
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
Don't buy if you want level ups to feel impactful. Level scaling turns what could have been a fun game into a mediocre one.
This is an Everquest-themed offline dungeon crawler. The zones, dungeons, enemies, and combat experience accurately replicate EQ either by yourself or with a group of friends. It is not an open-world or an MMO-sim like Erenshor. It is a lobby game with several "zones" to explore. As with EQ, I would not recommend this if you do not have at least one friend to play it with. The community seems small, it may be hard to find public lobbies. The positives: It genuinely feels like playing EQ. Planning out how to tackle different groups of enemies or a specific boss, will feel just like it did in EQ. Mez, haste, slow, mage pets, mana / resource management, splitting pulls, offtanking... all of these things are possible and you will be challenged to find creative ways to handle enemies. This is where this game shines, and it is the sole reason I am giving this a positive review, because the rest of the framework needs polish for this to become anything other than a super niche title. The negatives: The jank is real. It is worst felt right at the beginning of the game. There is no tutorial, tooltips are almost nonexistant. It would be very easy to spend under an hour in the first dungeon and bounce off this game forever. The price tag is too high, and is probably only going to hurt the devs long term, as people will be more likely to refund quickly (the early game jank increases this likelihood) before they start to enjoy the game. While I wouldn't recommend this game to the average gamer, especially at this price, this is pretty solid if you want to relive some Everquest nostalgia with friends, without investing 100+ hours of your time.
I've gotten to watch this game develop over the last 3 years, and I have to say that it has delivered in an amazing way. In this game, you can make a character and play in groups of up to 4 to do dungeon crawling and item farming. Each of the classes I've played felt robust and well fleshed out, with many modes to them. For instance, as an Elementalist, you can use an Earth pet to provide a tank for you or your group. Fire pet provides good passive dps. And Ice pet is a support pet which lets your buffs and CC last longer, making you a support class similar to an EQ bard. Each class has different styles to play and different loadouts of abilities to support basically however you want to play them, and the gearing in this game supports building a bunch of different ways, too. A Reaver, for instance, can build defensively to be tankier, can build mana regen to rely more on spellcasting, and can build melee dps stats to make their melee damage truck people. There's also a ton of depth to the armor class system for classes that can wear many types of armor. You might, for instance, mix plate with its high absorbtion rate (% damage reduction) with some cloth's negation stat (gives a flat reduction) and then top it off with some leather pieces to increase your evasion chances. Lots and lots of variability there. I've only played two of the dungeons available at launch so far, but the first one I've spend well over 24 hours farming in during the beta, and the second was an impressively intricate castle that I got to play in with a group of other testers. I'm constantly impressed by this labor of love, and I bet you will be, too. Furthermore, because this needs addressed, there has been a campaign (co-ordinated through our own Discord server, I am sad to say) to slander this game with a slew of negative reviews regarding the level-scaling system, mostly by players who spent less than an hour playing it. It is true that this game uses level-scaling, and that is to its benefit, not its detriment. The assertion that the player doesn't get stronger over time is simply not true. The player grows significantly stronger as they level up and acquire gear and their growth outpaces that of the strength of mobs by a sizeable amount in the mid-levels. The level scaling means that you're able to fight mobs for gear drops and good experience all the way to max level. It never becomes irrelevant content. On my Reaver, for instance, I was able to fight Ravari (the bird people who populate the first zone and tend to have lots of armor drops) for pieces of chain and plate when I hit the levels where I could wear them. This helped me fill out my gear. Since then, I've hunted through the other dungeons I've unlocked and taken on a slew of bosses, which has given me access to specialized resist gear and other powerful items. The game works on both a level and gear axis, and as you grow and explore and farm items, you grow immensely more powerful, able to take on challenges that in the beginning seemed impossible. The scaling in this game is well done, it fits the needs and themes of the game, and it provides rewarding growth that I haven't seen in many other games.
As a OG EQ player. Dont buy the game when you level up the rest of the game scales with you. makes you feel Weak despite farming. Very fun vision i really love the way the game is. scaling just makes it unplayable and not fun. just SLOP EDIT: so apparently the devs basically told us if we dont like how it plays then just ♥♥♥♥ off. lol yea have fun not selling. and not appeasing to your player base. i give feed back and i get told to go ♥♥♥♥ off. the game has lost its vision since the early stages of development. yall basically shot yall selves in the foot darlings. please dont buy the game the dev was rude asf and doesent care about any of your damn opinions you would be better off going to go play Ever Quest with your friends.
Game is flawed from the ground up. I tried to give it the benefit of the doubt and ignore the negative reviews, but they are 100% spot on. The design, implementation, and general presence of this game are pretty bad. I saw that this game used to be an open world experience without the half-baked level scaling hub world crap it has now. It's a shame the developers did what they did. I would not recommend this game to anyone. It is completely unfun and uninspired. It looks like there hasn't been any updates or communication from the developers in a long time as well, so I have to wonder if this is abandonware already.
60 FPS cap. Can't rebind WASD. Can't play in window mode.
If you're craving that classic EverQuest feeling, this game might be just what you need. While it’s not an MMORPG, its hub-based solo and co-op gameplay captures the spirit of EverQuest surprisingly well — from the feel of the mobs to the massive, explorable zones. Combat and progression have a Dark Souls vibe, with zones resetting on death or return, and the dungeon-crawling focus is both refreshing and rewarding. The game has received mixed reviews on Steam, largely due to a shift in design — it moved from an open-world concept to more structured dungeon exploration. Personally, I think the new direction works better and offers tighter, more compelling gameplay. There's also some debate around level scaling, but it’s implemented smartly: as you level up, mobs drop new loot, which adds meaningful replayability. With elements that blend EverQuest, Dark Souls, and Diablo, this is a unique and enjoyable experience that deserves more attention. Don’t let the review score scare you off — if you miss the old-school grind and adventure, this one’s worth your time.
Legends of Old is an enjoyable experience when played as a Duo. I played it for almost two hours with my Kid and its started out strong for us. PROS The relatively simple gameplay compliments the general feel of the game, which is quite cozy. The level design, at least what I have seen so far, is really, really good. It was very quick to get in, party up, and get to killing NEEDS TO IMPROVE The level scaling was a bit counter-intuitive, but I feel this is a matter of tuning and progression and hopefully improves. I could alternatively suggest just going full retro and having static levels for mobs but a difficulty selection for each splinter. Some type of trading will also go a long way. Looking forward to playing this more today!
Solid Game with a Strong Vision – Some People Just Don’t Get It Wanted to write something after seeing a lot of negative stuff getting thrown around. I’ve been playing Legends of Old and hanging around the Discord, so here’s my honest take: First off, the Discord is fine. People saying they got banned for “constructive criticism” are leaving out the part where they were spamming or just complaining nonstop without offering anything helpful. The devs are active and actually respond—some folks just didn’t like hearing “no.” The gameplay loop is actually solid if you understand what it’s going for. Yeah, the game has scaling, but it’s not broken. It’s there so you can grind gear and stay challenged. If you level too fast and don’t upgrade, yeah—it’s gonna get rough. But if you take your time, farm a bit, and pay attention to your build, it feels good. And once you hit level 20, scaling’s not really a thing anymore. You can absolutely solo if you want. I’ve personally solo’d most of the content on multiple classes, including Paladin. So no, it’s not “co-op or bust.” That said, the game really shines in a group—classes work well together, and it feels like an old-school dungeon run when you’re communicating and taking down stuff as a team. The level design is really well done. This is one of the best parts of the game and barely gets talked about. There are tons of secrets, hidden routes, little corners with rewards. It actually rewards you for exploring instead of just racing to the next objective. That kind of stuff is rare now. Gear system needs some work, sure, but it’s not trash. Disenchanting is still being tuned. You can influence the output by what you put in, which is already more than some games give you. I’d like to see crafting expanded, but it’s early and clearly being worked on. No trading? Whatever. Would it be cool to trade? Sure. Does it ruin the game? No. You get gear through playing, and the devs want the focus on the dungeon crawling and teamwork, not a side hustle economy. And yeah—the devs are actually working hard on this. They’ve got a clear vision. It’s not for everyone, and they’re not trying to make a game that pleases every single person. Respect for that. They’re building something they believe in, and honestly, it’s coming together. If you’re expecting a hyper-polished MMO with an auction house and endgame raids on day one, this probably isn’t for you yet. But if you want something with old-school vibes, tough group content, secrets to discover, and room to grow with a small dev team that’s actually present, it’s definitely worth checking out. Don't sleep on this one. Just because it's different doesn't mean it's broken. Some of us are having a blast.
I've been a long time supporter of this game and while it has changed and evolved over time from the original vision I think the systems have really come together to give a complete experience. Classes are unique and interesting, everything is hand crafted with no store-bought-assets which helps with a consistent feeling and a level of uniqueness not found with other asset filled games, the level design is also fantastic with spiraling mazes that simply make sense after exploring a bit. Tons of hidden mysteries for secret bosses as well will keep you exploring. I'm excited to see how this will be built on to expand the experience. One thing to note is the inclusion of level scaling, simply the idea of that can turn people away but I highly recommend giving it a chance, it keeps all content relevant so they can focus on quality over quantity, allows groups of varying levels to still play together no matter what, etc, so it really fills out the game. The slow pace remenicient of old school MMOs is still far faster than what those truly were so it goes well with something I can do on the side while working or talking with people with still giving me the ability to fully focus since it's just fast enough. Ultimately, if you want a contained quality experience MMO-like dungeon crawler to play solo or with a few friends I think this game is perfect for it.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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