Last Man Sitting

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Last Man Sitting

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 official trailer gives a good sense of the madness— players rocket through office spaces, flying across desks and crashing through windows, all while desperately trying to be the last one left sitting.

Health pickups? Forget medkits. In this clip, you restore health by chugging coffee mid-fight. It keeps the pace fast and adds a bit of office humor to the carnage.

One of my favorite experiments was the Office Chair Helicopter. Flip the chair over, point your guns at the ground, and suddenly you're flying like a makeshift helicopter. It shouldn’t work, but it does—and it’s hilarious.

There’s even a Couch Co-op Mode, where two players share one couch (literally), teaming up to create even more chaos in the office. It’s couch co-op taken to its most ridiculous extreme.

The movement itself is part of the fun. In this movement highlight, you can see the ragdoll physics doing their thing— players bouncing off walls, sliding under desks, and spinning through the air in the most unpredictable ways.

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.

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Last Man Kicking

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 trailer, you can see the chaos in action. Players launch themselves at a giant ball, trying to smash it into the goal by any means necessary.

I had a lot of fun working on the ball physics. The softbody physics make the ball super reactive and bouncy, which leads to some wild plays. You can see another demo of the ball’s squishy behavior here.

I also added a basic AI opponent, shown in this clip, along with cinematic goal explosions and a 3D scoreboard that reacts to goals. I wanted the payoff of scoring to feel as over-the-top as possible.

Of course, I couldn’t resist throwing in a Rocket League tribute— a slow-mo ball explosion as it hits the goal, complete with ridiculous FX.

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A Tough Choice

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 dual stick control scheme, where each stick controls one of the character’s arms. It was weird at first, but it gave the game a super unique feel.

After locking in the core controls, I started refining character movement using IK. This test shows an early pass on inverse kinematics, helping arms and legs react more naturally when flailing around or blasting across the room.

Once that was feeling right, I got the first working version up and running with dual stick controls—finally, I could launch across rooms, aim, and shoot at the same time.

But what happens when you’re not holding a gun? You kick. This version let me push the chair around with my feet, keeping movement options open even when unarmed.

From there, I added more tricks—like chair jumping. You could leap between chairs for quick escapes or direction changes. It felt snappy and made movement way more dynamic.

I also let you point both guns down and blast yourself straight up into the air, launching to higher ground or dodging incoming fire.

Once I had all the systems working together, I stitched them into a prototype. Here’s a compilation showing everything in action— movement, combat, jumps, and chaos all blended into one.

For melee combat, I added kicks that let you punt enemies across the room with your legs. It was stupid fun.

Then I made the chairs into weapons themselves. This version lets you ram enemies with your chair and grind on rails like in Tony Hawk’s Pro Skater.

And because I couldn’t stop there, I added a rope gun. You could hook enemies and objects, reel yourself in, or yank things around— opening up even more crazy possibilities.

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Singleplayer Final

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 singleplayer compilation.

One of my favorite moments was figuring out how to grind on a helicopter. In this clip, I launch onto the rotors, grind across them, and then blow up the entire thing. It's pure, over-the-top action and sums up the vibe I was going for.

The room-clearing action really started to click, too. In this sequence, you blast into a room, clear it out in seconds, and zip right back out. It's fast, chaotic, and rewards momentum.

I also added small interactions to flesh out the world. Like swiping ID cards to open doors—giving you the option to go stealth or crash straight through.

One of the cooler environment ideas was turning the world into a dollhouse. This clip shows how the walls dissolve downward as you enter rooms, giving you that toy-like, diorama feel. I kept iterating on that and added another version here to polish the transitions.

I didn’t just focus on guns—there are distractions too. In this demo, you can throw a paperplane to distract enemies, or use it to scout areas from a distance like a stealth drone.

To break things up, I added some fun minigames. One of them is a tribute to Chrome’s offline dinosaur game, where you jump over obstacles as a little office chair rider. You can also check out another clip here showing it in action.

The physics got an upgrade too. This sequence shows off how nearly everything can be kicked and knocked around, adding more chaos to every room.

Kicking doors became a signature move. In this clip, you can crash into a room by blasting the door open with a flying kick, surprising everyone inside.

I also had some fun with smaller details, like throwing ID cards just because it felt satisfying.

To wrap things up, I added a scoring system. This video shows how you rack up points for kicking down doors, knocking out enemies, and causing general destruction.

And because every game needs a boss fight, I finished with the giant hacker spider. It’s ridiculous and the perfect ending for a game where you fight in an office with shotguns strapped to your chair.

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Last Man Sitting Tactics

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 tactics compilation gives a quick look at the prototype in action. Chairs flying, shotguns blasting—but with time to think before you act.

One of the first things I prototyped was the control system. This early version shows how you tap and drag to aim your shotguns, blasting yourself around the map with simple, intuitive touch controls.

To keep things clean on mobile, I built an action wheel interface for selecting attacks and abilities. Everything is quick and easy to use—perfect for playing with one hand on a phone.

In this gameplay clip, you can see how the game flows: pick your moves, take your shots, and watch your chair rocket across the battlefield. It’s tactical but still has the physics-based fun of the original.

I also spent some time on the UI. This video shows the early interface, optimized for mobile screens with big buttons and easy navigation—no fiddling, just straight into the action.

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Emergent 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 main menu was designed to feel like an old-school operating system, fitting the office setting of the game. Players navigate fake apps and windows to start the game, creating a UI that blends seamlessly with the world.

Early on, I built a prototype menu to explore interaction flow and get the basics working. Later, I expanded it into the Chair Select screen, where you pick your loadout before launching into chaos. It’s simple, but having a custom chair selector ties into the ridiculous theme of the game.

I also played around with fake multiplayer menus. The "Online" screen is a joke— there’s no online multiplayer, but if you wait, you get a Chrome dino-style minigame as a surprise.

One of my favorite experiments was the multiplayer cursor idea. Multiple players control different cursors in the menu, and they can punch each other with them. It turns UI navigation into a game on its own, and fits perfectly with the chaotic vibe.