Last Regiment is an upcoming fantasy-themed strategy game with single-player campaigns and simultaneous turn-based multiplayer.
Aside from doing a mathematical balancing of the units' stats, we also have to make the subjective decision of what we think their powers and abilities...
last regiment dev blog #27 - new factions, balancing issues, and marketing plans
Announcing our launch schedule for Last Regiment including the estimated price point and which content will be available in each release.
last regiment dev blog #26 – beta schedule and launch plans
It started with a question: how come you don't promote your other games and we only hear about Last Regiment? Here we explain the three ways of publishing...
last regiment dev blog #25 – why are we promoting this game and not our other projects?
Genre differences are important in entertainment. Whether you're making a book, a movie, or a video game, you have to think about your audience's expectations...
last regiment dev blog #24 – it’s fun, but why is it not yet amazing?
In Last Regiment, we are writing the story of our main character, Olivia. As we do this, we find ourselves asking a lot of questions including: who are...
last regiment dev blog #23 – everyone has a story
New people, new tutorial, and new backgrounds. Here's a reintroduction to Last Regiment.
dev blog #22 - how to play last regiment
We were at PAX South this year with a demo of Last Regiment, which includes a tutorial.
dev blog #21 - showcasing last regiment at pax south
We're marking things off our checklist as we prepare the game for PAX South next year. How do we make the AI seem more human? How do we create a fun and...
last regiment dev blog #20 - artificial intelligence and creating the tutorial
We listened to feedback and made a lot of changes in how the game looks and plays.
last regiment dev blog #19 - visual improvements and gameplay changes
There's a funnel of decision making when it comes to selling a game and when you fail at the first step, the rest of it doesn't matter. We apply this...
last regiment dev blog #18 – changing our decision making and refocusing our marketing efforts
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 #17 – the lore building process
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 #16 - designing artificial intelligence (ai)
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 #15 - marketing struggles, closed beta info, and single player plans
We look back on our convention experience in ESGS Philippines and focus on getting a solid build ready for PAX South 2018.
last regiment dev blog #14 - what we learned from esgs (and how to join our beta)
As we prepare the game for its first public viewing in an upcoming convention, we implement a lot of changes not just based on our playtesting, but also...
last regiment dev blog #13 - new olivia and more!
Sharing what goes on behind the scenes during game conventions, and the dangers of showing a pre-released game.
last regiment dev blog #12 - road to esgs 2017
How do we make our fantasy game different from others? How do we make all of the game elements consistent and coherent? What features and platforms should...
challenges in game development
We talk about how we use MS Excel to manage our data and how it is useful in terms of cross-referencing, balancing, and localization.
on data management and what we've changed so far
We list down the reasons why our strategy game isn't fun and figure out ways on how to fix it.
last regiment dev blog #9 - why is the game not fun?
Introducing the new Tirezia and Mugroot factions in Last Regiment!
last regiment dev blog #8 - adding new factions
We spent the last two weeks working on two really big parts of the game: the game flow and the back-end. We'll also be altering some of our map art, because...
last regiment dev blog #7 - pretty isn't good
The challenge of game development is not just changing game ideas that suck, but also critically looking at why they suck. Here's a rundown of the what...
last regiment dev blog #6 - addressing game ideas that suck
Check out our deckbuilder-style Choose Your Regiment screen, learn more about the first six factions, and watch our first live multiplayer playtest.
last regiment dev blog #5 - choose your regiment + multiplayer
This week we added new art for the maps, such as bigger and more interesting tiles for the blocker features. We also answered the question "Why do game...
last regiment dev blog #4 - new tile sets in different sizes for better-looking, less hex-y maps
Sharing how we use MS Excel in developing games, including how we make individual hex tiles to create maps for Last Regiment. Also an update on the in-game...
last regiment dev blog #3 - making tiles, designing ui, and more game info
Adding limiting factors to prevent steamrolling in games, revamping the main menu, and improving our editor.
last regiment dev blog #2 - revamping some stuff
We look back on what we learned from making our first strategy game and show an early build of how we address all that in Last Regiment.
last regiment dev blog #1 - a postmortem and a game introduction
Last Regiment takes the best parts of Legends of Callasia and makes a bunch of neat changes for a faster, deeper, and more strategic game. The development...
boomzap announces last regiment, a new strategy game
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