
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
Sad to see the mostly-negative reviews for this game, although I can understand that it likely is not going to please the average gamer. I found it took a couple hours into the game play for it to start to make sense, and overall I have ended up enjoying it. I understand some of the criticisms about level scaling, but for a game that is meant to be essentially an offline EQ, it makes sense to me. While mobs level up as you do, levelling up gives you access to deeper ability mechanics and expanded loot tables, letting you continue to challenge the same zones at higher difficulties, with more interesting game play. I really like that there is also some depth with the abilities. For instance, on the Reaver you have to watch/listen for a parry to enable you to do a follow-up combo with riposte and ruin, and certain abilities can only be used from the sides/back - making stuns an important part of the Reaver game play. Overall, the game is a lot deeper than I first gave it credit for and I'd recommend it to any old-school EQ players, but probably not for the average gamer. Still, its great to see passion projects like these.
I've followed this game's development closely since its first playable release. Like some of the negative reviewers here, I was also concerned that the dev team's change in design direction (away from an open world, toward a hub-and-spokes one) wouldn't be for me. But after playing solo for a few hours, I've found I'm really enjoying myself, and I can confidently recommend this game to most fans of old school RPGs and MMOs (EQ, DAOC, Gothic, etc.). I'll explain why in more detail below: - Deep, subtle combat system - This aspect of the game hasn't changed since the early days. In fact, the dev team has only developed it further. As in previous releases, the combat feels responsive, high-stakes, and highly tactical. It's EQ-paced, but with the addition of nuances such as positional advantages/disadvantages and timed/reactive combat skills. Of course, the focus is more on using the right ability at the right time, rather than spamming as many abilities as you can in a short time, so actual player input is much slower than in most modern games. Personally, though, I prefer this older, "classic" style, as it makes each move and round of combat feel significant. - Level design and risk/reward - The scale of the levels, the sense of danger and adventure it creates, and the density of secret areas/named mobs/rare loot all feel as right to me as they did in the earlier releases. Named mobs and loot, in particular, are two areas the dev team has continued to work on since release, as well. - Music and sounds - IMO, these have been underrated strengths of this project all along. Although modest in number and variety, I think the sound and music design contribute greatly to the sense of exploration and adventure (even in the hub zone). - Level scaling - Initially, I thought this would be a much bigger turn-off for me than it's ended up being. The way it works is that the player must manually choose to level up once they've gained enough xp. On leveling up, the player gains increased stats and, depending on the level, unlocks new spells, abilities, and potential loot drops, while all enemies also increase in strength. In other games with level scaling, I've sometimes lost interest because the fact that all enemies always remain challenging has made the game world feel uniform, generic, and without a strong sense of place (think of Diablo 4's flat, forgettable overworld vs. D2's iconic levels like Chaos Sanctuary). But for me, Legends of Old avoids this trap due to the qualities I praised about level design above. Because each adventure zone is handcrafted with such care, I've actually found myself enjoying the fact that each of them stays relevant as I level. In the future, I see an opportunity here for the devs to add level-based rare spawns/loot/events to certain zones to reward players who return and continue exploring even after they've seemingly outgrown the area (they may have done this already; I'm still low-level). Overall, given that higher levels unlock new loot and abilities, progression with this level scaling system hasn't felt too different from the more conventional leveling system we saw in the game's earlier versions. Now, for my constructive feedback: - Crafting/economy - Currently, the game has no merchants, no currency, and (I think) no trading between players. The only form of economy I've seen so far is the disenchanting system, which allows players to sacrifice 3 items in exchange for 1 new one. The player can influence the type of item they receive from this based on the item types they sacrifice, and I think this is a great start toward some sort of item economy. However, I think there's room for a lot more development here, especially since there are times when it's advantageous to delay leveling up until one is ready to confront stronger enemies. In these scenarios, grinding out kills can feel a bit boring, since in the absence of xp gain, the only reward for slaying monsters is the occasional gear drop, which after a certain point is very unlikely to yield an upgrade, either directly via the drop itself or indirectly via disenchanting. Adding some form of currency, money or otherwise, that could be transformed in some way into character power would give players another way to make genuine progress even when they're not gaining xp. - Quests/narrative/worldbuilding - Currently, there don't appear to be any quests in the traditional sense. The adventure zones certainly do have secrets, and the NPC dialogue and other text, which are generally well-written, seem to hint at a grand, coherent world in the background of the game's events, which I find compelling. However, I think the game would benefit greatly from the addition of quests to give the player another way (i.e., other than mass slaughter) to interact with and explore the world. Now, I want to caveat that by saying we DO NOT need the sort of tedious busywork that most modern games call "quests." But something like the quests from early EQ would fit this game nicely--lengthier assignments requiring exploration and experimentation, potentially in multiple zones, with minimal direction and handholding, and yielding truly impactful rewards. All in all, I still find this game's core "feel" as charming as I did in its original release. I plan to continue playing and look forward to seeing how it will undoubtedly continue to develop over time.
i think i love this game now, its difficult alone but with other player its so fun. i refunded it because it was so hard to find other player but i kinda miss it now.
Game does not have an option to invert vertical camera look. Cannot play a game without that. That coupled with race/gender/class all being locked was a huge turn off. Been following this game since the launch of the Patreon a few years back, and am really sad to see where they brought it from that original idea.
Followed this game for a couple years, originally it was meant to be a singleplayer Everquest experience but they pivoted to a more co-op dungeon crawler with Everquest flavors. So far it has been fun, still a new game and there is much to be finished and added. My review may be biased as I followed this project for a while and love anything even remotely related to Everquest. This game would be ideal to play with friends but still has the ability to be solo'd so keep that in mind.
Edit: Devs went quiet, ghosted the (small but hopeful) Discord community and eventually deleted the Discord without warning while we remained nothing but positive and bright about the game’s possibilities. There’s no hope this game will ever be supported in the future and must be taken “as is.” This game is not what you expect. Are you still here? I’m going to **edit: NOT** recommend this game although with significant caveats. Legends of Old was made with a certain gamer in mind. It’s purposely “janky” and reminiscent of Everquest and DAOC. Combat is slow, tactical, and methodical. The four classes presently available (two more on the distant horizon) are completely unique experiences. The difficulty when soloing is extreme and the game’s implementation of “level scaling” is a bold choice. Not wanting to level up is, to say the least, counterintuitive in the realm of RPGs. In a nut[b]shell[/b], leveling up in Legends of Old is a choice and a gamble and a risk. You gain new abilities and access to new loot tables (and eventually zones), but the world levels up with you, making things incredibly (impossibly) difficult if you do not level up tactfully during the early game. Anyone starting this game and not diving immediately into co-op is best playing the Elementalist or the Paladin and gearing up as much as possible before progressing to Level 2, and then the same before Level 3, etc. This concept is unique and interesting once you learn to accept it but downright frustrating or deal breaking if you don’t or can’t. Character creation has no customization beyond class and name, and each class is locked to its respective (goofy) model. Imagine this game as some janky PC game from the 90s with predefined characters and you may be able to get past the first five minutes. Keep in mind that this review is written by someone who avoids playing premade and/or male characters at every opportunity and has passed up far “greater” games than this (i.e. Witcher 3) by being shoehorned into playing a given persona he doesn’t want to play. While some gear alters the character’s appearance, much does not, and weapons (and some gear) are tied to certain classes. Paladins can only use one handed maces, swords, axes, for example. Elementalists cannot use armor aside from cloth or weapons aside from a staff. Despite the "hub" being full of NPCs, there are no vendors. You cannot “sell” or “trade” gear that you find, nor can you save it for alts. The only thing to do with gear is to “disenchant” it, throwing (3) pieces into a lottery for a random (usually garbage) piece in return. There are also no quests or in-game tasks, which is a real shame. There are reportedly tons of “hidden secrets” out in the world, however, and triggers for activating certain areas or bosses. I haven’t found any myself yet. There are no graphics or UI customization options, nor is there a way to change key binds (not a problem for me, as the default key binds work perfectly). That said, the UI is actually quite good—simple and to the point. My only wish it that I could make some of the text and the boxes smaller. Can I go out on a frail limb here and compare this game to the original Quake? Here me out. Playing Quake on the N64 was an experience, where after every "run" (ending in your death) you learned something new, and maybe got a little further through the map or onto the next level. Quake was skill based, of course. Here it's a different kind of skill, and a different genre entirely, but I'm getting the same vibes. (Could be the graphics.) When you die the zone resets and you've got to kill all the same mobs again, but perhaps you gained something that will help you the next time, either knowledge or a piece of loot. Despite the shock of blindly purchasing a game completely different than my expectations, I find myself coming back for more and more play sessions. I want to process deeper into the game’s world, but to go deeper you need to level up. To level up effectively, you need to acquire gear. To acquire gear, you need to farm, farm, farm... The asking price for this game is steep, but there’s nothing else quite like it. Many compare this game to Erenshor, but I find the “feel,” the art style, and the combat in Legends of Old far superior. It's difficult to recommend this game at the current price-point, but if you are of the target audience, I think that there is something really deep here (though it may not appear so at first glance). This game really does have something going for it, and while I have not been able to experience co-op play (and going it solo is very punishing), I keep coming back to this game if for no other reason than wanting to progress deeper into the game’s world.
So far I have been having quite a bit of fun. It feels a bit like a mix between Diablo and Everquest. While it is different than the original single player experience was, I have still been really enjoying myself. I have tried out the Reaver, and the Paladin, and they both feel unique in their play style. I have still been learning the ropes of the game, but from what I have played, it's been very good. I will update as I play more.
Bring your own 3 friends, this game is rough, but its that mindless EQ grind you are looking for. Would be nice if it had a heal class, or if my pally heal skill healed me more than zero... but I did have fun.
Dead
Better than Everquest
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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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