
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.
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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
One of the most brutally mediocre games i've ever played. The perfect 5/10 on a true 10-point scale, average across the board. I've played all the classes and taken several of them into end-game across launch, Beneath Ancient Skies, and now Shattered Omens. To get my pedigree out of the way, i love ARPGs. It's my absolute favorite genre and has been since Diablo 1 on the Playstation back in the late 90s. I've played almost every example of the genre that exists and have sunk a significant amount of time into all the current titans of the genre. All this to say that i know pretty well what how i feel about the genre and the goods and bads. Almost nothing about Last Epoch stands out in any way. Aesthetically and stylistically it's generic medieval fantasy. Setting-wise the time travel stuff is nice on paper but ultimately they don't do anything interesting with it. Story-wise it's nothing you haven't seen before. Gameplay-wise it's about as generic ARPG as it gets, slightly more depth than Diablo 2 but less than Grim Dawn, Path of Exile, Titan Quest, etc. Like i could sit here and list point by point every single grievance i have with the game but ultimately the big things are this: The campaign is FAR too long for me to want to carry multiple characters per season into the endgame which isn't interesting either. Itemization is borderline non-existent, nothing in the base game will exceed the items you get from seasonal stuff, a Rare item from a normal monster has 3-4 modifiers with like 20% to a few stats or melee damage and then Corrupted, Experimental, or Nemesis items come in with the steel chair with 5-8 modifiers that can reach into 100-200% boosts to stats, which also applies to Uniques, so you ignore literally everything that doesn't drop from those. Uniques themselves are also incredibly boring, they drop constantly and none of them are build-defining or really change how anything works. You'll still have the same handful of crazy modifier seasonal items from half-way through the campaign all the way through chunks of the endgame. This is in part because the class system is bland. You get a base class that you barely spend any time with and then it gets replaced by one of three subclasses. The problem is, when you unlock a subclass you also get access to the first half the other subclasses passive trees and most of your skills come from the base class. Combine this with class mechanics being fairly uninteresting and not really impacting moment-to-moment gameplay and the skill modifying system letting you swing any skill to be more like a subclass (i.e letting it deal Void damage or Fire damage like Void Knight or Forge Guard) and it results in the whole system being fairly flavorless. A Forge Guard doesn't feel fundamentally any different than a Void Knight because the only real change is one generates Forge Weapon summons (i should say struggles to because even if you build entirely into generating them you'll barely be able to keep them up) and the other has big Void AoEs, otherwise it's 80% the same skills and passives. Seasonal stuff is also kinda bad. Last season was opening portals into the dinosaur timeline to fight through the same handful of enemies on the same 2-3 tile layouts to fight the same boss to grind out currency for the gear, again which is better than anything you'll get from the rest of the normal game. This season is just a significantly worse copy of Breach from Path of Exile that adds Corrupted modifiers that work exactly like they do in PoE like being unable to Craft on them (forgot to mention crafting, it just lets you switch out affixes but it's a pointless system you'll never really use and won't make anything better than Seasonal items, making un-modifiable items kinda confirms to me that they're giving up on it). All the seasonal stuff can pop up on almost every map you enter so it's simultaneously just single small events that don't last long and aren't interesting but it's also all you'll be doing and the best way to get items. It's also just not a very challenging game. Melee, magic, or ranged there's nothing that can really step up to you, nothing that'll last for more than a couple seconds and if you're playing a Minion build the game is literally playing itself for you, all you have to do is move from mob to mob while everything melts, you'll never die and neither will your Minions. I also think their monetization is gross and i ♥♥♥♥♥♥♥ hate that they advertise sales and stuff constantly on the left side of the screen, it's incredibly obtrusive and just pushes me further from wanting to spend more time or any money with the game. They're also going to start charging you for classes with the expansion in however many years (because their content release is absolutely glacial) despite promises that paid content would be strictly cosmetic, yay Krafton acquisition but bluntly with the way monetization was before EHG would have gone this route anyway. I could keep going but i hope you're picking up what i'm throwing down here. If you grab it on sale it's not the worst time waster i've ever played but Diablo 2, Path of Exile/2, and Grim Dawn still exist and there's a myriad of other games in the genre like Dungeon Siege, Titan Quest, Torchlight 2, etc that you could revisit for more fun than this. Rarely have i been more uncompelled to play a game than this one, there's just no soul, sauce, or juice.
they remove family sharing
Игра не плоха, но нафармить что то нужное это ппц какая удача нужна, а в 10000 раз фармить одного и того же предвестника в надежде хотя бы на 2lp такое себе удовольствие. А так пройти убер аберрота и скипнуть. Зачем эти предметы если их практически невозможно выбить а если выбиваешь так статы бесполезно низкие. Я бы играл дальше, но смысл если игра не вознаграждает. А фармить одно и тоже больше нет желания.
This games gameplay and leveling systemas are fun but I miss how ARPGs used to be, looking sick looking loot while you grinding to get that one drop. Now you pay for cosmetics and dealing with multiple levels of RNG to get the build you want. My Character looks so ugly in the end game that it makes you want to buy Cosmetics but I just cant. Grew up when gaming used to be different and I cant climatize to how games are developed and moenitized nowdays.
One of my favourite ARPGs, yet I'm giving it thumbs down. My biggest issue with the game is the campaign and its strict linearity, which for me had become a slog. I have zero appetite for trying out new stuff in the new season because I'll have to do the same things for ten hours that I've done numerous times already. Please transform the levelling process into an adventure mode-like style, as it is in D3.
Last Epoch is pretty much ARPG perfection up until the very end game. Crafting gear required to beat the hardest boss essentially involves playing game after game of "Russian roulette" with the affixes on said gear. Yes it feels great to win the slot machine pull and slam that piece of gear that improves your build and corrupt it with a sick affix. But in between, you are going to come within an inch of that win, only to lose the game of roulette at the end by whiffing the slam, crafting the wrong affix in a slot, running out of FP, bricking an item via corruption, etc many times. Google a thought experiment called "rando chess" by Magic the Gathering creator Richard Garfield and you will immediately relate if you have ever attempted to craft high end gear. It's a shame because everything up until this point in the end game is executed near flawlessly.
[h1]Due to change in ownership the entire development goal of the product has changed.[/h1] [h2]They have still not yet finished the story/campaign, Achievements are still not in the game and a plethora of promised features have essentially been abandoned.[/h2] [h3]Krafton once again buying someones elses cake, ♥♥♥♥♥♥♥♥♥♥♥♥ it into submission and then consuming it like a madman.[/h3]
It was really starting to get good in early access. Then they changed developers and now it's tuning to ♥♥♥♥.
На основе своего игрового опыта, я вижу эту игру в цепочке развития Action RPG таким образом: Diablo > Titan Quest > Torchlight > Grim Dawn > Last Epoch > Path of Exile (1). Если кратко, то эта игра, как упрощенное PoE. Возможно оно так только пока, т.к. развитие началось относительно недавно по сравнению с жанровым коллегой-мастодонтом. Довольно приятная игра и в боёвке, и в прокачке, и в QoL, и в сюжете, не без замечаний, разумеется. На данный момент дошёл первым персонажем до финального контента и мне нравится. [u]Любителям жанра - рекомендую.[/u] No Rest for the Wicked я бы сравнил с PoE 2, но во вторую часть не играл, лишь слышал о том, что она из себя представляет. Это развитие ARPG в другую стезю - больше в Action, чем в RPG. Именно по этому не добавил их в цепочку.
its cool. more complex that D4, but not as confusing as POE
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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