Last Regiment Reviews
Engage in epic simultaneous turn-based combat in this fusion of cards and turn-based strategy. Assemble your regiment, claim your territory, and lead your forces to triumph!
App ID | 845050 |
App Type | GAME |
Developers | Boomzap Inc |
Publishers | Boomzap Inc |
Categories | Single-player, Steam Achievements, Steam Cloud, Multi-player, PvP, Online PvP, Cross-Platform Multiplayer, Steam Workshop, Includes level editor |
Genres | Casual, Indie, Strategy, Action, Massively Multiplayer |
Release Date | 15 Jun, 2020 |
Platforms | Windows |
Supported Languages | English |

75 Total Reviews
70 Positive Reviews
5 Negative Reviews
Very Positive Score
Last Regiment has garnered a total of 75 reviews, with 70 positive reviews and 5 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for Last Regiment over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
2899 minutes
Don't be fooled by the lameness of the tutorial. This game transitions into a VERY fun, VERY interesting game that will scratch your power point control itch.
The only complaints I really have are that there's a few bugs, some unexplained ways in which some skills do or don't work in certain situations, and it will crash on the very rare occasion. I've never actually lost any progress from a crash though, as it only ever seems to happen after you confirm the deck you've built. In those cases, it always takes you back to the very last move of your last mission, so you just click confirm, and you're right back at the deck builder.
Overall, I got this on heavy sale, and it was MORE than worth the money.
👍 : 1 |
😃 : 0
Positive
Playtime:
345 minutes
Writing this at about 4 hours in, having beaten the first two campaigns (one of which is a tutorial). Assuming the others are the same length as the second, I'm guessing it'll take between 12 and 15 hours to clear the entire game at this rate.
The basic system is a cross between Advance Wars and a very basic Might & Magic sort of thing. Move across map to take structures that give you more gold, unit slots, and mana. Structures also let you draw cards off them to add to your hand. This is nifty, but somewhat bland: seems like all factions get the same cards from buildings.
Actions are sort of simultaneous. Turns are planned out in advance, and as a result movement can be shaken up by units bumping into each other. However, movement takes place close to the end of the round, so attacks will already have been resolved.
So far, I'm pleased with the game. It seems pretty shallow, and while the basic mechanics are solid, it really looks like it would benefit from more content in every form: longer missions, more cards to a faction, more factions, and hopefully more uniqueness to the building cards. That being said, for a $12 game, I'm not going to be too upset if it only lasts about 10 hours of play. Still, I hope they expand upon the solid foundation they've laid here.
👍 : 10 |
😃 : 0
Positive
Playtime:
512 minutes
To be honest, I didn't care for it. I liked their previous strategy game but I found this one to be utterly dull and the mechanics rather tedious. You have to constantly discard garbage cards, many of which don't contribute much or are superfluous. There's too many boring and tedious tasks which really drag this game down.
👍 : 6 |
😃 : 0
Negative
Playtime:
2991 minutes
9/10 - Well worth checking out for turn-based fans!
POSITIVES:
- Planning simultaneous turns is an interesting, well-executed twist on traditional turn-based tactics games such as "Battle for Wesnoth".
- How you use and influence the cards you draw can be critical: generate extra income, deploy or upgrade units, and give direct boosts.
- The graphics are stylish and the interface provides plenty of information without getting overwhelming, even when a lot is going on at the same time.
NEGATIVES:
- The learning curve might be quite steep for players new to the genre, but with a little patience it becomes quite easy to understand and predict outcomes as the turns system is well-polished.
- Some of the campaign maps can take quite a long time to complete – not necessarily a negative, just something to be aware of when buying.
- The difficulty goes up around chapter 4 or 5 with stronger enemy units, so earlier maps may seem a bit easy for experienced players or quite challenging later in the game.
OVERALL:
Deserves to be seen by more players. Plenty of hours of turn-based entertainment to be had.
👍 : 3 |
😃 : 0
Positive
Playtime:
1062 minutes
This is a pretty entertaining and well-designed turn-based tactics game. It plays like a lightweight heroes of might and magic: You have a hero, and army and town structures that you can improve. You move across hexbased maps with different terrain tiles. Battles happen directly on that map. Your army roster depends on a deck you build prior to each mission.
Pros: Entertaining campaign and map variety, sleek but interesting battle mechanics. Polished single player experience.
Cons: A bit too easy, UI could be better, Deck building could be more meaningful.
I can recommend this game. If you like turn based tactics and heroes of might and magic, this game might be fun for you.
👍 : 2 |
😃 : 0
Positive
Playtime:
4397 minutes
Solid turn-based strategy (TBS) game in a fantasy setting.
Campaign takes around 30 hours to complete.
Then you can play skirmishes against AI with preset or custom decks for all leaders. Game apparently supports multiplayer but I couldn't try that as there does not seem to be many players playing that mode right now.
Pros:
[list]
[*]Each leader / faction can be played in quite a few different manners (especially in skirmish mode), even though a lot of units are shared.
[*]Maximum unit is capped by default (although you can remove that in skirmish). It avoids one of the tediousness of most TBS were it takes ages to give orders to all units. It also opens strategies based on this: as it is difficult / costly to redeploy a strong but slow army somewhere else.
[*]Campaign with storyline and lore
[*]I like the deck system and the depth it brings in terms of strategies / counters. You can make rush decks, stall decks, spell nuke decks.
[*]Relaxing soundtrack
[/list]
Cons:
[list]
[*]Campaign difficulty is not always consistent. I am quite experienced with TBS games so most of the early campaign was quite easy, with no need for retries except for stuff like "hero died". Starting from chapter 4 it does ramp up a bit, with a need to adapt deck and strategy to the actual mission and a bit of die and retry after figuring out how the map plays.
[*]Skirmish AI is not very strong and there are no difficulty level selection. But you can always play against multiple AIs instead of 1v1.
[/list]
I had a few crashes but autosave worked well.
Overall it feels like an old-school TBS with modern graphics.
I guess it could be a good starting game for someone new to this genre.
👍 : 5 |
😃 : 0
Positive
Playtime:
678 minutes
I'm not a fan of reviews with minimal playing time but this is a game where you can make decent early progress (already into 2nd stage of campaign at ~2h mark) and get a good taste for how the game plays, and it's also a game that deserves to be seen.
I enjoyed their previous game, Legends of Callasia, and this one is also very enjoyable thus far.
It's reminiscent of Wesnoth but with simultaneous turns and different mechanics some deck elements. It's not really a "deck builder" game, per se - there's just a deck elements to how you deploy troops. It's kinda cool.
Combat is fun, the build up elements are fun, there's some resource management, UI and graphics are solid for this type of game, there's some movie/animations, cut scenes, and voice for the campaign.
Because it's 1 unit per tile and simultaneous turns there's some extra attention that has to be paid to how you set unit movement paths (to avoid traffic jams and cancelled moves) that adds an extra dimension.
As with Callasia - nothing about the game is crazy complex but there's plenty going on and plenty of strategic depth.
Most importantly, it's fun.
There's no separate tutorial - instead game concepts are revealed and explained as you play thru the campaign such that you don't need guides/videos/whatever to figure things out - it's all laid out and the early missions are forgiving enough to allow you to learn as you go.
👍 : 15 |
😃 : 0
Positive
Playtime:
192 minutes
Just finished the first campaign out of the 6 available. What you see is what you get.
Pleasantly surprised by:
- The world. I'm not one to care too much for lore, but this one is interesting.
- Weird deck mechanics. It's not fully intuitive for me yet, but I'm intrigued by it.
- Huge amount of options and polish, like map creator and multiplayer.
- Interesting character design.
- Already seen quite a few different units!
- Felt easy to pick up.
Set back by:
- Tough UI flow, and turn order didn't click for me yet. Haven't fully grasped the nuances of movement and attack order.
- Economically, I felt I had way more options than I've earned.
- Some UI things again can be a little unclear.
It's hard to stand out in this genre, but I like this one. Will continue playing.
👍 : 19 |
😃 : 0
Positive
Playtime:
50 minutes
UI is poor. Important information is given through highlighted keywords on tooltips, but the highlighted keyword can't be moused over because it's on a tooltip that goes away when you try to inspect it. The default camera pan is arrow keys and I had to re-map it to WASD. Moving my mouse to the edge of the screen didn't seem to pan?
Movement occurs on a hex grid simultaneously, but unlike other games, this game makes no attempt to resolve expected collisions between units. There is a tiny 'X' shown when the collision will occur and if you hit End Turn then the units collide, revert to their previous tiles, and stop moving. This makes navigating multiple units along a similar path an exercise in frustration. Often while click & dragging to move a unit I would end up dragging across the wrong tile and need to redo my entire move.
There didn't seem to be information on the UI for how far enemy units could move or attack. I somehow lost a unit when I had a higher attack and higher health than the enemy but I didn't see why because when I hit End Turn I was looking at a different battle in a different part of the map and the game doesn't automatically re-focus the camera to show you important events.
The blurb on the store page suggests that this game is a "fusion of cards and turn-based strategy", but the cards are primary just a way to summon units onto the map around your general -- but they also have cost in gold and mana, so really the cards primarily serve as a way to randomize what units you can spawn around your general, _but_ you get to pick starting cards and the win condition for killing the enemy general means you just pick your biggest units to start, spawn them, and assassinate the AI before they realize what is happening.
There are lots of passive abilities and minor actions that you can take like razing structures or digging trenches. I didn't like how many of these actions seemed to have functionally identical outcomes (e.g. adding block or increasing damage) but were obfuscated by different tooltips, names, and descriptions. I came away feeling like the game had significantly less real complexity or depth than you might think from the sheer volume of different options.
As for the actual abilities and cards, all of them get resolved at distinct phases during the end of turn, but the page in the in-game encyclopedia that should describe those phases ... didn't? It was just blank for me. It seems like there's ~10 phases like "Fortify", "Buff", "Heal", "Attack", "Move", "Capture", etc and the game goes through those phases when you hit End Turn and resolves abilities on each. This felt very weird and unlike a card game. Normally, card games either resolve instantly or use something like a stack.
There's many units and heroes in the game. The heroes seem interesting, but the units are mostly cookie-cutter. Each unit generally has a single attack, 1-2 passive abilities like "increased damage in woodlands", or "immune to X damage type". Some units have a buff or debuff ability like healing allies or slowing enemies but that's less common than the attack + passive template. I'm not sure if any units were exact reskins of each other, but it felt like there didn't need to be so many units since so many of them play similarly -- move and attack target, where target is either adjacent or up to some tiles away.
Overall, my biggest issue with this game is the UI and the confusing movement / end-of-turn resolution system. That's unfortunately amplified by the game's focus on "flavored" abilities instead of sticking to a smaller set of well-defined keywords and actions shared by all units -- for example, is there a difference between "Mage Armor" and the "Armor" given by using Fortify on a unit? I'm not sure, but they were highlighted as keywords on units so maybe! If the answer is "no", then the game shouldn't have used a different keyword. If the answer is "yes", the tooltip didn't explain to me how "Mage Armor" is different from "Armor".
👍 : 23 |
😃 : 1
Negative
Playtime:
328 minutes
I love this game, and their first one, Legends of Callasia. They play similarly, but different enough to enjoy and own both. I have only played the single player campaign missions so far, but there are a LOT of them, and they are very well designed.
Someday I may give multiplayer a try, but maybe not. There is enough here with single player campaign missions and skirmish mode to keep me happy for a long time.
Good, fun, quick playing turn-based combat game with we-go turn mechanics. There are some pretty unique mechanics here, and along with the card play (what game nowadays doesn't have cards?!?) to recruit new units, buff units, and cast spells and such, give this game good variety.
Just plain old fun with a capital FUN. Jake and Elwood think this game reminds them of "Sweet Home Chicago", whatever that means. But, I think it's a good recommendation from the blues boys.
I just REALLY, REALLY, REALLY wish they would add an option to slow down the turn execution. It just happens way, way too fast for this old guy to even process what the heck is going on. I have no idea who attacked who, who bumped into who and when during movement, and such and such. This really knocks the game down a huge notch.
The developers finally acknowledged that they "might" look at this, but I have been asking them about this for years, since Legends of Callasia, and they still ignore this request.
Come on folks, please give us an option to slow down the turn execution so we can see what's happening. It can't be that difficult.
👍 : 39 |
😃 : 1
Positive