
Legends of Old is a retro-style co-op dungeon crawler inspired by classic RPGs. Battle deadly foes, find powerful items, and master unique classes in this modern take on an old-school experience.
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About
Legends of Old is a retro-style co-op dungeon crawler inspired by classic RPGs. Battle deadly foes, find powerful items, and master unique classes in this modern take on an old-school experience.
Go it alone or play with up to three friends as you face challenging enemies and push deeper into hostile territory. Every zone offers unique challenges and hidden secrets to discover.
Choose from a variety of unique classes, each with their own combat role and identity. Every class brings meaningful choices and powerful synergies to group play. Master your abilities through deliberate combat that rewards timing, positioning, and cooperation rather than twitch reflexes.
Designed for fans of the classics, Legends of Old is a deliberate return to when dungeon crawling meant danger, discovery, and camaraderie. Whether you're charting unknown tunnels or holding the line against impossible odds, every descent is a story waiting to be told.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
I unfortunately have to give this a thumbs down. The game strayed too far from its original vision. Adding multiplayer was something I was really excited about, but the level scaling and hub-based design are ultimately what’s killing it for me. It started out feeling like a great single-player EQ-style experience. You'd make a character, start in a town based on your race, grab some quests, head out into the newbie yard to fight and level up, then return to town to train skills. Rinse and repeat. I’m not sure exactly when things changed. The swamp update from around August 2024 (Patreon post for version 0.5, “City of Orbulg,” the ogre city) still followed that original structure. You could roll an ogre shaman, start in the ogre town, and explore the swamp area instead of playing a human in the human city. It felt consistent with the original direction. But leading up to version 1.0, things shifted. Now you can’t make a druid or shaman, even though both were available in earlier builds. Everyone starts in the same place with the same generic starter dungeon. It's a "timespace nexus" or something, and you use portals to access different zones. The swamp update was pitched as laying the groundwork for future content, but judging by later Patreon posts, that direction seems to have been quietly dropped. As it stands now: no quests, no unique starting zones, and no real sense of progression. When you level up, the world scales with you, so you often feel weaker instead of stronger. You’re basically required to group up, but the game is too niche to support that kind of gameplay longterm because it's a niche game with a niche fanbase. I really wanted to love this game, and I’m going to keep checking in and doing some videos, hoping it returns to its roots. But I can’t recommend it in its current state. I can look past the hub based world but the scaling really needs to be reconsidered at a minimum.
Less than a year ago the game was seemingly an open world EQ-Like game where you start out in different towns based on your race (ogre = swamp, human = castle) and now it has turned into a hub-based dungeon crawler with monster scaling. There's no quests or vendors or skill trainers (similar to EQ) despite a bunch of NPC's walking around. All characters start in the hub. The "disenchant" option to get rid of 3 items for a random piece back is woefully lacking since you often get a junk worse than what you already have or you can't even use. I've spent some time in this game to really get a good feel for it, so despite my 17 hours at time of review, I ultimately feel let down with the change of vision and scope away from a grand open adventure and into a narrow hub based dungeon crawler.
Level and item scaling. No quests, no vendoring or purchasing items. Spells/skills auto grant. Can't trade items. RNG stats on item drops (maybe not the named mob drops, unsure*).
I've followed this games development for years now and it pains me greatly to admit that the developers have lost the thread here. What started as an open world single player focused retro RPG has overtime shifted heavily into being a co-op dungeon crawler. There are no quests. The added level scaling completely removes any sense of actual progression and the combat has been changed to feel something similar to the style used in Dark Age of Camelot (which is, to no one's surprise, not a favorite). I wanted to love this game, but it feels like everything great about it has been systematically removed for it's release. While I wouldn't go so far as to call this a bait and switch, I can't in good faith recommend this game to anyone and, sadly, I left this steaming pile of Unity running by mistake while I made dinner, so no refund for this elderly man. Sad time, my droogies, sad times.
I played an early demo for this game a year or more ago it seems like when it was a fairly simple Everquest-simulator. You picked a class (the one of which I played there is now locked for some reason) and you went out into a field and killed monsters, got loot, earned money and XP and eventually would level up and buy new skills from trainers. What went from a nice little nostalgic game has become something terrible. Imagine a lobby based co-op game, but a really third rate one like D&D Dark Alliance or Babylon's Fall, now make it exceedingly slow where you press a button every several seconds. Now between every fight, you have to sit down and wait 3 or 4 minutes to recuperate, just like a real MMO player (whether in game or real life is up for debate). Sometimes, a pop-up appears for an item, you can say you need it or skip it, when you get that item if it isn't for your class you can't sell it or anything, it just sits in your inventory. With three items you can apparently dispose of it for another random roll but I didn't get three items, I did, however, keep getting items for other classes while playing solo, because no one is playing this. There's not really any exploration or anything, it is a boring game where the gameplay is tedious, the loot is abysmally thin and any sense of nostalgia is only there to trick you into buying it, unfortunately. There's no charm here, there's no love or passion, nothing survived from that interesting little demo I played so long ago. It also has level scaling implemented, so there's no power gains or progression that mean anything. You won't be power leveling your friends or making revenge runs through old zones or even farming early mobs for some rare drop you missed. It will *always* be a slow, tedious slog. If you're looking for a trip down memory lane in game form, specifically something like Everquest, there's Erenshor, which while its art style isn't quite the dead ringer it is much more enjoyable to play and has an enormous world to explore, unfortunately it's also single player only but I've had far, far more fun in the first 5 minutes of that than this. If you want a co-op dungeon crawler that scratches some old school itches that don't include mandatory downtime and the slowest fights of all time I could easily recommend Dungeons of Sundaria. It's a bit janky but it has these insanely huge stages, a ton of loot, a lot of progression, there's some good fun to be had there though it doesn't have the EQ feel at all. But this? I cannot recommend it to anyone really. It fails in almost every way to capture what it's attempting to on the surface, it discarded its roots and its own history, it's in its rebellious phase and while it looks familiar, that's only a mask worn to avoid your scrutiny in hopes that you don't dig any deeper to find out what's really going on inside.
!Make sure to report this content as fraud for bait and switch! Edit: Beware! Avoid at all costs (especially the amount they're charging)! I was banned from the discord for trying to be constructive and contradicting the devs. I pointed out that the reviews were mainly negative after not only me, but a huge portion of the community, shared why the game's direction was not fun. As the game stands, it's not fun, quite the opposite actually. The game play loop is tedious and boring and gives you no real feeling of accomplishment. It feels rushed and overly simplified and is unfortunately a dull dud of a game. They've tried to add longevity and relevance by having the game scale with you as you level up, but you'll end up just running by the old content to get to the content you want to explore anyway, all the while asking yourself, why? Why am I doing this? I'm not getting any stronger as I play, in fact, I'm getting weaker! Every time you level up you get significantly weaker while the world around you gets stronger. The game doesn't have an economy and treats your time with disrespect by having you take three of your hard earned items and disenchanting them into randomized, and often times worse, gear. You can influence the random gear by the type of items that you put into the disenchanting table, but why give the player control of their gear by disenchanting the gear into components, or letting them craft/buy their own gear, when you can just slap a table into a room and let them destroy their farmed items in a gamble for something that by all odds will be worse for them? The game has no real consequences other than sending you back to the nexus when you die so you can destroy your own items repeatedly until you get an "upgrade" (remember it's not an upgrade because you are going to level up and immediately downgrade). You can't even trade the items you get with other players, so that really cool mage item you found? Believe it or not? Melt it down! The devs reply to any constructive criticism in the discord with counter-criticisms or flippancy. All under the guise of "feasibility", but it's apparent laziness. Lazy design choices to put out a lazy, boring game, but at least they're enjoying it while their community flocks away in droves.
I was a patreon subscriber for years after I saw a post on a p99 forum, there was so much promise. I played both beta versions a ton, I was really excited for the release. I begrudgingly accepted the initial news of the coop, sure whatever, I have friends who I could get to play. Unfortunately this is not the game I thought it was going to be, nor is it finished, nor is this version very interesting. I won't ever know why the dev team moved away from the original vision other than the work load size, but they had really great bones with both betas. The current game is very hollow, there are some good mechanics here and there, but baffling design choices too. The discord/community mod deleting comments aside is the only interaction I have seen from the dev team at this point. I was on the fence about leaving a review or requesting a refund, but every time I start the game up it leaves a bit of a bad taste in my mouth. Pretty bummed how this turned out
I gotta agree with most of the other negative reviews, sadly. From what it was pitched as originally, a singleplayer MMO along the lines of Erenshor, it shifted so much to something entirely different. It seems to be moreso a 100% scaling session-based grind fest. No open world, no quests, no race/class combos, nothin'. I can understand why the devs shifted so dramatically on the focus and intent, but it's just a completely different thing than was pitched/supported. The other problem is, in the nicest way, I wouldn't really call the classes or gameplay all that unique - the draw is the world, the exploration, the quests. Summoning Elemental Pet and Stabbing In The Back and such are beyond overdone tropes and not compelling in the slightest.
Do not support these developers. The issues mentioned on Discord are not only real but also affect Patreon supporters, even those at the highest tiers. This game is nowhere near a state that justifies a price tag. The project's vision has shifted multiple times, and what we're left with feels like a watered-down student project. It offers nothing new to the market. The content scaling completely contradicts the "old-school MMO" vision they promised. There is no sense of power progression, and the world has been butchered into a central hub with portals to small, uninspired zones. Class mechanics are poorly designed, with no real synergy. There's no player trading. "Crafting" is just disenchanting items for a random, often lower-quality, reward. There's no vendor economy. Death is a meaningless inconvenience that just resets the zone. You essentially have the most basic of combat simulators.
Bad game is bad. Poor design, full of bugs, and an early access title masquerading as a full release. It's not worth your time or money. Objectively bad in every way. I regret not refunding and the hours wasted trying to give this game a chance. Devs ignore feedback, or are outright hostile when responding. Sorry your game failed, but it was your own doing. If you want to convert your negative reviews to positive, bring back the old version of your game and continue development on that and shelve this one as a failed experiment.
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