Last Try Downloads & RevenueLast Try · Google Play
48 days old
Not in a tracked Google Play top chart right now.
Updated 2 Nov 2026 · rankings refresh through the day
DeveloperPigDog
CategoryGames › Casual
PriceFree
Released
Installs1k+
Rating★ 2.5 (10)
Updated
Content ratingEveryone
Full timeline · 3 events
- 🆕Last Try first spotted by AppInsiderUnited States (found via developer)
- 📦Last Try version 1.0.3• Level 3 is here!
• Smoother difficulty in the toughest parts of levels 1 and 2.
• Bug fixes and polish. - 🆕Last Try released on Google Play
Collected from the stores by AppInsider since we first spotted the app. Dates are when we saw each change.
Rating
2.5 ★
10 ratings
Measured
Last Try on Google Play
App details
App ID
com.last.trai
Publisher
PigDog s.r.o.
Publisher country
Czechia
Content rating
Everyone
Last Try downloads
Worldwide, per day, and installs to date. The band is open; the exact number is free with an account.
How this is calculated
Google Play shows an exact lifetime install count; downloads per day are its daily change (measured). When Play hasn't refreshed the count, they come from new ratings and Top Free chart positions. Confidence is the chance the real number is within half to double ours.
Active users
All platforms, worldwide. Free with an account.
Stickiness (DAU / MAU)
how many monthly users open it on a given day
How this is calculated
Monthly users come from lifetime installs across every store, fitted on monthly active user figures companies publish; daily users = monthly × the typical daily/monthly ratio for the category. Confidence is the chance the real number is within half to double ours.
Business model: Ad-led
How Last Try makes money: subscriptions, one-off purchases and ads.
Ads · 128 ad networks
Ads
/mo
of revenue
Where it ranks on Google Play
Every top 200 chart it appears in across 23 countries.
| Country | Charts | Rank |
|---|---|---|
| Not in a Google Play top chart right now. | ||
Ratings
Google Play, worldwide.
Rating
2.5 ★
10 ratings
Measured
Ratings
10
Measured
Written reviews
11
Measured
About Last Try
Last Try is a squad runner where your team is your weapon. Lead a knight down a lane full of traps, hire a healer, an engineer and a thief to run at his side, and fight your way to the boss - one short, brutal run at a time.
No lives. No game over. Every run pays out, every coin buys power, and the next try is always one tap away.
⚔️ RUN. FIGHT. DIE. COME BACK STRONGER.
The squad never stops moving. Enemies rush the lane, spikes wait under the grass, guillotines drop across the path, and your fighters open fire the moment something comes into range. You steer, you time the gates, you spend what the last run earned - and you go again.
WHY PLAYERS LOVE LAST TRY
🛡 A squad, not a hero. The knight holds the line with sword and shield. The healer keeps everyone standing. The engineer drops turrets and calls in a robot helper. The thief robs enemies of their gold before they hit the ground.
⚡️ Runs you can finish in minutes. Short lanes, fast fights, instant restarts. Perfect for a queue, a commute, or "one more try" at midnight.
💰 Every run pays. Coins from kills and pickups are yours to keep, win or lose. Spend them between runs and feel the difference on the very next attempt.
📈 Milestone rewards that change how you play. Hammer throws, shotgun blasts, area grenades, energy shields, mass heals, critical steals - each fighter has its own ladder of upgrades with real abilities waiting at the top.
🍄 A bestiary worth fighting. Poison mushrooms, bomber mushrooms that chase your healer, spitting plants, bee hives that never stop spawning, cactus ambushers, mimic chests - and a boss at the end of every level.
🪤 Traps that test the squad, not just your thumb. Spike plates, bear traps, spinning blades, crossbow nests and guillotine gates you have to shoot through before you reach them.
🎯 Easy to steer, hard to survive. One finger steers the squad. Everything else is about what you bought and when you hired it.
CORE GAMEPLAY
Your squad runs forward on its own. Steer left and right to dodge traps, line up gates and pick your fights. Fighters attack automatically the moment an enemy is in range - ranged fighters from far back, the paladin up close. When the squad falls, the run ends, the coins stay, and the level rebuilds itself for the next attempt. Clear the boss and the portal opens to the next level.
Some gates only open to damage: a guillotine's glass, a mimic's chest, a frozen fountain that heals whoever breaks it. Bring enough firepower or take the hit.
YOUR SQUAD
The paladin is the anchor - health, sword damage and a shield that blocks hits outright. The healer mends the most wounded, hastes an ally, wards another, and eventually heals the whole squad at once. The engineer brings the heavy toys: a shotgun, grenades, a minigun turret, an energy shield and a rocket-firing helper. The thief hits fastest, crits hardest, dodges, blinds, and steals coins from everything he touches.
META AND PROGRESSION
Coins buy steps on each fighter's ladder. Most ste
No lives. No game over. Every run pays out, every coin buys power, and the next try is always one tap away.
⚔️ RUN. FIGHT. DIE. COME BACK STRONGER.
The squad never stops moving. Enemies rush the lane, spikes wait under the grass, guillotines drop across the path, and your fighters open fire the moment something comes into range. You steer, you time the gates, you spend what the last run earned - and you go again.
WHY PLAYERS LOVE LAST TRY
🛡 A squad, not a hero. The knight holds the line with sword and shield. The healer keeps everyone standing. The engineer drops turrets and calls in a robot helper. The thief robs enemies of their gold before they hit the ground.
⚡️ Runs you can finish in minutes. Short lanes, fast fights, instant restarts. Perfect for a queue, a commute, or "one more try" at midnight.
💰 Every run pays. Coins from kills and pickups are yours to keep, win or lose. Spend them between runs and feel the difference on the very next attempt.
📈 Milestone rewards that change how you play. Hammer throws, shotgun blasts, area grenades, energy shields, mass heals, critical steals - each fighter has its own ladder of upgrades with real abilities waiting at the top.
🍄 A bestiary worth fighting. Poison mushrooms, bomber mushrooms that chase your healer, spitting plants, bee hives that never stop spawning, cactus ambushers, mimic chests - and a boss at the end of every level.
🪤 Traps that test the squad, not just your thumb. Spike plates, bear traps, spinning blades, crossbow nests and guillotine gates you have to shoot through before you reach them.
🎯 Easy to steer, hard to survive. One finger steers the squad. Everything else is about what you bought and when you hired it.
CORE GAMEPLAY
Your squad runs forward on its own. Steer left and right to dodge traps, line up gates and pick your fights. Fighters attack automatically the moment an enemy is in range - ranged fighters from far back, the paladin up close. When the squad falls, the run ends, the coins stay, and the level rebuilds itself for the next attempt. Clear the boss and the portal opens to the next level.
Some gates only open to damage: a guillotine's glass, a mimic's chest, a frozen fountain that heals whoever breaks it. Bring enough firepower or take the hit.
YOUR SQUAD
The paladin is the anchor - health, sword damage and a shield that blocks hits outright. The healer mends the most wounded, hastes an ally, wards another, and eventually heals the whole squad at once. The engineer brings the heavy toys: a shotgun, grenades, a minigun turret, an energy shield and a rocket-firing helper. The thief hits fastest, crits hardest, dodges, blinds, and steals coins from everything he touches.
META AND PROGRESSION
Coins buy steps on each fighter's ladder. Most ste
What's new in 1.0.3
• Level 3 is here!
• Smoother difficulty in the toughest parts of levels 1 and 2.
• Bug fixes and polish.
• Smoother difficulty in the toughest parts of levels 1 and 2.
• Bug fixes and polish.