The Great Callasian War rages across the lands. Choose a faction and awaken the legendary heroes to lead your armies and destroy enemy forces! Build cities, conquer kingdoms, and form or break alliances on tabletop-style maps with bonus cards that can turn the tide of battle. Follow the story of the factions in single-player campaign missions, or test friendships in online multiplayer with an original simultaneous turn-based system that adds deep strategic elements in predicting other players’ moves. Fight your way to the top of the leaderboard, and dominate the fantasy world of Callasia!
Note: The free demo includes the tutorial, starter campaigns and heroes for each faction, and three maps for skirmish and multiplayer. The full version can be unlocked through a one-time payment from within the game or by purchasing the DLC.
Is this fun? Do we like this? Are we happy with this?
Lately we’ve been receiving feedback from the people playtesting and those who saw the progress on stream that the game doesn’t seem to be interesting or enjoyable. When you get to that point, you have to stop and ask why. This is very concerning, and so we gathered the team for a ‘come to God’ meeting on what we should do about it. There were two options: 1) cancel the project, or 2) barrel down to what those reasons are and find out how to fix them in a systematic way. This is a decision that we often have to make when developing a game, and for now we chose to keep fighting and go with the second option.
Here are the reasons why the game wasn’t fun:
What can we do to fix these?
Aside from these, we’ll have to continue balancing the game. We realized that after ending the turn, your resources are immediately replenished and you can continue to summon more units on the next turn, which makes the game become less fun.
In line with simplifying the game, we’d like to have fewer units with more interesting choices – like in Legends of Callasia with only four heroes per game making it nice, snappy, and strategic. In Last Regiment, you are pressured to move and build units quickly, which makes it less tactical.
What we plan to do is to adjust summon costs for units (some expensive, some cheaper) as well as increasing the resources cap, but decreasing the rate at which they fill. This would hopefully motivate players to do some other actions to get their resources up, and afterwards make the strategic action to attack or use their abilities.
We also want to create more spells that are buff-based as opposed to just doing damage, to make it less about bombarding with lots of units, but more of using specialized units intelligently.
Hopefully by next week we’ll have progress for some of this stuff and playtest if they work. We’ll also create at least one new bigger map and bring in more players to test. We’ve also been doing some changes to the art, so you can also look forward to that!
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...
Adding limiting factors to prevent steamrolling in games, revamping the main menu, and improving our editor.
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.
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