
Ortharion: The Last Battle is a hack'n slash RPG that immerses you in a medieval fantasy world full of secrets. Customize your hero by combining classes, equipment and spells to create unique synergies to face formidable bosses to prove your strength.
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About
Ortharion: The Last Battle is a solo hack'n slash RPG set in a fantasy medieval world. Choose from various combinations of classes and equipment to become as powerful as possible, explore a vast world, and overcome all the toughest challenges and bosses!
Class Evolution: Start with one of the three available classes at the beginning of the game, and gradually select new classes that provide different advantages, ultimately choosing seven specialties simultaneously from a pool of thirty-nine, leading to nearly infinite possibilities.
Over 350 Upgradeable Spells: Spells must be found and learned, and they come in six rarity types and can be leveled up. Learning requires specific stats and classes. The functioning of spells is then modified by talents and equipment.
15 Major Bosses to Face: Bosses are divided into two categories: regular bosses that serve as minor challenges and 15 major bosses that leave little room for error. Not all major bosses are equal.
Explore the World: Enhance your character by exploring and uncover all the secrets it contains.
Procedurally Generated Items: Each item can have unique powers, belong to a set, feature a runic word or a gem, making the number of combinations greater than in other hack'n slash games. Stats are also randomized and tiered. A consumable-based customization system is also available.

Talent Trees: Each fragment of Ortharion gives you a point in talent trees, allowing for further customization of your character. The talent trees are specific to each class, with some talents completely altering gameplay.
Competitive Modes: The game has been designed with a ranking system. You need to accumulate points and can compare them with friends or the community through a seasonal system.
High-Level Content: Participate in multiple high-level systems while engaging in the campaign, boss arenas, monster waves, random dungeons, objective protection, and more.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Crashed on me numerous times in the second map... My Mage character feels weak and every fight is the same. Large pack of random enemies with ranged guys that have either a straight shot projectile or a homing projectile. Quickly becomes a game of kiting packs of mobs while throwing out all my spells on cooldown to slowly whittle them down. My progress got better once i found a Flame Breath spell but its a long cooldown and feels weird to use, like there's no feedback. It does damage every second and literally feels that way. Like if i was channelling it and an enemy bobbed in and out of the AoE without taking damage because they did so within the 1 second timeframe of each tick. I could jump and cast spells, i thought that was nice. Anyways, I've made some decent progress and cleared the first map and all of its objectives/collectables. Upgraded/Leveled up my spells. Got my build going from the talent trees which imo are really basic, maybe even boring. The best choice you can make is when you get to choose a Talent Tree because its basically choosing another class and unlocks another set of spells for you to equip, IF YOU CAN FIND THEM. Rest of the talent tree situation is borderline barebones. +1% increases to specific damage types. +0.2 flat increases to mana regen and crit chance. Real boring stuff. Bottom half of the trees usually has some skills that get upgraded from the talents. From my experience with the mage talent trees i chose, it looks like most of the upgrades like this are for your default left click. For example i could make it Pierce targets, or Explode in a 3 meter radius. Other spells i seen in there had one that lowered the cooldown a bunch so it could stack an improvement more often. But i gotta state it again, the talent trees are bland, each tree had maybe 2-3 spells that they could affect. Which is kinda strange considering choosing a talent tree/class give a good number of spells you could get and next to none of them get anything neat from talent trees aside from the default +1% increases to X or Y. Gear is pretty cool, the game is pretty generous on inventory space and handing out the loot. The probabilities for gear/spells quality is shown and because you get lots of gear from the big packs of enemies you encounter constantly, you're pretty much bound to find Epic gear often and sometimes Legendary. But there's also another tier Divine, i haven't seen one. The Gear has good stats on it, the higher tier stuff has passives and stuff that change your build a bit along with stats. Anyways, my character feels weak even though i upgraded all my spells and have full set of Epic tier gear. Packs of mobs just simply take too long to kill and some skills just feel bad to use. It's really a mixed bag of a game for me. I just never felt like i was getting stronger and it felt more like enemies were always a step ahead in power.
Wtf is this? I regret purchasing. This is not the game I bought in early access 2 years ago. I am removing from my account, and will not buy anything from you again.
Fun when it works, but it crashes constantly. I get about 5 crashes in 30 minutes. Impossible to play.
Well, is me again back to see what you made this time. So, this time you did not even try to make a story or a campaign, and we straight jump in grind "fun" Ok so let’s forget that the game crashes all the time and i do have a new good pc. Let’s forget that the monster from the first ones you see to the last one are the same. Let’s forget the MAAAANY classes are all the same in terms of the talent trees you just get few new skill/spells per class. But let’s talk about the (many swear words here) summons. The AI on those is less than my robot vacuum cleaner and they get stuck on open space and keep shooting the wall. The other thing is that when you get to level 50 you see a "funny" thing on starting new maps and that’s if you don’t have souls = you don’t summon and to GET souls you need to kill. WELL, ‘how the F do i kill something without summons if that’s MY BUILD ?!?! OR how do i get souls on BOSS keys if there’s NOTHING TO KILL! Yet again we come to the spot where you have something, but you need HELP. You don’t have what it takes to make games alone (more or less no one does)
Когда-то давно я видел демо-версию этой игры. Сейчас она вышла из раннего доступа, я ее купил, поиграл несколько часов - и удивился, игра стала БЕДНЕЕ демоверсии. Пропали квесты, пропало строительство лагеря, пропали негуманоидные мобы, пропали локации с разным игровым процессом из-за разной силы и плотности мобов. Если раньше это была РПГ, то теперь сессионка: телепортируешься из лагеря в зону, пробегаешься по сундукам, убиваешь мешающих бежать мобов, которые просто примерно одинаковыми группами с почти одинаковым внешним видом появляются рядом с тобой и начинают на тебя бежать, телепортируешься назад. P.S. Чуть несправедлив был: встретил таки негуманоидных мобов. Один из самых редких видов паков: осы, курицы, волки - и ничем, кроме внешности, от других паков не отличаются. В целом игра теперь годится только для одного: поуспокаивать нервы бездумным вырезанием однотипных мобов, представляя на их месте кого-нибудь. Советы начинающим игрокам: 1) Не убирайте с панели скилл "Импульс". Когда у вас персонаж перестанет выполнять все команды, кроме передвижения (и то мееедленно), Импульс вылечит. 2) Не отчаивайтесь, когда игра в очередной раз зависнет незадолго до получения приза "за миссию". Не в призе счастье. 3) Когда ваш пет на пустом месте упрется в стенку, перепризывайте пета за стеной, а не ждите, пока он проглючится - не проглючится. 4) Если вы видите, что у мобов отрицательное количество жизни, можете выходить с карты. 5) Не используйте Вызов нимф Рейнджера, ибо багнут: когда у вас кончится мана и нимфы исчезнут, мана продолжит утекать с той же скоростью в бесконечный минус, пока не выйдете из игры, и только если снять с панели навык, реген маны станет хотя бы нулевой. P.P.S. Уровень баланса (вторым персонажем, найдя уже оптимальный билд среди нескольких неработающих): "С трудом превозмогая, убил первые два пака мобов - качнул скилл - легко зачистил первую локу - переоделся - легко зачистил еще несколько лок - переоделся - легко качнулся до 70 - переоделся - немного пофармил и качнул 100 - переоделся - легко убиваешь кого угодно - с трудом собираешь самый трудный квест по набору очков снаряжения" Я не пожалел времени и добился отрицательного значения урона своих скиллов, а то что всё мана да жизнь в минус из-за багов уходили, надо ж и урон увести. Теперь даже самый мощный босс падает с одного удара, получив отрицательный урон.
Ortharion : The Last Battle presents itself as an ambitious indie action RPG that aims to merge the satisfaction of classic hack-and-slash combat with the depth and flexibility of a highly customizable character progression system. From the outset, the game establishes its identity as a systems-driven experience, one where player choice matters far more than rigid class definitions. Rather than locking players into a single role, the game encourages experimentation by allowing characters to evolve organically through a combination of classes, talents, spells, and equipment. This design philosophy gives the experience a strong sense of personal ownership, as no two characters are likely to develop in exactly the same way, even across multiple playthroughs. The core gameplay loop revolves around exploration, combat, and constant refinement of one’s build. Players venture through a dark fantasy world filled with enemies, dungeons, and powerful bosses, gradually unlocking new abilities and discovering spells of varying rarities. The spell system is one of the game’s most defining features, offering an enormous pool of options that can dramatically alter how combat unfolds. Whether focusing on raw damage, crowd control, survivability, or synergistic effects that trigger under specific conditions, the sheer number of possible combinations creates a strong incentive to experiment. This depth is further enhanced by talent trees and specialization paths that allow players to fine-tune their approach, rewarding those who enjoy theorycrafting and long-term planning. Combat itself leans heavily into traditional action RPG sensibilities, emphasizing positioning, timing, and the effective use of abilities. Encounters often demand more than simple button-mashing, especially as enemies grow more aggressive and mechanically complex. Boss fights serve as major highlights, acting as skill checks that test a player’s understanding of their build and their ability to react under pressure. These encounters can feel genuinely satisfying when mastered, particularly when a carefully constructed build comes together in a way that feels both powerful and earned. At the same time, combat can occasionally feel uneven, with moments where animations, hit detection, or enemy behavior lack the polish seen in more established titles within the genre. Loot and progression play a central role in maintaining long-term engagement. Equipment is procedurally generated, often featuring randomized stats that push players to continuously evaluate upgrades and trade-offs. Finding a piece of gear that perfectly complements a chosen build can be deeply rewarding, reinforcing the game’s emphasis on customization and player agency. Beyond the main campaign, additional modes such as random dungeons, challenge encounters, and wave-based combat provide extended content designed for players who want to push their characters further. Competitive elements like rankings and seasonal challenges add another layer of motivation, even though the experience remains fundamentally focused on solo play. Visually and thematically, the game adopts a dark fantasy aesthetic that supports its tone without attempting to overwhelm the player with spectacle. Environments are serviceable and atmospheric, prioritizing functionality and readability over flashy presentation. The same can be said for the sound design, which effectively reinforces combat and exploration without standing out as a defining feature. While the overall presentation may not rival that of larger productions, it succeeds in providing a coherent and immersive backdrop for the gameplay systems at the heart of the experience. Community reception to Ortharion : The Last Battle reflects both its strengths and its shortcomings. Players who enjoy deep customization, long progression curves, and experimentation often praise the game for its ambition and mechanical depth. For these players, the freedom to create unique builds and continually refine their approach is more than enough to justify the game’s rough edges. Others, however, point to issues such as repetitive gameplay loops, balance inconsistencies, technical problems, and a general lack of polish that can undermine immersion. These criticisms highlight the gap between the game’s ambitious design goals and its execution, which can feel uneven depending on player expectations and tolerance for indie-level roughness. In the end, Ortharion : The Last Battle is a game driven by ideas rather than refinement. It offers a wealth of systems, options, and customization that will strongly appeal to players who value depth and experimentation above all else. While it may struggle to deliver a consistently polished experience, its core mechanics provide enough substance to reward those willing to invest time and patience into mastering its intricacies. For fans of action RPGs who enjoy shaping their own playstyle and exploring complex progression systems, it stands as a flawed but compelling project that showcases both the potential and the challenges of ambitious indie development. Rating: 6/10
Ну, прежде чем даже думать о покупке, стоит понимать, что это по факту просто хобби проект одного человека из стоковых юнити ассетов. Иными словами - игра неимоверно кривая и уродливая. Только опустив ожидания, вы не рефандите в первые пять минут игры. В целом эта игра как бы диаблоид, но с кучей оговорок: - Это не изометрия, а камера от третьего лица. Что считаю плохим решением, так как боевка слишком хаотичная, хитбоксы работают хрен знает как, снаряды летят хрен знает куда, еще и камера вертится. Ну и понятно все пластилиновое - импакты от ударов нулевые. Хз, ну не подходит диаблоидный хаос под третье лицо. С хорошим бюджетом еще можно что-то придумать, но их тут нет. Боевкой тут не наслаждаешься - просто хочешь побыстрее закончить. - Есть как бы древа пассивки, примем аж 7 (вы выбераете 7 классов из 40). Это экстремальный случай количества вместо качества. Все пассивки это +0,2% крита, +1% урона огня и так далее. Отдаленно интересных пассивок буквально 1 или 2 на целый класс. По сути вся игра строиться на том, что вы собираете бесконечное число вот таких вот малых бонусов, так как вы можете изучать пассивные скиллы что дают всякие микробонусы, кучу баффоф что при выполнении условия х дают микробонусы, выполнять достижения типа убей босса Х, убей орков 10/50/100, и за это получать всякие микро приросты к хп и урону. Зачищай карту и получи + микро к шансу крита за каждый найденный сундук. И так далее. Игра не про крутое пассивное древо, а про сбор миллионна маленьких бонусов. - Лут в целом приятный. Сеты, уникальные эффекты, руны, немного крафта. Все на месте. НО есть ли вообще смсыл даже читать описание и радоваться легендарному предмету, если вы замените его спустя час или два? И ведь в игре нет какой то непреодолимой стены в виде сюжетного босса, что вам нужно победить здесь и сейчас. Вы просто фармите мобов и ищите сундуки. Если вам очень скучно, вы можете вручную повысить сложность (их 150 штук) - очень сильно увела ХП врагов и немножечко повысив лут/опыт. ИМХО, подход ужасный. Мало того что сложность это только хп/урон врагов, так и они как будто почти не дает бонусов игроку. Неужели сложно посмотреть на другие игры жанра? Можно же было сделать как в Chronicon или прости господи новом диaбло, где ты методично готовишься к повышению сложности и когда наконец повышаешь, тебе открываются новые редкости предмета/механики и т.д. - Хотя я сказал что лут приятный, он дает только циферки. Как и прокачка. Тут нет чего-то что будет реальным изменением. Ну к примеру, играя лучником, я могу конечно повысить криты скорость атаку и многое другое, но я не смогу сделать стрелу пронзающей, или ветляющейся, или цепной (deadeye передает привет). - Ноль сюжета квестов и прочего. Только монстры лут и ислледовании карты. Даже чисто геймплейно ориентированные игры часто имеют хоть какой-то базовый сюжет, чтобы обозначать некоторую общую цель и дать мотивацию. Тут вообще ноль. Да блин, тут даже враги на уровнях не разбросаны вручную, а просто спавняться из воздуха каждые пару десятков метров. Нулевое погружение. - Вылеты, баги. Куда же без них - Задротные олддскул механики, типа чтобы открыть высший тир снаяряжения, вам нужно найти супер скрытые секретики на огромных картах. Ну, подобное найдет свою нишевую аудиторию, ничего не имею против если кому то нравится, но опять таки, большинство игроков лишь будет фрустрировано Игра конечно стоит немного, но и советовать ее сложно. Все в игре сделано так, что большинство игроков в ней разочаруются, особенно игроки современных диаблоидов. Но кому-то может зайти и притом сильно. P.S. В итоге решил попробовать вторую карту - подземелье. Если первая была обычным открытым миром поляны луга горы, работало стабильно и управление и камера хоть и страдали, но не критично, то ТУТ ♥♥♥♥♥♥. Лаги, просадки фпс, камера живет своей жизнью. Не, это уже неиграбельно. Нафиг такое.
优化较差,玩着突然会崩溃,地上未拾取道具太多会崩溃。 设定上道具不拾取 会一直存在 直至玩家离开当前地图,所以一张图掉落越多越容易崩溃。 搞个掉落给那么华丽的特效是为什么? 掉落物根本不需要特效好吗?打完自动拾取 要啥特效?捡不完留在地上站资源。 游戏尚可一玩,但不推荐,上述问题就已经玩不下去了,当掉落物越来越多,而玩家不在需要大部分东西的时候,地上未拾取的掉落物带着华丽的特效在哪里搔首弄姿,直至游戏崩溃。
this game is awesome... ^_^
It's a bit rough around the edges and the first few minutes can be frustrating, but it is fun for what it is. The objective is to build a character and kill the big bad guy. There is no story or quests other than that, so far as I've seen. Along the way you complete long-running in-game achievements, like killing increasing amounts of a given mob type or learning x number of spells. There are achievements for almost everything you do, and finishing each one increases your stats slightly in different ways. There seems to be 21 zones you can go to and also some kind of tower that I've not been to yet. Each of the map zones has a list of things to do to complete that zone, like kill x mini-bosses, open all 10 chests, etc. Each time you go in to a map you also get 3 "missions" with smaller objectives that reset if you leave the map, such as kill 15 elite mobs or open 3 chests. All of these give small stat boosts. There is also a ton of loot (10 gear slots), with sockets for gems, an overwhelming number of spells and skills and many, many ways to improve your character and long checklists of achievements to complete. If you are one of "us"... you know who you are... I definitely recommend the game. If you want a story with NPCs to talk to, this is not that. After the tutorial, you pop up in an outdoor zone and are immediately attacked. If you move more than a couple of feet, you will attract even more enemies. You can easily get overwhelmed and die. Luckily, dying really doesn't have any penalty. Just clear the initial mobs and then move carefully to only get a few mobs at a time. You will quickly get some gear and some gold. When you have a few hundred gold or a decent amount of loot to sell, hit 'M' and return to the guild. Figure out the interface and your skills, buy a better weapon and then go back better prepared. You really should start at the guild and not be thrown in to a fight you aren't ready for. I have not crashed at all yet, but I did have to restart once because nobody could damage anyone else. We were hitting each other but our HP was not moving. It happened as soon as I entered the map so I didn't lose any progress. The game does not claim to support controllers, but mine does work to run around and fight. I switch to mouse and keyboard to use the UI so I don't know if there is any support for that.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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