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Last Hunter K: Seoul is HAEGIN's one-thumb monster hunter — portrait screen, swipe-and-hold combat with parries, counters and dodges, 100-second 1v1 boss fights in a post-nuclear Seoul — on iOS and Android since April 28, 2026. Five weapon styles, a face-and-tattoo character creator, co-op raids and real-time duels. Free with ads, a gacha and packs to $69.99; a $40 skin and a boss called Trimorte are where reviews draw the line.
Specs come from the official store listings and were last checked on 2026-09-21. Developers change pricing and requirements — check the store page before installing.
The pitch is in the listing's own numbers — 100 seconds to victory — and the design follows: the phone stays upright, there is no virtual d-pad, and attacks, blocks, parries and dodges are swipes and holds under one thumb, with frame-perfect parries as the skill ceiling. Fights are 1v1 against big things — Akaipu, Venom Hial — in a ruined Seoul overrun by Watchdox after a nuclear war. Weapons set the rhythm: sword, greatsword, katana, hammer and bow, plus the sword and shield a May 11 App Store reviewer at level 20 mains; the hunter is yours to build, face, physique and tattoos. Beyond the campaign are real-time duels, co-op against colossal bosses and crafting beside the gacha. Reviewers reach for the same comparisons — Monster Hunter Now, Glu's Dragon Slayer — and HAEGIN, the Korean studio behind Play Together, released it on April 28, 2026 in five languages, rated 13+ and Teen.
The controls are loved and hated for the same reason. A July 21 App Store four-star calls it an on-the-go RPG with single-finger combat; a May 29 five-star says the sound design and feel show developers who care. A May 8 two-star tested the flick in the training grounds, found the response time heinous and wants a controller; an August 9 Google Play review says the vertical layout and swipe-and-hold system make timing awkward and wants a horizontal game with buttons. A May 31 reviewer asks for a jump. Performance is the second theme: an August 27 five-star calls the graphics heavy with occasional frame drops, and a May 31 review uninstalled for space — the iOS build is 2.5 GB on iOS 13, Android 8.0. Version 1.3.1 in July added summer skins; a September 5 three-star objects to visible generative AI in the art and to gacha as progression.
Both stores carry advertising; a June 23 Play reviewer with six votes bought the ad removal, praised co-op and weapon balance, and still docked a star for nickel-and-diming. Google Play prices items from $0.99 to $99.99; the App Store's ladder runs from Light packs at $0.99 to Master packs at $35.99 and $69.99. An August 10 review counts $40 for an epic skin and asks for PvP instead of paywalls; a May 8 one-star hit Trimorte, an early boss with untelegraphed damage and a one-shot second phase, and estimates hundreds of dollars to pass it, while a June 23 five-star struggled at 3-8 and then sailed. An April 30 review wants the energy system gone; Skull Island fights cost none. Five months in: 100,000-plus installs and 2,710 Play reviews at 4.3, 175 App Store ratings at 4.7. Prices are regional.
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A 6.3: a genuinely designed one-thumb action game — parries that matter, bosses worth 100 seconds, a city worth looking at — inside the usual mobile economy of ads, energy, gacha and packs. Take it if you want Monster Hunter-style duels on a portrait screen in short bursts and can earn or ignore the shop. Skip it if you need a landscape layout or a controller, or if an early boss priced in hundreds of dollars is the kind of wall you refuse on principle.
No. Duels are real-time against other players, co-op hunts are matched online, the energy system, gacha and ads run on HAEGIN's servers, and the store pages describe no offline mode. Single-player boss fights are short enough for a train ride, but they still need the connection.
The reviews split: an August 2026 five-star says it is not wallet-hungry because half the shop's resources are earnable by playing, while a May one-star hit an early boss, Trimorte, that it estimates costs hundreds of dollars to pass. Both stores show ads, Google Play lists items to $99.99, the App Store packs reach $69.99, and a $40 epic skin drew an August complaint. Prices vary by region.
iOS 13 or newer with 2.5 GB free, or Android 8.0 or newer. The floor is low but the load is not: an August 2026 reviewer calls the graphics heavy with occasional frame drops, and a May reviewer uninstalled for space. There is no controller support mentioned on either store — the game is designed for one thumb on a portrait screen.
Yes, in two ways: co-op hunts against colossal bosses, which a June 2026 Play reviewer calls very fun, and real-time duels between hunters. There is no cross-platform note on the store pages, and an August App Store review still asks for a fuller PvP mode, so treat duels as the competitive layer rather than a ladder.
About 100 seconds — HAEGIN's own figure — which makes a session a handful of hunts. The energy system meters how many you run; Skull Island fights cost none, per a June 2026 review. A May reviewer at level 20 was still learning the parry, and the campaign wall reviewers name is around stage 3-8 and the Trimorte fight.
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About this page. ScoredApps reviewed Last Hunter K : Seoul independently. We don't own, develop, or distribute this app, and we're not affiliated with HAEGIN Co., Ltd.. Official site: haegin.kr · Google Play listing · Developer support: support@lasthunterk.zendesk.com