Last Regiment is an upcoming fantasy-themed strategy game with simultaneous turn-based multiplayer and single-player campaigns following the story of a Portellan named Olivia, set in a post-apocalyptic world with Dragoons, Artillery, Orcs, Pirates, Chainsaws, and more! Form regiments of heroes and units from various factions, lead them across hex-based maps, and fight your enemies for control over all the lands and structures.

Currently being developed by Boomzap Entertainment, Last Regiment takes the best parts of the studio's previous title, Legends of Callasia, makes a bunch of neat changes for a faster, deeper, and more strategic game, and allows player to design their own levels through its built-in map editor.

The game is still in its alpha stage, but Boomzap has opened its development progress to its community on Discord and Twitch, as well as through weekly blog updates.

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After last week’s update, we looked at some feedback on what the community thinks of Last Regiment, and we began to wonder if the project is worth continuing. We ask some critical questions.

The Funnel of Decision Making

When you think about selling a game, imagine a great big funnel. It starts wide and gets narrow each step.

1. Audience. Are there enough people out there interested in games like this to make a game like this worth making?

2. Awareness. How do we let those people know we are here, and get them interested in our game, and have them come check us out?

3. Curb Appeal (to download). When they get to the Steam page – is this game obviously good enough, quality enough, pretty enough, and obviously what they want enough that they will actually make the download, and open the game and give us a chance?

4. Accessibility. They downloaded it. They started playing. Is it intuitive and easy enough to learn – and interesting enough to keep them amused long enough to play enough to understand, enjoy, and appreciate the core mechanics of the game? Are they going to stick around long enough to ACTUALLY play the game?

5. Conversion. Will they buy it after the demo? Is there enough clear, obvious value in buying the game that they will put the money down to buy? How much? What is that price point? How do we clearly convey the value to them of a full purchase?

6. Retention. They bought the game. Is it sticky/interesting enough to keep them playing? Is it good enough to keep them from the game’s competitors? Will they come back and play the whole campaign? Will they participate in multiplayer? Will they keep playing? Will they bring friends?

If we fail at any of these steps, all of the following steps are not even worth discussing. We take a look at two examples from the games we’ve made: a success story, which is the Awakening series, and where we failed, Legends of Callasia.


We apply this to Last Regiment, which is a niche game. So the main question we’re asking now is: who is our audience? We have to know what their interests are and where we can find them.

We realized that most strategy gamers are not on Twitch, so what is livestreaming for us? It is no longer a marketing vehicle, but a testing vehicle. It’s good for driving people to our Discord, get them interested in the development, and talk to them about what they like and don’t like. Getting feedback is extremely valuable and it’s a more realistic expectation of how Twitch can help us.

Rethinking PAX and Refocusing our Marketing

Next month we’re going to PAX South and instead of focusing on getting all of the media to check out our game when it’s not yet complete, we’re considering doing a bigger version of what we did at ESGS – to have people try out the game and get feedback. We learned this from a lecture during GCAP 2017. They also talked about how trailers are very critical in getting people to know the game, which makes us think how we should refocus our marketing efforts.

Big Changes in the Game

We’re also testing out a lot of new ideas in the game. For reference, this is how it currently looks like, and it’s going to have some major changes.


Some of the issues we’re addressing now:

  • Improving the fog of war – make them lighter or replace with tiles
  • Revising the user interface (UI) so they don’t cover too much of the screen
  • Rethinking the way we show powers to the players
  • Improving the overall look and feel of how we show hexes, how we aim things, and combat animations
  • Redesigning how factions are handled
  • Reorganizing some of the powers to better theme the heroes
  • Looking at the way we are building and summoning things

With all these stuff that we’re doing, the game is deeply broken right now. We’re still checking which ones actually work. Some of them could be bad ideas, but we hope we’ll have something to show by next week.

Last Regiment Dev Blog #17 – The Lore Building Process

Last Regiment Dev Blog #17 – The Lore Building Process

News

One of the challenges in writing a video game is fighting the urge to write the story and letting the player make his own. But before you can write a...

Last Regiment Dev Blog #16 - Designing Artificial Intelligence (AI)

Last Regiment Dev Blog #16 - Designing Artificial Intelligence (AI)

News

There are two truths in game development that people don't often realize. First, making a game isn't the hard part, it's getting people to know it exists...

Last Regiment Dev Blog #15 - Marketing Struggles, Closed Beta Info, and Single Player Plans

Last Regiment Dev Blog #15 - Marketing Struggles, Closed Beta Info, and Single Player Plans

News

As Kickstarter launches the new Drip, we share the indie dev struggles of how to market our marketing and get noticed in the huge gaming world of Kickstarter...

Last Regiment Dev Blog #14 - What we learned from ESGS (and how to join our beta)

Last Regiment Dev Blog #14 - What we learned from ESGS (and how to join our beta)

News

We look back on our convention experience in ESGS Philippines and focus on getting a solid build ready for PAX South 2018.

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Last Regiment
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Boomzap Entertainment
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Latest tweets from @lastregiment

Silently streaming some playtesting this morning. No mic. No entertaining stories. Just raw unfiltered testing. Twitch.tv

Dec 12 2017

Faster way to join our beta? Subscribe now and watch our weekly dev streams at Twitch.tvT.co

Dec 12 2017

#LastRegiment is a niche game, and we ask: Who is our audience and where can we find them? We realized that most st… T.co

Dec 11 2017

Stream is starting. Christmas music is up. Discussing big changes about #LastRegiment today! Twitch.tv

Dec 6 2017

How is the lore for #LastRegiment being built? What is the scale of the story? We go into detail (without spoilers!… T.co

Dec 5 2017

Spending the first Monday of the month testing some new ideas (aka big changes!) after a long discussion on "Who pl… T.co

Dec 4 2017

We have our dev blogs up on @IndieDB and we hope you'll vote for us! Indiedb.com T.co

Dec 4 2017

RT @boomzap: The search for the 2017 Indie of the Year has begun on @IndieDB, and we hope you'll support our games!… T.co

Dec 4 2017

The virtual fireplace is up! Come join us for another #LastRegiment dev stream on Twitch. Twitch.tv #gamedev #indiedev

Nov 29 2017

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