
I first got a look at Last Flag in the summer of 2025. I sat down in a gaming cafe in California at the Last Flag LAN Party with dozens of PCs all ready to go. My first few rounds wereā¦messyā¦to say the least, but they were certainly fun.
Since then, we have learned quite a bit more about Last Flag, including full preview coverage here at CGM, where writer Jordan Biordi noted, āLast Flag isnāt your standard capture the flag in the same way Halo or earlier FPS games were. The game is fleshed out by a unique cast of characters, each with distinctive designs and functions during each battle.ā
We were lucky enough to chat with the team at Night Street Games, Game Director Matthew Berger and co-founder and CEO, Mac Reynolds. Those names might even sound familiar. Berger worked for Blizzard for nearly a decade, with games like Diablo 3 under his belt. Reynolds, on the other hand, used to work in 3D modelling and animation, but has since become the manager of a band you likely know, Imagine Dragons. His brother, lead singer Dan Reynolds, is the other co-founder of Night Street Games, and together, they have brought us Last Flag.

We talked to the pair about where Last Flag started, where it could be going, and even picked their brains about some of their favourite maps and characters.
Could you let us know who you are and your roles on Last Flag?
Matthew Berger: Hi. My name is Matthew. Iām the game director on Last Flag, and I work a lot on the game design and lots of other stuff.
Mac Reynolds: Iām Mac Reynolds. Iām the co-founder and CEO.
Great. So, what got you both started? How did Last Flag happen?
Mac Reynolds: Iāll start. You know, for me, I grew up playing video games. I have a family with a ton of brothers.
That sounds like too many brothers. I have one.
Mac Reynolds: I have seven brothers, so I wasnāt joking. Seven brothers, one sister. Sheās delightful. Sheās amazing. She is also a true beauty. And we grew up playing games, you know, raised on, like, Sierra online, LucasArts. And all these studios were super inspiring to us growing up. I used to do 3D modelling/animating as a kid. My brother Dan is a coder, and we talked about making games together for years. My other brother, Patrick, does music; I took his music for a while. You know, heās in the band. Iāve been managing the band for a while.
What band? Tell me more.
Mac Reynolds: Yeah, theyāre called Imagine Dragons.
(Laughs) Iāve never heard of them. My kids arenāt obsessed with them or anything.

Mac Reynolds: I appreciate that. (Laughs) We talked for years about starting a studio and living out our dream to makeāa couple of years ago, we finally got to talking about it and did it. So we put our head down and kind of just quietly been building. We built our first prototype around this game, Last Flag, which is inspired by being Boy Scouts. Like, capture the flag in the woods and trying to recreate that magical experience when youāre a kid, actually hiding and finding the thrill of nature and being all these other things.
We love CTF game modes. We love playing with our friends. Never before did we get that scratch the same itch that you get from playing real capture the flag, where you actually do it. So, fast forward to today. Weāre now working with a group of people. We get to work alongside a team we built and worked on some of our favourite teams.
And some Canadians.
Mac Reynolds: We have, actually, we have real Canadians. We love Canadians. But you know, working with the other series, where I likeāsome of my favourite games of all time. Matt even worked on the Diablo series.
And how do you fit in with Last Flag, Matt? Whereād you come from? Oh, Canada!
Matthew Berger: Well, I was recruited in Canada. I was introduced to Mac, and he showed me his game, showed me his prototype, and I immediately saw something that got me excited. And then Mac himself, just talking with him, hearing his ideas, you know, heās very infectious. And whenever you work on something creative, like games, a lot of it is, what are you working on and who are you working with? And we really hit it off. I really loved working with him, chatting about the game, and thatās how we started working on Last Flag together.
Now, Iām curious from both of your perspectives, so I guess you jumped in at different points thereāhow has Last Flag changed from inception to what weāre looking at now, from you at the beginning and you, when you jumped in?
Mac Reynolds: Iāll do the first half. I want to say, like, Matthew and the whole teamāI mean, we really believe in the best ideas. Even as we brought people along, we wanted to play very well on the game, and it was good because the game got so much better with the team. The inception of the game, all we knew we wanted was capture the flag. We looked at, like, an isometric view. We looked at, like, fog-of-war things.
We tried a lot of different things before we kind of laid it out. Itās kind of a third-person perspective. And even then, we found fun in hiding and finding, but it was inconsistent andāand Iāll turn it over to Matthew then, because thatās one of the things we had to kind of tackle together as a team: figure out how you keep that freedom and chaos but make it tamed enough for a real game.

Matthew Berger: So, capture the flag was so centralācapture the flag first, shooter second. What we did was we actually stripped out almost all the mechanics of the game. We rebuilt the map from the ground up around this notion of capturing the flag and not having a large area to hide the flag. And then weāre like, okay, now the problem is, itās great to hide it, but it takes a little bit too long the final time.
So we added these radar towers that split the map in half, and if you control the radar towers, you can respawn there, so your travel time is shorter. But also, every 30 seconds, they tell you, āOh, the flag is not here,ā and so they essentially are clearing certain sections of the map. That makes it easier to kind of find where the flag is, but you still have to kind of find them.
I like the negative information. āIām not going to tell you where it is. Iām going to tell you where itās not, though.ā Now, what you said just now, ācapture the flag firstā, a lot of games Iāve played in my historyāWorld of Warcraft, even Fortniteānow they have all the capture the flag versions, but they are something else first, and then they added it in. So why the choice to go the other way in Last Flag? And what do you think youāre doing that changes the game?
Matthew Berger: Well, I said it earlier, this was their idea to go with a capture the flag game, and so that was the core. One of the reasons the game is so fun, the reason it sinks so much, is that we rebuilt the game three times. There was the initial prototype, and we stripped out, like I said, the mechanics that were getting in the way; we refined it and rebuilt the map. Then we ported it from Unity to Unreal. And so every time we did that, we reduced the source and the core mechanic just shined even brighter. It just kept refining itself.
And so we only put in things that make sense for that core mechanic. Hiding and findingāwe leaned into that, and anything that got in the way, we just got rid of. And so we think that weāve built an experience that is, from the ground up, capture-the-flag. The map is built a certain way. The contestants are built a certain way. Their abilities are thought of a certain way. And so it really is a capture the flag experience. By leaning into this, we offer something different.

So you said that you stripped some things away from previous versions of Last Flag. What things didnāt work out in your mind?
Matthew Berger: We used to have lots of monsters on the map that got in the way. There was fog-of-war that made it harder to find this place. We used to have items, and so you had to manage picking up items. We wanted the game to be faster. We wanted you to have this joy all the timeāmovement, discoveryāand we didnāt want anything that got in the way of that. So we really focused, first and foremost, on the core elements of the game.
That was hard because there were things that were fine in their own right, but didnāt serve that purpose. And to your question about what was different about this: I think a lot of other shooters are either shooter first or something else first. Our gameāI like to think of high school and some of the best games, or Gorilla Attack, right? Itās like just tag. Itās something simple that you understand how it is, and this is something that is simple and intuitive.
But also, we have to kind of calibrate, right? Because privacy can be a little bit more like Pokerāitās like, do I just find it, and thatās lucky? And thatās where the tower⦠like, how do you balance it? Itās objective gameplay, and youāre going to make choices like chess, figuring out the playing field the way you want to play it. Thatās where the depth comes in, and thatās why we pulled out the Wendigo monster and turned the map to night. You know, thereās a lot of fun things we can build out.
For people who havenāt played, do we have multiple maps in Last Flag? Do you think that somewhere down the line, there may be more characters, more maps or mechanics?
Matthew Berger: There are two maps here, and we will have four maps at launch. And then thereās aboutāI think thereās six contestants here. Weāre already internally playing our two new contestants and working on the two after, so weāll have ten at launch.

Are you worried about people stacking one character or struggling with balancing in Last Flag?
Matthew Berger: Weāve been doing a lot of playtesting internally. I have over a thousand games on the first map, and then we started having internal playtesting. Weāre obviously constantly looking at how the contestants feel. One thing thatās important is itās fun first, competitive second. So we are trying very carefully not to have anybody unbalanced. We want you to feel awesome, and then at other times, the other players do.
So everyone needs to feel all the pain in Last Flag.
Mac Reynolds: Yeah. Matt honestly often talked about recalibrating. I always want to err on the side of caution. That goes to this point: every time you hit a button, you feel like something should happen.
Matthew Berger: Yeah, itās really important. Thatās why, when you look at the contestants on the ground, thatās why their animations have so much personality when youāre using the abilities. Thatās why the effects are so big; thatās why the audio is a big deal. Thatās why when you lose a match, you have maybe the best song in the game that you lost. Nobody likes losing the dance. Iāve never heard the winning song, but Iām pretty good.
I died real fast.
Matthew Berger: Thatās a really important thing weāre always looking for. When you down an enemy, you donāt call their health down to zero; they go down into a dumpster. So now I can come in, but you can finish them off if you do that. They play a really cool animation for help. If youāre the person who just got finished, itās not great, but you get to see a fun animation instead of just somebody just shooting in the ground.
Now hereās a big one. I donāt know if youāre ready for this question.
Matthew Berger: Iām sitting here, waiting for you.

Weāve got two maps in Last Flag now, but there are four coming. I donāt know if you can talk about the four. First, you have to tell me your favourite map, even if itās just the two. But I prefer the four, Iāll be honest.
Matthew Berger: Ah. Thatās fair. Okay, so youāre not going to like this answer, but here goes. So, yeah, what I love about the two maps that Iām not going to tell you about is⦠The third map, our third map, has a different size, and weāve added a new gameplay mechanic. That changes how you play that. And then what I like about the fourth map is we found a really interesting idea for the visuals and the personality. That, again, makes it feel very different. So, itās a bit of a tease.
Mac Reynolds: At this point, my favourite map right now is map two. Itās locked in, and the reason being it is totally packed with discoverable areas. Every time I play, Iām like, Holy crap, thereās a whole sauna in, like a cave beach resort thatās hidden in a cave that I didnāt even know about. Like, there are so many.
Matthew Berger: The artists are constantly putting things in! Yeah, like I was watching the video that we have playing in a loop, and Iām like, āWhen did the two teddy bears, the two snow teddy bears, cuddle each other?ā When did that turn up?
Yeah, I think I have no artistic talent, but I feel like that was all I would doāadd all this stuff.
Matthew Berger: Itās incredible.
Mac Reynolds: Thatās why nothingās getting done over here. Weāre just adding cuddly teddy bears every year. Thatās the flag. Iām like, where did this come from? Where did this come from?!
Matthew Berger: Actually, thatās not true. The real truth is, anytime Iām looking for the flag, Iām like, āOh, this is a great place to hide the flag.ā And then every time Iām hiding the flag, Iām like, āWhere did that place go!ā You can never find it. And then Iāll find a new way.

Weāre discussing our favourite maps in Last Flag, but will there be maps that are specifically geared toward different characters?
Matthew Berger: I will say the reason that probably will never happen is because the whole story is this guyāVictor Baxter, media mogul, Text Enterprise, very mysteriousācreated this television, and thereās a little bit of a mega market there, and the reporters are like a Stepford Wives kind of shiny surface, something sinister, kind of billowing. You see the advertisements everywhere.
Youāre going to know youāre on this television show. It seems great, but these are all about the, I think, Disneyland-like, curated nature in a way. A lot of these are like, yeah, youāre outdoors, but you always know Iām also on a TV show. And so, these people come from all around the world. They have all their own stories and the reasons theyāre competing. But these shows are curated by Victor, and thereās a reason for that.
And when you personally play Last FlagāI guess itās a two-parterāwho do you play to win and who do you play because it brings you joy?
Matthew Berger: Yeah, thatās a great question. I love that question. So, it depends on the situation in the match because, depending on what the other team is doingā¦So I really like playing Camila, whoās our weapons engineer. She comes from Brazil, right? And she can teleport people around. She can put her turrets down. So I really, really like her.
And, you know, other players. I love that character. But sometimes Iām getting, you know, pinged by an archer because theyāve got a little bit more long range. And so sometimes Iām like, you know what? Iām going to pick Soo-Jin, whoās our master thief. Sheās stealthy. She comes out of nowhere, and now Iām helping the archer see a little bit what itās like to be on the other end. So I love those two characters.

Mac Reynolds: Itās 100% bounty hunter when Iām trying to win. Okay. I love the jail cell combo. Weāre throwing the thing at Julius. Heās amazing. For fun, it always has historically been the scout because running around the map is one of my favourite things to do. I would just do that all day. But lately itās changed for me. It is the Archer, and Iām terrible at it. Iām so bad at her. But short dash is so fun.
Matthew Berger: Thatās the other secret is Iām not the best Masako player, but she has so much personality. Masako is wonderful. I love dashing around with her. She has so much stuff.
Last Flag will release on April 14, 2026, for PC and for PlayStation 5 and Xbox Series X|S later this year.


This post sounds intriguing! Itās exciting to see how classic games like Capture-the-Flag are being reimagined for a new generation. I look forward to hearing more about the unique elements of Last Flag and how it brings players together in a fresh way.
reinvented for modern play. I agree, itās fascinating how these new formats can bring communities together in unique ways. Plus, the nighttime setting adds an extra layer of strategy and excitement that could really enhance the overall experience!
I completely agree! Itās interesting to see how Last Flag not only modernizes the game but also fosters teamwork and strategy in a way that appeals to a wider audience. The blend of technology and traditional gameplay really enhances the community experience.
Thanks for your thoughts! Itās fascinating how Last Flag incorporates technology to enhance gameplay, making it more engaging for both players and spectators. The blend of strategy and physical activity really sets it apart!