What happens when you strap shotguns to office chairs? Pure, unhinged chaos. Last Man Sitting started as a physics-based battle royale where cubicle warfare gets deadly. No running—just blasting yourself across the room, dodging bullets, and turning the office into a disaster zone.
The
Health pickups? Forget medkits.
In
One of my favorite experiments was the
There’s even a
The movement itself is part of the fun.
In
I built this game to push ragdoll physics to their limits while keeping the gameplay tight and ridiculous. It’s fast, it’s dumb, and it’s exactly the kind of game I love making.
Last Man Kicking is a standalone minigame spin-off of Last Man Sitting, designed to promote the main game while being its own ridiculous experience. The same core mechanic is here—blast yourself across the room with a shotgun strapped to an office chair— but this time, it’s all about scoring goals with a giant, bouncy ball. It’s physics-based soccer… sort of.
In the
I had a lot of fun working on the ball physics. The
I also added a basic AI opponent, shown in
Of course, I couldn’t resist throwing in a
Around that time, I got a job offer in game development. It was a tough choice—keep pushing forward solo on Last Man Sitting, or take the opportunity to work in the industry, gain experience, and level up my skills.
In the end, I decided to put Last Man Sitting aside and take the job. It wasn’t an easy call, but looking back, it gave me the experience and knowledge I needed to tackle bigger projects in the future.
To keep working on the side, I had to shrink the project down. I cut the online multiplayer and focused on a singleplayer version instead. That shift opened the door to rapid prototyping, letting me focus on core gameplay and push ideas fast.
The first thing I tackled was movement. I came up with a
After locking in the core controls, I started refining character movement using IK.
Once that was feeling right, I got the
But what happens when you’re not holding a gun?
You kick.
From there, I added more tricks—like
I also let you
Once I had all the systems working together, I stitched them into a prototype.
For melee combat, I added
Then I made the chairs into weapons themselves.
And because I couldn’t stop there, I added a
Once the singleplayer prototype felt fun enough, I started polishing it up.
I added a proper office environment, tightened the visuals, and worked on making the entire experience feel more complete—even if it was still ridiculous at its core.
You can see the updated look and gameplay coming together in this
One of my favorite moments was figuring out how to grind on a helicopter.
In
The room-clearing action really started to click, too.
In
I also added small interactions to flesh out the world.
Like swiping
One of the cooler environment ideas was turning the world into a dollhouse.
I didn’t just focus on guns—there are distractions too.
In
To break things up, I added some fun minigames.
The physics got an upgrade too.
Kicking doors became a signature move.
In
I also had some fun with smaller details, like
To wrap things up, I added a scoring system.
And because every game needs a boss fight, I finished with the
Last Man Sitting Tactics was a little spin-off idea I had— a turn-based strategy version of Last Man Sitting designed for mobile and touchscreens. Same ridiculous universe: office chairs, shotguns, and chaos… but this time, slower-paced and tactical. Plan your moves, blast across the room, and outsmart your opponents one turn at a time.
The
One of the first things I prototyped was the control system.
To keep things clean on mobile, I built an
In
I also spent some time on the UI.
UI doesn’t have to be boring. For Last Man Sitting and its spin-offs, I experimented with emergent UI concepts that feel like part of the game world— playful, interactive, and sometimes chaotic.
The
Early on, I built a
I also played around with fake multiplayer menus. The
One of my favorite experiments was the