Case study
lastwar-client: reconstructing Last War's network layer
lastwar-client reconstructs the network layer of the mobile game Last War: Survival Game in Go. Based on APK analysis and captured traffic, it implements GSL RSA/AES bootstrap, SFS2X framing and the SFSObject binary codec, and publishes a dossier of commands, fields and live observations.
- Targets
- Game · Protocol
- Category
- Independent reconstruction cases
- Relationship
- Independent reconstruction project
- Sources reviewed
- Stars
- 24
- Last commit
- 2026-11-09
- Language
- Go
- License (GitHub)
- Apache-2.0
GitHub data as of 2026-11-10
Requirements & limits
- Prerequisites: Requires Go 1.27.3 as declared in go.mod.
- Prerequisites: Reconnecting an established account needs session values from that account's own client login.
- Limits: Some command paths are documented from static analysis and remain unconfirmed against the live service.
- License: Apache-2.0 license.
Cite
BibTeX
@misc{lastwar-client-case,
title = {{lastwar-client: reconstructing Last War's network layer}},
howpublished = {\url{https://github.com/ljagiello/lastwar-client}},
url = {https://github.com/ljagiello/lastwar-client},
urldate = {2026-11-06},
note = {Awesome REA entry: \url{https://awesomerea.org/resources/lastwar-client-case/}}
}Plain text
lastwar-client: reconstructing Last War's network layer. https://github.com/ljagiello/lastwar-client (accessed 2026-11-06). Awesome REA entry: https://awesomerea.org/resources/lastwar-client-case/
Useful? Star Awesome REA on GitHub2.4k
About this entry
The description was reviewed against primary sources.
Primary sources
- README.md GitHub · ljagiello/lastwar-client · Revision b03a510
- docs/README.md GitHub · ljagiello/lastwar-client · Revision b03a510
More in Games
- Left 4 Dead 2: recovering the AI Director's behavior · Case study
- Lester the Unlikely: SNES disassembly and ROM maps · Case study
- libadlib: reconstructing HyperBlade's ADLIB behavior system · Case study
- Limbo: restoring Fortnite Save the World OT6.5 missions · Case study
- Lolo: reconstructing the OverField game server and protocol · Case study
- LOZ: rebuilding The Legend of Zelda from ROM disassembly · Case study