Last Flag Exclusive Hands-On: Dan and Mac Reynolds Team With Matthew Berger on a Hide-and-Seek Capture the Flag Shooter

We played with the devs, got the full breakdown, and the mind games go hard.

I joined a dev play session for Last Flag at 2.30 am here in Western Australia, fresh off photographing a Laneway Festival, and my brain was doing that special brand of late-night buffering where sentences become optional. Then the match kicked off, and I was locked in, shouting callouts at my monitor like I’d been hired to commentate on a sport that does not exist.

That’s the trick with Last Flag. It looks like a bright 5v5 third-person shooter. It plays like a tactical prank war where the most dangerous thing on the map is what the other team thinks you’re doing. Your time to make mischief has begun.

Night Street Games was founded by Dan Reynolds and Mac Reynolds, with Matthew Berger as Game Director. This session made one thing very clear. These are people with serious chops, and they care about the craft in a way that’s impossible to fake for 90 minutes straight.

Dan and Mac Reynolds, the brothers behind Imagine Dragons and co-founders of Night Street Games

Words Failed Me, the Devs Did Not

Somewhere around that unholy hour, I may have misspoke in a sleep-deprived, middle-of-the-night ADHD moment and called Last Flag a “passion project”. I meant it in the “the passion is pouring out of the walls” way. The devs heard the other meaning, the one that can shrink years of work into “cute little hobby.”

They corrected me immediately, and honestly, I’m glad they did. It was one of the most revealing moments of the whole night.

Night Street Games: “Passion project sounds like a hobby. This is what we want to do for the next 20, 30 years of our life.”

That line reframed everything. Because yes, the passion is ridiculously obvious when they talk about Last Flag. But what they’re building is also bigger than excitement. They’re building a studio, a team, and a long-term commitment to making games, with actual intent behind it.

And they weren’t shy about backing each other’s skills either, especially when people assume musicians are “visiting” game dev for a novelty lap.

Mac Reynolds: “Dan is actually a pretty decent coder… the truth is he’s an excellent coder at C Sharp.”

Matthew Berger: “Dan and Mac are very, very present on the day-to-day development of this game.”

Also, yes, the Reynolds surname (and Imagine Dragons) will get some people through the door. The important bit is what happens after that. You load in, you start hunting, and suddenly you’re arguing over tower control like your rent depends on it.

How Last Flag Actually Works

At its core, Last Flag is Capture the Flag rebuilt around a simple idea. You can’t win the objective if you don’t know where the objective is.

Every match opens with 60 seconds to hide your team’s flag somewhere on your side of the map. Then the game flips into the fight for information, space, and control.

Steal the enemy flag, run it home, plant it, then defend the plant for 60 seconds to lock the point. Steam describes it cleanly as “Hide your flag. Find the enemy flag. Run it back, then defend for a minute to win it.” 

And crucially, the game never lets you forget what actually matters.

Night Street Games: “Your kill deaths… they help… but that’s not how you win.”

If you like shooters where teamwork matters more than padding your K/D, this is speaking your language.

Radar Towers, the System That Makes Hide-and-Seek Competitive

The smartest thing Last Flag does is solve the “we’re just guessing” problem.

The core tools are the radar towers, three towers in the middle of the map, A, B, and C. Hold them, and they narrow the search area over time by clearing squares that definitely don’t contain the enemy flag.

Night Street Games: “The core tools are the radar towers. So there’s three towers in the middle of the map. You’ll see A, B, and C. These towers help you find the enemy flag, by narrowing the search area over time.”

Night Street Games: “It’ll turn red. That’s how you’ll know. Okay, red square, don’t look there.”

They were also really open about the design problem they had to crack. Early hide-and-seek versions were fun, but too dependent on luck.

Mac Reynolds: “Hide and seek was great, but it felt a little bit too much like roulette and too much like luck. And we really wanted to feel like poker.”

Mac Reynolds: “We wanted it to feel like poker, not roulette.”

Once you’ve played it, you get it. Your whole match becomes a constant trade. Tower control narrows the map. Searching wins the round. You’re always choosing what you’re willing to sacrifice.

Healing, Revives, and Why Fights Stay Scrappy

Last Flag’s tempo also comes from how it handles recovery and sustain. It keeps fights messy and mobile instead of turning every mistake into a long walk back from spawn.

Night Street Games: “If you damage an enemy enough, they go to zero hit points, they’ll go down to their hands and knees… if you go up to them and hit F… you will finish them off, and you will heal.”

Night Street Games: “If you see one of your allies crawling on the ground and you go up to them and hit F, you’ll bring them back into the fight, and you’ll both get a little bit of health.”

Night Street Games: “If you have less than 50 percent of your health and you’re not in combat you will slowly heal up to 50.”

Towers also help with sustain if you control them.

Night Street Games: “You can also obviously go to the radar towers… if you own that… you’ll heal that way.”

It’s a small thing that ends up feeling huge, especially in a game where tower control is already the centre of your decision-making.

The Upgrade System Encourages Experimentation (Without Punishing You)

Teams earn money primarily by killing cash bots, and the money is shared across the whole team.

Night Street Games: “Anytime somebody on your team kills one of our little cash bots, everybody on the team earns money.”

You spend that money upgrading abilities, and here’s the part that made my brain sit up despite the hour:

Night Street Games: “If you change characters you don’t lose your upgrades.”

So hero swapping isn’t treated like a mistake. It’s treated like a tactic. You can respond to what the match is doing without deleting your progress.

Matthew Berger: “Anytime you die, you can change character.”

That’s one of those systems that quietly nudges people into trying things, rather than sticking to the one safe pick forever.

“Fun First, Balance Second”

Matthew’s philosophy is blunt, and it explains why the game feels more like a competitive party brawl than a misery simulator.

Matthew Berger: “We really have… I have very much a fun first attitude of balance second.”

He’s also not chasing “1% perfection” balancing for the sake of it.

Matthew Berger: “I am not interested in getting a, hey, everybody’s within 1% of everybody else all the time. I want you to have spikes where you’re amazing and other moments where you’re struggling.”

If you’ve ever played a live game that got balanced into blandness, you know exactly why that matters.

Depth Without Turning It Into Homework (And Why They Don’t Want a Massive Roster)

Mac laid out their long-term strategy in a way that felt very player-minded.

Mac Reynolds: “We want this game to have depth and not complexity.”

He talked about how rough it can feel to return to a game after a break and discover you need a spreadsheet to re-enter.

Mac Reynolds: “You come back after a few months and so much has changed… there’s so many characters you have a hard time finding your footing again.”

Then the capper:

Mac Reynolds: “We probably won’t ever have a massive roster… because that doesn’t really serve the type of game we’re trying to make.”

They’re still building more heroes, though.

Mac Reynolds: “We already are… working on our our tenth hero.”

Characters, Weapons, and Why They Avoided Rigid Roles

One of the more thoughtful answers in the Q+A was about character design and why they didn’t go hard into strict front-line/back-line archetypes.

Night Street Games: “We didn’t want our characters to be one-dimensional… you don’t have a front line that you’re pushing… you kind of have to do a lot of different things sometimes you’re chasing someone sometimes you’re defending… sometimes you’re attacking.”

It matches what the game actually asks of you. One minute you’re tower camping, next you’re sprinting across the map because someone pinged a suspicious cave, and now the whole team is panicking in unison.

Built “Three or Four Times”, and the Map Came First

This section is where the craft really showed through. They talked about rebuilding the game multiple times as they moved from prototype to Unreal.

Mac Reynolds: “Really challenging. And we took it in stages. We actually built this game three or four times from prototype in Unity into Unreal.”

And then Mac hit us with a quote that is both dramatic and accurate if you’ve ever watched a project get rebuilt from scratch.

Mac Reynolds: “Every time it was like making a katana, just like folding the steel in Unreal, folding the steel.”

They also explained why the map was the foundation.

Mac Reynolds: “The first thing we focused on actually was the map… once you have the map where there’s enough space to hide the flag, but it’s not too big, then you can start to build on that.”

Match Length, Overtime, and the ‘Super Mario Kart’ Comeback Goal

They want matches that can swing late without dragging forever.

Night Street Games: “Typically in 10 to 15 minutes… at 15 minutes overtime rules kick in… the game will never go longer than 20 minutes.”

And when they talked about comebacks, they went straight for the most relatable reference possible:

Night Street Games: “It’s all about the comebacks for sure. One of our biggest goals was to have a game that can turn on a dime. It’s not quite like the Super Mario Kart effect, but you’re never completely out. You really always have a chance to kind of pull off a victory, which does make for the funnest games.”

Which, as a gamer who is kinda terrible at gaming, hits on a spiritual level. Love.

League of Legends, Arcane Brains, and the Path Not Taken

Yes, they brought up League of Legends, and yes, my Arcane-loving heart perked up instantly.

Dan Reynolds: “League of Legends is, like, maybe my current favourite game.”

Dan also admitted he argued for a different camera view early on.

Dan Reynolds: “I love overhead views… I argued with Mac a lot in the beginning… it needs to be an overhead view with Fog of War.”

Mac pushed hard for the third-person shooter lane.

Dan Reynolds: “Mac really loves third-person shooters that are, like, Overwatch.”

That tug-of-war is part of why Last Flag lands where it does, the shooter feels, with information control as the real centre of gravity.

Aesthetic, Music, and Why They Wanted It to Sound Human

Dan talked about leaning into the ’70s and building an organic soundtrack.

Dan Reynolds: “Everything is live instruments.”

Dan Reynolds: “We wanted everything to be very organic.”

He also explained a frustration with how games sometimes treat music.

Dan Reynolds: “I think a lot of times in gaming the music always feels like an afterthought… very like plug-and-play very digitised.”

Then he dropped the most charming influence, The Sims.

Dan Reynolds: “One of my favorite games growing up was the sims…”

Dan Reynolds: “The lyrics. There’s a lot of made-up words and then some real words thrown in.”

He was talking about that very specific magic trick where something isn’t “in English,” but your brain still understands it completely, because the emotion and intention say it all. That’s what he’s aiming for here, songs that feel like a language you and your best mate invented as kids, half nonsense, half accidentally profound, but somehow you still get the message.

And yes, he confirmed he did voice work too.

Dan Reynolds: “Also did the voice acting for the training, for Mr Effects.”

Teamwork Tools, and Designing for People Not on Comms

Matthew Berger: “This needs to be fun for people who are not on voice comms and who may not know one another.”

They’re improving the ping system.

Matthew Berger: “We do have a ping system. We’re trying to improve it, but there’s a ping system.”

They’re adding voice lines that reinforce cooperation.

Matthew Berger: “Adding voice lines… when you go down you ask for help when you bring someone up they thank you.”

They’ve got announcer callouts for key state changes.

Matthew Berger: “We have our announcer… Some of them are comedic, but some of them are meant to kind of go, hey, the flag’s been found.”

And then the decision that will make a lot of players feel safer immediately:

Night Street Games: “There is no proximity chat. There’s only team chat. We don’t want people to say mean things to one another. We want everybody to have a good time.”

Ranked Mode, Not at Launch, But On the Table

They can see a future where ranked makes sense for the game, but they’re not forcing it in on day one just to tick a box.

Night Street Games: “We would love to explore a rank mode that made sense for Last Flag that was a little bit more unique to us. It’s something that we’re looking at, it’s something that we’re talking about internally, but it’s not something that we’re at a point where we’re going to do anything about it right away.”

Events, Holidays, and Not Doing Lazy Reskins

They want to do more than slap a new coat of paint on the same map and call it seasonal content.

Night Street Games: “I’m actually actively right now working on what we want to do with our events like that. I think I would like us to do more than just reskinning the map.”

“Our second map is a snow map, so it’s visually very different. We’ve experimented with weather and environmental effects, and for the moment, we haven’t found anything we really like that would meaningfully change the gameplay. Every time we do something different, we’re really trying to bring something fresh”

Monetisation, and the Deliberate ‘No Battle Pass’ Stance

This part was refreshingly direct.

Night Street Games: “Our game will be a… one-time modestly priced purchase.”

And yes, they said it:

Night Street Games: “There are no plans for a Battle Pass release.”

Cosmetics are earned through play.

Night Street Games: “Skins and execute animations and victory poses… you can unlock as you play the game… and level up.”

Platforms, Servers, and the Practical Reality

There is a 2026 release window, plus an anti-cheat system and a demo is already available. 

Night Street Games: “PC version is going to come first and very soon.”

Night Street Games: “Console version, though, is pretty quick behind it.”

On servers:

Night Street Games: “We’re going to be scaling up as it’s called for anywhere, so… that’s our plan with servers simply.”

Fingers crossed it won’t take too long to hit Oceania. We Aussies are in a constant battle against the lag.

Easter Eggs and Lore for the Conspiracy Board People

If you love pausing trailers for frame-by-frame details, they are actively encouraging your behaviour.

Night Street Games: “There is Easter eggs in every single trailer we’ve released. If you haven’t found them, go looking for them.”

Why This Session Mattered (Beyond Mechanics)

The mechanics are strong. The radar towers solve a real problem. The upgrade carry-over supports experimentation. The “team chat only” stance is a rare and welcome call.

But the part that stuck with me was how they articulated what Night Street Games is trying to be. They’re not asking for trust because of name recognition. They’re earning it with iteration, clarity, and a very specific idea of what makes this game fun with friends, and manageable when you’re playing with strangers.

Night Street Games: “This is what we want to do for the next 20, 30 years of our life.”

That’s not a throwaway line. That’s the whole plan.


Accessibility Snapshot

Accessibility Snapshot, published February 17, 2026.
We’re committed to highlighting access as information becomes available.

Legend: Confirmed = publicly listed on Steam or official pages. Reported = stated by developers during the Q+A.

CategoryFeatureOptionsNotes
AudioFull AudioEnglishConfirmed on Steam. 
SubtitlesSubtitlesMultiple languagesConfirmed on Steam. 
LanguageInterface Languages17 supported languagesConfirmed on Steam. 
CommunicationIn-Game ChatYesConfirmed on Steam. 
CommunicationTeam Chat OnlyYesReported by devs, no proximity chat.
NavigationPing SystemYesReported by devs, currently in and being improved.
VisualColourblind OptionsMentionedReported by devs, specifics not publicly detailed yet.
SensoryFlag Proximity CueAudio and visual cueReported by devs, visual added to support audio cue near flags.
ReadingText SizeNot confirmedNot publicly detailed yet.
InterfaceUI ScalingNot confirmedNot publicly detailed yet.
ControlsRemappingNot confirmedNot publicly detailed yet.
Visual EffectsCamera ShakeNot confirmedNot publicly detailed yet.
MotionMotion Blur ToggleNot confirmedNot publicly detailed yet.
StreamingStreamer ModeIn progressReported by devs, on their radar, but prioritised with other work.

Accessibility options can vary by platform and build. Always check in-game settings when available, and keep an eye on official updates as launch approaches.


Last Flag | Demo Trailer


Game Info

ItemDetails
TitleLast Flag 
Developer / PublisherNight Street Games 
Release Window2026 
PlatformsPC (Steam and Epic) confirmed, consoles planned “pretty quick behind” PC. No plans for Switch. 
Mode5v5 online PvP 
Anti-CheatEasy Anti-Cheat 
DemoLast Flag Demo available on Steam 
LanguagesEnglish full audio, 16 more interface/subtitles 

TLDR;

  • Last Flag is a 5v5 third-person Capture the Flag shooter where matches start with 60 seconds of hiding before the hunt begins. 
  • The radar towers are the key system; they narrow the map over time and turn searching into a tactical contest.
  • The design goal is summed up perfectly by the devs, “We wanted it to feel like poker, not roulette.”
  • Healing, revives, tower sustain, and regen keep fights moving and give teams chances to recover.
  • Hero swapping is encouraged, and upgrades carry across characters, so adapting mid-match is part of the plan.
  • Monetisation is a one-time “modestly priced purchase” with “no plans for a Battle Pass release.”
  • PC is first (Steam and Epic), consoles are planned, and servers will scale based on demand. 

Stay unruly.

Unruly Folk
Unruly Folkhttps://unrulyfolk.com
Unruly Folk is a neurodivergent-led entertainment site covering the latest news, reviews and interviews on games, music, movies, and pop culture.

LEAVE A REPLY

Please enter your comment!
Please enter your name here

Latest Stories

More from this stream

TRENDING