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.


  • Three Factions to choose from: Hundred Kingdoms, Faeborne, and Revenant
  • Over 25 Heroes with different classes, traits, and bonus cards
  • 30 Single-Player Campaign Levels worth almost 40 hours of gameplay
  • More than 35 tabletop-style Skirmish/Multiplayer maps playable up to 8 players
  • Pay once and play on all platforms: PC, Mac, iPad (soon on Android tablets)
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Game dev is a process of continuous iteration, so we have been revamping some of the stuff you saw last week.

Here are the highlights from today’s stream!

We talk about the limiting factors to prevent the problem of steamrolling in strategy games. Usually resources are low during early game, but later on as you build and capture more structures, the amount of resources you acquire each turn increases, making it easy to do almost any action to overpower your opponents (or alternatively, making it hard to defeat anyone because everyone has close to an infinite amount of resources) - making it less fun for everyone.

For Last Regiment, we are adding resources such as gold and mana, restricting powers to specific units, limiting the number of control points, and adding unit cooldowns.

We also have a brand new main screen! Still being made, but what do you think of it so far?

Last Regiment Main Menu WIP

We describe in it detail in the second video:

The banner and description would change depending on the menu selected. We’ve also added a section below to announce updates, livestreams, and other news. This section will be replacing the annoying pop-up notifications that we had in Legends of Callasia. We’ve also added icons linking to some of our social media pages on the upper right corner, while the full list would be available in the Community menu.

The next day was spent working with a designer, two coders, and a bunch of artists on improving our editor. Specifically the editor that allows us to build the hexes that go into the game.

Because we’re hoping to ship with an editor, we have sort of broken building maps into 2 steps:

1. Build the building blocks the game is made of – such as the Hexes in the map, the Structures you put on it, and the Units that move around. This is done with a combination of “ugly but functional” internal editors, and some big ass excel spreadsheets that churn out .lua files that define a lot of the game.

2. Put all of these together in a more user friendly, consumer-facing editor, that allows you to build maps w/o having to ever switch programs and makes sure you are working with building blocks that dont (easily) break the game.

Today’s journey (and last night’s) was to pound the “Hex-Editor” – the one that allows us to build hexes – into something that we can use properly, since it has been a bit neglected, and there was a lot of ‘build as you go”-ness to it that needed to be standardized.

It’s unsexy work, but it has to be done.

Of course, making the tool is just the first part. The *really* hard part? Making all of the data once the tool is done. But that work gets compounded terribly if the tool is not optimized – and even a step that takes 1 minute can quickly become HOURS or DAYS after you use the tol long enough – and since game development is all about iterative building, you have to expect you are building allof your maps/levels multiple times. Having a tool that does not let you do that quickly… well, the time is well spent to get it right.

Last Regiment Dev Blog #1 - A Postmortem and a Game Introduction

Last Regiment Dev Blog #1 - A Postmortem and a Game Introduction


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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Legends of Callasia

Legends of Callasia

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Legends of Callasia is a simultaneous turn-based single and multiplayer fantasy world conquest strategy game mixed with board game-style maps and no hotseat...


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Legends of Callasia
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Boomzap Entertainment
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Latest tweets from @boomzap

Do you miss the magical music of #RescueQuest? Here's a quick listen from the trailer for #SoundtrackSunday!

19hours ago

RT @LastRegiment: Here we are explaining the main menu changes for #LastRegiment. Any thoughts? #screenshotsaturday

Apr 29 2017

After yesterday's #gamedev stream, we have another @LastRegiment update from birthday boy @ninesquirrels!

Apr 28 2017

Time for our weekly stream! Today we're making some maps and sharing some of our #gamedev goals for @LastRegiment

Apr 26 2017

RT @LastRegiment: We are revamping the main menu for #LastRegiment - what do you think? #WIPWednesday More #gamedev at 10PM EST at…

Apr 26 2017

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