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Survivors and zombies on a grid field, with shelves, counters, and a purple escape tunnel.
RPG

Bangkok The Last Room

By ไม่ระบุชื่อผู้พัฒนา

A survival game set in post-flood Bangkok. Manage your room, scavenge for supplies, and fight zombies using AP on a grid-based field. Hunger and thirst persist even when you stop playing.

Bangkok The Last Room is a browser-based survival game where you manage survivors and a single room in Bangkok after the flood. The gameplay alternates between base management, scavenging for supplies, and fighting zombies on a grid-based arena. Food, water, and physical condition are resources that must be managed simultaneously.

Rooms and items found

The layout is divided into a living room, bedroom, bathroom, and kitchen, each with functional points and furniture slots to inspect, along with access to the inventory menu, crafting, and resource management for electricity and water. Room portraits depict atmospheric scenes that do not change in real time based on furniture placement.

Exploration offers events with choices, such as a shared supply shelf in an abandoned convenience store that provides food and water. The results list these as items found along the way that must be brought back at the end of the run, encouraging players to weigh returning home against searching for more supplies.

Canned fish and bottled water results from Bangkok The Last Room's abandoned convenience store event.
The shared supply shelf event adds food and water to the items found during exploration.

Select position before using AP

Movement and attacks use Action Points (AP). Weapons have their own range, so you must move to the correct position before attacking. While the cargo area and counters block paths on the field, fleeing requires entering a designated escape zone to execute the command. The combat screen displays weapon range, AP refill status, and target information to aid planning.

Survivors and zombies on a grid field, with shelves, counters, and a purple escape tunnel.
Survivor, zombie, obstacle, and escape hole positions are on the same combat grid.

The initial mission helps introduce the various parts of the base, with conditions, progress, and rewards displayed on a single page. The exploration mission of the new residence grants experience points and money after viewing the room layout and claiming the reward. These are small goals while getting familiar with the system.

The Explore New Residence mission shows completion, full progress, and a button indicating that the reward has been claimed.
Exploration mission for new residence shows completed conditions and received EXP and Money rewards.

Leaving characters unattended also carries risks.

Hunger and thirst are warnings to consider before stopping play. The status screen indicates that both values decrease over offline time. When hunger or thirst reaches zero, it reduces status values, and if not replenished within 4 hours thereafter, the character will die as warned in the game. Before resting, check food, water, and character condition.

This game suits those who enjoy reading status values, managing supplies, and planning combat positioning. The hotel room and abandoned location settings make food and water scavenging feel contextually grounded. The interface includes multiple menus and a top status bar that occupies considerable screen space; in the tested scene, this bar partially obscures rows of the combat grid. Continuous care for survivors may not suit players who prefer occasional sessions followed by long breaks.

This review covers the start of the game and the first encounter in Public Alpha. The announcement emphasizes PvE and warns that data may be reset. Testing is scheduled to end on October 13, 2026 (2569 B.E.) at 20:00 Thailand time.

Sources: Attakorn Chantanaratt's post · Game page

Illustration from actual gameplay by GameSlash · The game and artwork are the property of the relevant creators.

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