
Game intel
Last Flag
Hide your flag. Find the enemy flag. Run it back, then defend for a minute to win it. Welcome to Last Flag: a fast-paced 5v5 shooter with showstopping contesta…
Last Flag caught my eye because it messes with capture-the-flag in a way that actually changes how you play. Night Street Games is bringing a 5v5 third-person shooter to gamescom 2025 where you don’t just defend a base-you hide your team’s flag anywhere on your half of the map before the match starts. That simple shift turns CTF into a mind game about misdirection, scouting, and map control, not just raw aim. If you’re at Cologne, you can try it at the LAN booth (with daily tourneys), and if you’re at home, a Steam demo runs August 25 to September 1 as part of Third Person Shooter Fest. There’s also an exclusive character reveal slated for the FGS Live show at gamescom.
Here’s the plan: Night Street Games is showcasing Last Flag on the gamescom floor with a LAN booth and daily tournaments-perfect conditions to see whether the mode encourages teamwork or devolves into chaos. For everyone else, the Steam demo drops August 25 and runs through September 1 during Third Person Shooter Fest. The studio is also teasing a new playable character during the FGS Live broadcast at the show, which should give us a taste of how distinct the roster really is.
Under the hood, Last Flag builds around a 60-second hiding phase, then shifts into a hunt supported by capturable radar towers that narrow down the enemy flag’s location. Get the flag, hold it for 60 seconds, and you win. If nobody nabs it before time, points from objectives decide the match. Eliminated players pop to a backstage “green room” and re-enter quickly, keeping the pace high. On paper, matches last 8-20 minutes, hitting that sweet spot for “one more round” squads.

CTF has been around forever—Halo, Unreal Tournament, the lot—but hiding the objective flips the meta from set plays to improvisation. The closest touchstones are Rainbow Six Siege’s prep phase (where placement shapes the round), Prop Hunt’s deception, and The Finals’ TV-game-show energy. Last Flag threads those vibes with a 1970s broadcast aesthetic: spotlights, swagger, and a tongue-in-cheek tone. That’s a crowded lane post-The Finals, so the question is whether the mechanics—not just the theme—carry the experience.
What I like is how the radar towers force teams to make choices. Do you anchor your side to protect a sneaky hide, or push out to deny their intel and risk your lines? Good teams will bait tower caps to feed false reads, set crossfires on likely approach routes, and rotate fast when the radar pings tighten. If the maps support multiple viable hide spots (not just the same two cheesy corners), the mind games could be delicious.

If you’re playing the daily tournaments, build a quick comms script: one caller, one map tracker, three flex. The green room respawns mean wipes aren’t round-ending—reset, recontest towers, and force the opponent to keep guessing.
There’s also the inevitable comparison to other “TV show” shooters. The aesthetic is fun, but Last Flag needs its systems to stand on their own. If the hide phase produces fresh rounds every time—and radar fights feel like chess, not chores—it won’t matter who else is on the air.

Last Flag has the right kind of weird for a mode we’ve all played to death. The idea is clean, the match length is right, and the demo window is generous enough to shake out balance pain points before launch. I’ll be watching the FGS Live character reveal for signs of true role diversity, and I’m heading straight to the LAN booth to see how squads adapt after a few rounds. If this game nails map readability and keeps the intel tug-of-war tight, it could carve out a real niche.
Last Flag turns CTF into a pre-round bluff-fest with radar-driven hunts and quick respawns. Hands-on at gamescom plus a Steam demo (Aug 25-Sep 1) will show if the mind games hold up under sweaty team play. I’m cautiously optimistic—and ready to start hiding flags in places you’d never check twice.
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