The gameplay loop is straightforward:
1. Enter a Room: Each room is locked until its puzzle is solved.
2. Explore and Gather Clues: Players must search the room for clues, tools, and hidden mechanisms.
3. Solve the Puzzle: Using the gathered information, players must deduce the solution to the room’s puzzle.
4. Progress: Once the puzzle is solved, the door to the next room unlocks, allowing players to continue their journey.
This loop is repeated throughout the game, with each room introducing new mechanics and challenges. The puzzles are designed to test a variety of skills, including logic, perception, mathematics, and even communication (in multiplayer mode).
Puzzle Design: Variety and Complexity
Last Will boasts over 20 different puzzle types, each with its own unique mechanics and solutions. Some of the most notable puzzle types include:
- Code-Breaking Puzzles: Players must decipher codes using clues found in the environment, such as paintings, notes, and hidden symbols.
- Mathematical Puzzles: These puzzles require players to perform calculations or solve equations to unlock doors or activate mechanisms.
- Environmental Puzzles: Players must manipulate objects in the environment, such as moving furniture or aligning symbols, to progress.
- Logic Puzzles: These puzzles test the player’s ability to deduce relationships between objects or symbols, often requiring lateral thinking.
- Multiplayer Puzzles: In cooperative mode, puzzles are designed to require teamwork, with each player contributing to the solution.
The puzzles are generally well-designed, offering a satisfying balance between challenge and solvability. However, the randomized nature of the puzzles can sometimes lead to frustration, particularly when clues are obscure or solutions are counterintuitive. The game’s hint system helps mitigate this issue, providing guidance without outright revealing the solution.
Character Progression and UI
Last Will does not feature traditional character progression mechanics, such as leveling up or unlocking new abilities. Instead, progression is tied to the player’s growing familiarity with the mansion’s puzzles and mechanics. As players solve more puzzles, they become better equipped to tackle the game’s later challenges, which are often more complex and multi-layered.
The game’s user interface (UI) is minimalistic and functional, designed to avoid distracting from the puzzle-solving experience. The inventory system is straightforward, allowing players to carry and use items as needed. The hint system is integrated into the UI, providing contextual clues without breaking immersion.
Innovative Systems: Procedural Generation and Multiplayer
One of Last Will’s most innovative features is its procedural generation system. The mansion’s layout and puzzle configurations are randomized with each playthrough, ensuring that no two experiences are identical. This system enhances the game’s replayability, as players cannot rely on memorization to solve puzzles. Instead, they must adapt to each new configuration, making every playthrough feel fresh and unpredictable.
The multiplayer mode is another standout feature. Supporting up to four players, cooperative mode allows friends to work together to solve puzzles. This mode introduces a social dimension to the game, as players must communicate and collaborate to overcome challenges. However, the multiplayer experience is not without its flaws. Technical issues, such as synchronization problems and bugs, can occasionally mar the experience. Additionally, some puzzles are better suited to single-player mode, as they require a level of focus and precision that can be difficult to achieve in a group setting.
Flawed Systems: Technical Issues and Puzzle Design
Despite its strengths, Last Will is not without its flaws. Technical issues, such as bugs and performance problems, were a common complaint among players at launch. While many of these issues have been addressed through patches, some persist, particularly in the multiplayer mode.
Another criticism leveled at the game is the occasional lack of polish in its puzzle design. Some puzzles are overly complex or rely on obscure logic, making them frustrating to solve. The randomized nature of the puzzles can also lead to inconsistencies, with some configurations feeling unfair or illogical. While the hint system helps mitigate these issues, it is not always sufficient to prevent frustration.
World-Building, Art & Sound: Crafting an Atmosphere of Mystery
Setting: The Mansion as a Character
The mansion in Last Will is more than just a backdrop for the game’s puzzles; it is a character in its own right. The mansion’s grand, decaying architecture reflects the professor’s eccentric personality and his obsession with testing the limits of human intellect. Each room is meticulously designed to evoke a sense of mystery and intrigue, with intricate details that hint at the professor’s past and his ultimate goals.
The mansion is divided into several distinct areas, each with its own unique aesthetic and thematic focus. For example:
– The Entrance Hall: A grand, imposing space that sets the tone for the rest of the mansion.
– The Study: Filled with books and esoteric artifacts, reflecting the professor’s intellectual pursuits.
– The Laboratory: A chaotic, cluttered space filled with strange contraptions and cryptic notes.
– The Chapel: A somber, atmospheric room that hints at the professor’s spiritual or philosophical beliefs.
These areas are connected by a series of hallways and hidden passages, creating a sense of interconnectedness and discovery. The mansion’s layout is designed to disorient and challenge players, reinforcing the idea that the professor’s puzzles are not just tests of intellect but also of perseverance.
Visual Direction: A Blend of Elegance and Decay
Last Will’s visual style is a blend of elegance and decay, reflecting the mansion’s dual nature as both a grand estate and a crumbling relic. The game’s 3D graphics are detailed and atmospheric, with a focus on realism and immersion. The mansion’s interiors are richly textured, with intricate woodwork, ornate furniture, and faded wallpaper that evoke a sense of history and neglect.
The game’s lighting and shadow effects play a crucial role in creating its eerie atmosphere. Dimly lit corridors and flickering candles cast long shadows, adding to the mansion’s oppressive ambiance. The use of color is similarly effective, with muted tones and earthy hues dominating the palette. Occasional splashes of color, such as the vibrant red of a stained-glass window or the golden glow of a candle flame, serve to highlight important objects and clues.
Sound Design: The Symphony of Silence
The sound design in Last Will is understated but effective, relying on ambient noise and subtle cues to enhance the game’s atmosphere. The mansion is filled with the sounds of creaking floorboards, distant echoes, and the occasional whisper of wind, creating a sense of isolation and unease. These ambient sounds are complemented by a sparse but evocative musical score, which swells during key moments to heighten tension and drama.
The game’s use of sound is particularly effective in its puzzle design. Audio cues, such as the ticking of a clock or the chime of a bell, often provide vital clues for solving puzzles. In multiplayer mode, sound becomes an even more important tool, as players must communicate and coordinate their actions to overcome challenges.
Reception & Legacy: A Hidden Gem or a Forgotten Experiment?
Critical Reception: A Mixed Bag
Last Will received a mixed reception upon its release. While many players praised its innovative puzzle design and atmospheric setting, others criticized its technical issues and occasional lack of polish. The game’s Steam reviews are predominantly positive, with a “Mostly Positive” rating based on over 380 reviews. However, its Metacritic score is less favorable, with a user score of 4.8 out of 10, indicating a more divided reception.
Critics highlighted the game’s strengths, such as its procedural generation system and cooperative multiplayer mode, but also noted its flaws, including bugs and frustrating puzzle design. The game’s lack of a strong narrative or character development was another common criticism, with some players feeling that the mansion’s mysteries were not fully explored.
Commercial Performance: A Niche Success
Last Will was not a commercial blockbuster, but it found a dedicated audience among puzzle enthusiasts and escape room fans. Its modest price point ($8.99 at launch) and cross-platform availability (Windows, Mac, Linux) helped it reach a wider audience, though it never achieved mainstream success. The game’s niche appeal and indie roots meant that it remained a relatively obscure title, overshadowed by more high-profile puzzle games.
Evolving Reputation: A Cult Classic in the Making?
In the years since its release, Last Will has developed a cult following among fans of puzzle and escape room games. Its innovative mechanics and atmospheric setting have earned it a place in the pantheon of indie puzzle games, even if it never achieved widespread recognition. The game’s procedural generation system, in particular, has been praised for its replayability, making it a favorite among players who enjoy a challenge.
The game’s legacy is also evident in its influence on subsequent titles. While Last Will did not spawn a direct sequel, its reverse escape room concept and procedural puzzle design have inspired other developers to experiment with similar mechanics. Games like Escape Simulator (2022) and We Were Here series (2017–present) owe a debt to Last Will’s innovative approach to puzzle-solving and cooperative gameplay.
Influence on the Industry: Paving the Way for Procedural Puzzles
Last Will’s most significant contribution to the gaming industry is its demonstration of the potential of procedural puzzle design. By randomizing puzzle configurations with each playthrough, the game offered a level of replayability that was rare in the puzzle genre at the time. This approach has since been adopted by other developers, who have incorporated procedural generation into their own puzzle games.
The game’s cooperative multiplayer mode also highlighted the potential of social puzzle-solving, paving the way for titles like Keep Talking and Nobody Explodes (2015) and The Room series (2012–present). While Last Will’s multiplayer implementation was not without its flaws, it demonstrated the appeal of collaborative puzzle-solving, a concept that has since become a staple of the genre.
Conclusion: A Flawed Masterpiece Worth Rediscovering
Last Will is a game that defies easy classification. It is neither a perfect masterpiece nor a forgotten failure; instead, it occupies a unique space in the puzzle genre, offering an experience that is both innovative and flawed. Its reverse escape room concept, procedural puzzle design, and atmospheric setting make it a standout title, while its technical issues and occasional lack of polish prevent it from achieving true greatness.
For puzzle enthusiasts and escape room fans, Last Will is a hidden gem worth rediscovering. Its challenges are rewarding, its mysteries are intriguing, and its mansion is a character in its own right. While it may not have achieved the commercial success or critical acclaim of titles like The Witness or The Talos Principle, it remains a testament to the creativity and ambition of indie developers.
Final Verdict: 7.5/10 – A flawed but fascinating puzzle odyssey that rewards perseverance and intellect.
Last Will is a game that invites players to step into the shoes of an heir, to unravel the mysteries of a decaying mansion, and to test their wits against the enigmatic Professor Gladsbury. It is a journey that is as frustrating as it is rewarding, as mysterious as it is illuminating. For those willing to embrace its challenges, Last Will offers an experience that is both unique and unforgettable.