During Brasil Game Show 2025, which took place from October 9th to 12th at Distrito Anhembi in São Paulo, we had the chance to do a hands on in game Last Flag. In addition to playing, we also had the opportunity to interview Iara Aquino, the game’s producer, and talk a bit more about the project!

Read the interview:

[O Megascópio]: We had the chance to test the game, and we noticed it brings a more tactical aspect — not just about going out and killing your opponents. It shows that having the most kills doesn’t necessarily mean you’ll win the match. So, as one of the people involved in the project, where did the idea of focusing more on tactical cooperation come from, and what were your main influences during development?

[Iara Aquino]: From the very beginning, one of our main goals was to make sure different types of players could relate to the game — not just the ones who are great at getting kills, but everyone who wants to play and contribute in some way.

Our director, Matthew, came up with this idea of creating alternative ways for players to contribute meaningfully to the main objective — which is to capture the flag — without it being just about eliminating other players. So that came a lot from him. Some of our inspirations came not only from other games but also from other media — like Team Fortress, a bit of Overwatch, and many Tarantino films, especially.

The core idea of the game actually came from Mac and Dan, the founders of the company — Mac and Dan Reynolds, from Imagine Dragons. They used to be scouts and loved playing capture the flag in the forest at night. For them, that was thrilling — it brought this adrenaline rush they didn’t feel in other games. Because even though some games had “capture the flag” modes, there wasn’t one where you could actually hide your flag and have the whole dynamic revolve around that. So, combining all those ideas, Last Flag was born.

Last Flag

[O Megascópio]: And regarding the game’s release do you know if the current characters will stay as they are, or are you looking into balancing changes? Will there be new characters added over time?

[Iara Aquino]: Yes, we will definitely be adding new characters over time — we’re currently working on our next one. We’ve just released our most recent character, Rodin. As for balancing, we like how the character plays now, but of course, once players get their hands on it, they’ll always find things we didn’t.

We’re constantly running playtests and collecting feedback, and sometimes we discover new ways to play that we hadn’t thought of — and they can actually be great. So we’ll say, “Let’s push it a bit more in that direction,” or “Let’s tweak the balance a little so more people can experience that.” So even though the characters’ abilities and overall accessibility will stay, balancing is something we’ll continue adjusting both before and after launch.

Last Flag

[O Megascópio]: An important thing in multiplayer games is how they evolve over time. A common element people think of is monetization, skins, seasonal passes, and so on. What are your plans regarding that? Are you planning to use those mechanics as well, or take a different approach?

[Iara Aquino]: Our game won’t be free-to-play; it’ll be a paid title, but at an affordable price. We want it to feel like a complete experience. So if we add any kind of customization, it won’t be something you pay for, not a purchasable item or skin. It’ll be something you can unlock by playing. At launch, we don’t want to include any paid customization.

[O Megascópio]: As for the platforms, so far, the game’s pages are up on Steam and Epic, with release planned for next year. Is the plan to stay on PC for now, or do you intend to bring it to other platforms later on?

[Iara Aquino]: Great question — everyone always asks that! We’ll be launching first on PC. And yes, anyone who wants to can already add it to their wishlist on Steam or Epic. But we definitely plan to release it on consoles a little while after the official launch.