
Uncover the Past, Reforge the Future. Ascend into one of 15 mastery classes and explore dangerous dungeons, hunt epic loot, craft legendary weapons, and wield the power of over a hundred transformative skill trees. Last Epoch is being developed by a team of passionate Action RPG enthusiasts.
Modeled estimate, not a reported figure. How we estimate →
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About
Last Epoch combines time travel, exciting dungeon crawling, engrossing character customization and endless replayability to create an Action RPG for veterans and newcomers alike. Travel through the world of Eterra’s past and face dark empires, wrathful gods and untouched wilds – to find a way to save time itself from The Void.
15 Mastery Classes
Embark on your adventure as one of five powerful classes and, through your journey, ascend into a unique Mastery Class that unlocks more specialized abilities and build-options.
120+ Skill Trees
Every skill has its own augment tree that will allow you to control, alter, and empower your playstyle. Transform your skeletons into archers, your lightning blast into chain lightning, or make your serpent strike summon snakes to fight alongside you!
Hunt Rare & Powerful Loot
Fill your arsenal with magic items that you may craft to perfection, change the rules of your build with powerful unique and set items, and always have that next upgrade just on the horizon with Last Epoch's deep and randomized loot system.
Rewarding Crafting System
The items you wield are yours to forge! Last Epoch’s community-revered crafting system allows you to control your character's power progression, featuring robust and deterministic upgrade mechanics.
Uncover the Past, Reforge the Future
Travel to different moments of time where you will discover the many factions and secrets that exist within the world of Eterra and fight to set the timeline onto a new path.
Endless replayability
With a wealth of classes and skills to customize, deep game systems, randomized loot, and continuing development, Last Epoch is a game that will keep you coming back for years to come.
Easy to Learn, Hard to Master
We’re committed to making gameplay approachable for new and veteran players alike by allowing you to jump into the fray quickly and providing many in-game resources. Though don’t be fooled, Eterra has many dangers waiting for you that require a mastery of combat and build-crafting.
Zero Pay-To-Win
Last Epoch will never offer gameplay advantages by being able to spend real money. We believe in creating a fair environment for all players.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Spain, Japanese*languages with full audio support
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Hours played at review time, across 613 reviews with recorded playtime.
Reviews
Themes across 609 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Last Epoch, une fois le niveau 100 atteint et la corruption poussée haut, révèle un endgame qui fonctionne mécaniquement mais manque d’un véritable objectif structuré. Le Monolith of Fate reste efficace pour le loot, les bénédictions et l’optimisation, mais sa boucle “écho → boss → corruption → recommencer” devient vite un grind sans jalons, où l’on augmente la corruption uniquement pour valider qu’on peut en supporter davantage, sans test calibré ni progression qualitative. Les Dungeons sont bien conçus mais ponctuels, l’Arena manque d’un cadre compétitif, et aucun mode ne remplit le rôle d’un contenu infini mesurable comme les Greater Rifts de Diablo 3. Le jeu gagnerait énormément à intégrer un système de “Greater Echo” : une instance fermée, générée procéduralement, avec un timer, une barre de progression à remplir, un boss dédié, et des paliers de difficulté infinis (GE1, GE2, GE3…) qui montent en vie, dégâts et modificateurs uniques. Battre un palier avant la fin du timer débloquerait le suivant, créant un ladder clair et universel. La corruption pourrait déterminer le niveau de départ du Greater Echo, donnant enfin un sens concret à la pousser. Les récompenses, elles, pourraient scaler avec le palier : exalted T7/T8, uniques à LP, matériaux légendaires, bénédictions alternatives. Un tel système offrirait au jeu ce qui lui manque aujourd’hui : une progression verticale lisible, un test réel de puissance, un contenu infini structuré et un objectif clair pour les joueurs qui ont déjà tout optimisé. En l’état, l’endgame reste bon mais incomplet, et l’absence d’un mode de ce type se ressent fortement une fois le niveau 100 atteint. Note objective : 7/10.
This game is fun but Path of Exile is free and a million times better
I have played for years and always clear my schedule when a new update comes out to show my love for Last Epoch. Unfortunately, changes have been making this game less enjoyable, and it now just feels tedious to play. EHG seems to think faux longevity by adding yet another layer of randomness to an already RNG heavy playstyle is a good thing. Their concept of difficulty is in adding so many area of effect abilities that there is no safe way to fight. No matter how skilled you are, the entire map will get covered in overlapping effects that kill you, or force you to stand in a very small area where you will get hit with a one hit kill ability. The hardest boss in the game, which the vast majority of builds will never survive phase one, keeps getting buffed. Which forces players to make one of a few meta builds capable of killing it in seconds. The crafting system, which once was enjoyable, has been nerfed into irrelevance. With multiple layers of randomness making it, understandably, a grind to craft great items. However, they recently decided to remove the only reliable way to acquire the base items needed to even begin crafting. This means the majority of your time will be spent clearing maps and never seeing a single semi useful item drop. The newest feature, which added another RNG aspect to the crafting system, by itself I find enjoyable. It added overall gear customization and brought to prominence a mostly lackluster older system. But it also has the potential to destroy the item, change it unpredictably or completely devalue the modifiers. Punishing, yet beneficial, it should have been a very enjoyable season. When put into the game at the same time as the crafting nerf though, the negative outcomes of the season are overwhelmingly destructive. Days will be spent grinding for drops to even have a chance at interacting with the new system, only to have it negate your chance at progress is disheartening. I wish I could say this example is for hyper endgame, nearly perfect gear, but it is not. My only character this season has decent gear, but none of the pieces are great. I do not have a single piece that could even be viewed as "complete", let alone be worth the over one hundred hours I have put into this new season.
где обещанные ачивки?
I just wasn't having fun. My skill selections felt unimportant, animations/attacks didn't feel like they had weight, and the overall art just isn't up-to-snuff with competitors nowadays. If the game was significantly cheaper, I'm still unsure if I would be willing to purchase it.
垃圾EHG开发商,不修BUG,乱改游戏。
Что с оптимизацией??? Видеокарта AMD RX 9070 XT на 16Гб, ОЗУ 32 Гб, CPU AMD Ryzen 7 7700. После около получаса игры, начинает безбожно лагать, при этом независимо какие настройки графики выставляешь, хоть 1080p и самую низкую графику. Это как?!
Играю на хардкоре. Я очистил локу, пошел на базу продать предметы, и потом зашел в свой же портал, и как думаете что? когда экран потух я был уже мертвый
The game has so much potential yet every time I've tried to come back its constantly plagued by random disconnects and super long loading when going to new areas. along with the issues with coop and lack of regular trading.
No achievements. ><
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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