Last Regiment cover
Last Regiment screenshot
Genre: Strategy, Indie

Last Regiment

Latest Patch Notes (10/25/2019)

Just a small patch for you today, meant to update the game before its time on the ESGS showfloor.

Patch Notes (October 25, 2019)


Mechanic Changes
1.) When casting a power, you can now click outside the target hexes or right-click to cancel casting.

Campaign Changes
1.) Updated tutorials for Prologue missions.
2.) Lessened difficulty for Prologue missions.

Power Changes
1.) Updated Inorganic Construct trait to have 50% damage reduction from Missile powers.
2.) Updated Heal powers and cards so they can only be used by units that can be healed.

Unit Changes
1.) Removed Armored trait for all Constructs due to the updated Inorganic Construct trait.

Bug Fixes
1.) Fixed an issue with the floating menu that always appears even if a unit is moving to an empty hex.
2.) Fixed an issue with the Move command not showing the proper description.
3.) Fixed an issue that triggered the End Turn hotkey when pressing Enter key while chatting in-game.
4.) Potentially fixed the issue in Multiplayer where the same color can be assigned to more than one player.

Latest Patch notes (10/21/2019) - Melee, Ships, Goblins, and Constructs

It sure has been a while hasn't it? We've got a major update for you today, featuring a reworked melee combat system, new ship units you can use to carry your armies through bodies of water, and a whole new tutorial for you to enjoy!

You can read our full blog post here.

Patch Notes (October 21, 2019)


Mechanic Changes
1.) Reworked how melee works by introducing the concept of Assault and Clash. Assault is a new power that happens after Ranged Combat phase but before Movement phase. Old melee attacks are now known as Clash and happen during Movement phase.
2.) Charge has been reworked to use the same mechanic as Assault but with the added benefit of moving to the target's hex if it dies.
3.) Embark and Disembark has been removed from the game.
4.) Units can now board Ships by standing adjacent to them and using the Board power. Boarding/Unboarding happens before Movement phase.
5.) Floating Menu now appears when performing an adjacent movement drag to ask the player if they want to Assault, Charge, or Move.

Campaign Changes
1.) Added a Prologue chapter with three Missions.
2.) Updated tutorials to incorporate the changes to Melee and Embark/Disembark.

Unit Changes
1.) Added new units - Infantry Officer, Grenadier, Gryffon Dragoon, Elk Cavalry, Clockwork Enforcer, Clockwork Footman, Buzzsaw Construct, Orc Gunboat, Goblin River Traders.
2.) Adjusted Unit Cost tiers to 10/20/40/60 from 15/25/40/60/90.
3.) Adjusted Unit stats across the board to better reflect the cost changes and melee changes.

Power Changes
1.) Furious Brawl and Bloodbath now only affect Assault and Charge.
2.) Removed Upgrade power from all Units. An Elite unit can now only be made by playing a unit card on top of an existing unit.
3.) Engineering passive now works for all damage types.
4.) Standardized costs for Transform powers to 10 gold or 2 mana.
5.) Standardized costs for Non-Elite and Elite powers instead of Elite Powers costing a bit more.
6.) Updated damage ranges for Ranged powers to be more consistent.
7.) Updated heal ranges for Healing powers to be more consistent.

UI Changes
1.) Updated Left click and Right click behavior on Regiment Select UI. Left click now adds/removes a card from your Regiment slot and Right click now shows the larger version of the card where you can hover icons to get more information.
2.) Updated fonts for the game.
3.) Updated card art.
4.) Updated necessary UIs for Melee and Boarding changes.
5.) Achievement popups now automatically go away after a few seconds or when closed down.

Bug Fixes
1.) Fixed an issue with Ports that didn't allow them to be upgraded up to 3-stars.
2.) Fixed an issue about damage not getting doubled when a unit that is using Billeted Rest gets hit.
3.) Fixed the double stacking visual issue for Rage.
4.) Fixed visual issue where Bloodbath or Furious Brawl updating the Unit's attack even after the effects have worn off.
5.) Potentially fixed the issue in Multiplayer where 2 players can have the same color.
6.) Fixed an issue when highlighting a Structure power in Building UI that showed extra information.
7.) Miscellaneous bug fixes.

As always, our Steam forums and Discord server are always open to your feedback. Thanks so much for playing Last Regiment, we hope you enjoy this new patch!

Latest Patch Notes (9/24/2019)

Hey everyone! We've got a big patch for you this week, with new missions, revamped missions, and a brand new game mechanic that would hopefully make it easier to move your forces around the map.

Patch Notes (September 24, 2019)


Mechanic Changes
1.) Units can now be returned to their card form by using the "Recycle" action available when a unit is on a structure.
2.) Units standing on a structure will now automatically fortify themselves.
3.) Units that use an action, except Defend, will now have their Attack stat set to 0 from the start of Resolution phase.
4.) Adjusted Max Hand Amount to 7 from 6.
5.) Adjusted First Hand Draw Amount to 5 from 6.

Campaign Changes
1.) Added new missions for Hollythorn's campaign.
2.) Olivia Mission 2
- Updated map to be more open and flexible for real fights
- Adjusted enemy AI to be more aggressive and start said fights
- Adjusted level tutorials and goals
- Added some new dialogue
- Fixed some script errors that caused dialogue to play at the wrong times

3.) Olivia Mission 4
- Adjusted enemy AI starting regiment
- Adjusted goblins' behavior

4.) Olivia Mission 5
- Adjusted the map and moved around the structures
- Adjusted in-level goals and story elements
- Removed goal to waste time capturing structures! Now you can just kill the commanders
- Better Mage unit introductions
- Added more new dialogue

5.) Olivia Mission 6
- Changed starting structures for both players
- Revamped the map to be more breathable, easier to fight around with more key points
- Unlocked regiment building for this mission! Yay!
- Added even more new dialogue!!!
- Helped Hollythorn defend her base with more Goblins who will shoot you on the way in.
- Removed the goal to have to capture her base. Defeating Holly is enough!

Unit Changes
1.) Added 3 new units - Merchantman, Elven Villager, Mounted Archer.
Notes: Art for some of them are still work in progress.

Map Changes
1.) Added 2 new maps.
2.) Updated some maps so the Neutral units are docile.

Card Changes
1.) Overhauled targeting and descriptions for most power cards.
2.) Overhauled list of cards available from Structures.

Structure Changes
1.) Units can now be summoned on or adjacent to Towers or Mage Towers.
2.) Increased amount of Fortification points granted to units to 3/6/9 from 2/4/6 depending on Fortify power on the structure.
3.) Standardized upgrade cost for Structures to 50 gold.
4.) Updated gold generated by farms to 10/15/20 gold from 10/13/15 gold.

UI Changes
1.) Updated card slots while playing to accommodate 7 cards.
2.) Updated Power info box for better readability.

Bugfixes
1.) Fixed issue where the game doesn't properly save campaign progress when a session crashes.
2.) Potentially fixed AI behavior that kept trying to capture structures even when there are nearby threats.
3.) Potentially fixed AI blocking its own unit's movements when summoning new units.
4.) Fixed desync issue regarding effects during resolution phase.


Any questions? Reactions? Thought of a way to abuse the recycle mechanic already? our steam forums and Discord Server are always available for you to air out your concerns.

Latest Patch notes (9/17/2019)

Another week, another patch. This one introduces some major overhauls to the multiplayer maps!

Patch Notes (September 17, 2019)
Campaign Changes
1.) Reordered and adjusted tutorials for Olivia's 4th mission.
2.) Updated tutorial text for Olivia's 4th mission.
3.) Overhauled Olivia's 5th mission to make the flow smoother.
4.) Updated the map for Olivia's 5th mission.
5.) Players can now customize their regiment on Olivia's 6th mission.
6.) Players can now customize their regiment on Hollythorn's 1st mission.

Map Changes
1.) Overhauled all 15 Skirmish/MP Maps.

UI Changes
1.) Updated card art to use a rectangle shape.
2.) Updated checkbox and "click to continue" locations to be outside the dialog box.
3.) EA Message box can now be closed by either clicking on the "x" button or outside of the message box.

Bugfixes
1.) Fixed issue where units can't use transform powers while on a Bridge.
2.) Fixed typos on Achievements text.
3.) Fixed some highlighting issues for Regiment List UI.
4.) Fixed card and page button positioning to avoid overlap.

As always, our Steam Forums and Discord are always waiting for your feedback!

Community Games

Ever wanted to try beating a dev at their own game? You can now!

Join us every week on the ff times:

- Monday 10pm EST / Tuesday 10am GMT+8
- Thursday 11pm EST / Friday 11am GMT+8

We'll have at least three Boomzap staff waiting in the lobby, ready to play some friendly MP matches for a couple of hours.

You can also come chat with us about the matches in our community Discord server, and maybe even find others to play Last Regiment with.

See you then!

Latest Patch Updates (09/12/2019 + 09/9/2019)

Hey everyone!

They say nothing lets you catch mistakes faster than hitting publish, and ooh boy did we find them real quick upon hitting Early Access.

Thus, this week features not one, but TWO patches to help smoothen out all the kinks.

Patch Notes (September 12, 2019)


Mechanic Changes
1.) Units with Transform powers can now use them while on a Dock or a Bridge.

Campaign Changes
1.) Fixed an issue where the AI didn’t aggro the player properly on Whiteferry mission.
2.) Adjusted AI difficulty for Whiteferry mission since the AI bug fix rendered it a bit too hard.

Power Changes
1.) Updated Destroy Structure card so it can’t be played on a Unit that isn’t standing on a Non-Tower structure.

Map Changes
1.) Updated all maps so that players will always have a starting Supply of 4.
2.) Replaced some Neutral Towns with Barracks or Farms for all maps.

Bugfixes
1.) Fixed an issue that stopped the AI from summoning units even when it has enough resources.

Patch Notes (September 9, 2019)


Mechanic Changes
1.) Amphibious Units can now be summoned adjacent to a Town, Hero, or Dock.
2.) Updated formula for Victory Point (VP) requirement to trigger the VP Win condition.

Campaign Changes
1.) More balancing for Hollythorn’s Missions.
2.) Added cutscene for Hollythorn’s Missions.

Unit Changes
1.) Added Sulhan Cleric to the roster.

Structure Changes
1.) Updated Victory Point values for Towns (20 -> 15) and Settlements (0 -> 10).

Regiment Changes
1.) Updated Names and Descriptions for all Preset regiments.

Bugfixes
1.) Fixed text spill issues for a few UIs.
2.) Fixed more resolution change issues for a few UIs.

Found some more bugs crawling around our Early Access game? Have feedback on how parts of the game could be better? Swing by our Steam Forums or our Discord server and give us a holler!

We Are Live on Early Access!


Hey everyone

Last Regiment is out now on Early Access! Thanks so much to everyone from the closed beta, we couldn't have made it here without your help.

So What's in the Game?



  • Two campaigns
  • Four Heroes, 44 Troops, and 48 Power Cards
  • Skirmish and Multiplayer mode, supporting up to six players
  • 15 Maps to battle on


So What's Going to be in the Game?



  • New campaigns and new levels
  • New Heroes, Troops, and Powers
  • New Maps
  • A Map Editor
  • A Lore Page (It's not fantasy without one)
  • And More!


Streamers and Content Creators


We encourage you to stream our game, and feel free to monetize the videos! if you're a content creator and would like to ask for a key, please send us a request on Keymailer. Although we sadly can't give a key to everyone, we do take the time to check out each and every person that asks. Creators who specialize in strategy games will get priority!

Join Our Community


Want to give us feedback? Our Steam Forums and our Discord are there for you to tell us what you think. Please feel free to tell us what we can improve, what you love about the game, anything that comes to mind. Your feedback is vital to Last Regiment's development in Early Access.

We'll see you in Kothia!