Closed Multiplayer Testing Begins | Development Update
In March we released Patch 0.8.5 - Depths of Eterra. This update introduced two new dungeons: The Lightless Arbor and The Soulfire Bastion, as well as The Arena of Champions, an overhaul to Catalysts, and a whole slew of new 3D models for unique weapons and armor sets. These two new dungeons saw with them their own unique gameplay and reward mechanics, including a much anticipated gold sink. With the addition of all this new content, we feel our endgame goals for 1.0 are in a great space. Of course there will still be further adjustments and changes, but were happy with the variety in endgame content to now switch our focus fully to a few key goals. Were turning our attention to visual and combat polish, performance improvements, and of course everyones favorite topic, Multiplayer. Combat feel and performance have been two of the most talked-about feedback topics from our community for some time now, and while we felt that delivering our core content was something we needed to do first, we are now incredibly excited to be in a position to add the level of polish to these systems that Last Epoch deserves.
As weve always planned on providing cycles for content post 1.0, weve followed fairly regular development cycles of 3-4 months since the first Beta launch of Last Epoch. This allowed us to hone our techniques for this kind of regular development schedule, and gain an understanding of what we could, or could not develop within one of these cycles. With our current goal of prioritizing multiplayer, performance, and combat polish, we are going to be extending this patch cycle to the 6-month mark (Septemberish) to keep progress on these fronts moving full steam ahead. This change is not for all future development cycles, weve only decided to take more time on the current one to progress more efficiently on a specifically large and branching task, instead of splitting our attention back and forth between multiplayer and single player. As mentioned in the last multiplayer update, were moving towards a singular project, where single player and multiplayer are not separate projects, but one unified goal we are moving towards. As such, were taking the time right now to make that happen. Moving forward, we will also be combining Development updates, and Multiplayer updates into one Development update as we have with this post.
For the multiplayer section of this Development update, our Production Director Stanzwar is back to bring you up to speed on our progress. Going forward were going to be combining these updates into single, frequent Development updates. however for this post Stanzwar is still providing the update directly!
The last month or two has mostly been heads down focusing on a lot of this less glamourous work I mentioned in our February Multiplayer update, but let me break down some updates to our progress in these areas.
We have finished or nearly finished adding a ton of minor content to the game that needed to have the multiplayer switch flipped to on. This is a lot of smaller content such as:
We have made a lot of progress on this front; weve made more progress here than anywhere else, but we can appreciate that this isnt the most exciting topic. Over the past several months, weve been working on migrating our backend system to gain more control and capacity to provide ourselves with telemetry and statistics. This allows us to more quickly identify, correct, and roll out fixes for issues much quicker than ever before. We have a lot of power here now, and here are some examples of how this backend migration is working out for us:
We knew this was going to be an incredibly complex project, but it was even more complex than we anticipated in the last post :). Weve made most of our way through completing this project and are almost ready to release multiplayer monolith for testing to our internal team. One major decision weve made is a change to how our game loads for you. We wanted to make sure that traveling back and forth from Echoes and the Monolith reward chamber was a quick and seamless experience. So we totally changed how we do loading in Last Epoch! Previously, at any part of the game, we would just unload old zones and load new ones as you played. Your experience is more complicated in the Monolith - you are moving between Echoes, the reward chamber, and the hub zone constantly. In a group, this would have meant a lot of loading of new servers for players - not only is that expensive for us, but its a very slow and annoying player experience. To solve all of this, our outstanding development team has re-engineered our game to support additive loading - that means we can do all kinds of things now, and in the future! This means:
Now that were through some major updates, we are happy to share some big news. With all the progress weve made, weve decided to bring multiplayer to our Community Testers! Our first multiplayer test with our Community Testers will be TODAY! For our Community Testers, were giving them a few straightforward goals:
It is a huge transition for any team to go from managing an offline game to an online one. We have often mentioned we want to make this process as healthy as possible for our team, while also being able to properly handle any issues we see when we go live. For now, we are going to be starting with short bursts of tests. Our eventual goal is to be doing full-weekend tests, and then having full pre-Alpha multiplayer availability at all times. A lot of the prior months have been filled with planning, organizing, and trying our best to be ready to handle any issues we run into without burning out our team. We get a lot of questions from the team about when we are ready, when we will feel good to test, and how we will get there. We recently had an epiphany that helped us simplify how we can answer these questions: Go online!. Eventually at some point, you just have to make the decision to jump in and get the game online. Today is that day! Were very excited to finally be approaching a wider online release, and very excited where this will take us.
Our main goal is to start making multiplayer available to our Community Testers, and beginning to master the art of the online service. In doing this, well likely share some details about how the test went and what our next steps are after that. Outside of that, were almost completely focused on fixing multiplayer bugs, finishing up features, and preparing for larger and wider multiplayer releases. Thank you for checking in, and expect to hear more from me soon after our testing to let you know how it went!
Moving into the current development cycle from 0.8.5, were making the most concentrated effort on multiplayer weve ever made. However, this doesnt mean the core game is going to be neglected. Alongside the development for multiplayer, were also going to be addressing some of the topics which weve received a lot of feedback regarding, and we agree are very important for us to polish as we approach 1.0. This includes performance optimization, making combat feel better and more exciting, as well as updating item and enemy models to our more current standards. Of course, these items in themselves will be constantly ongoing projects for as long as we continue developing content for Last Epoch (planning for many years of content!). However, theres a good bit of catching up we feel we can do here which we intend to target during this development cycle. Not all of these items may make it into the next major patch, but are items we are currently working on preparing Last Epoch for its 1.0 release.
In our efforts to further polish Last Epoch, we are creating a suite of analytics tools to measure game performance. We know that performance improvements are something that the community is very much looking forward to, and we are very excited about this development. We are taking the extra step here - from measuring individual abilities and effects to creating performance heatmaps of entire levels. This gives us a broad view of the entire game, how levels compare to each other and where the heavier FPS hits are.
With these tools we can measure values such as how many objects are being drawn per scene, as well as perform comparisons between different computer setups, making it easier to find bottlenecks. It also helps us to establish a guideline for what we expect from level performance in the future, so if a new map deviates from the average we will immediately recognize it. We are planning an entire development blog specifically showcasing the improvements were making to Last Epochs performance and optimization across the game - so keep your eyes out for that in the future.
One of the significant areas of feedback we get concerning core gameplay is Combat Feel. This is a fairly complex topic and consists of a lot of things that can be hard to identify, or call out - but is certainly a case of the whole is greater than the sum of its parts. To improve the feeling of combat, were focusing on two main parts: how it feels to hit an enemy and how it feels to kill an enemy.
For the combat feel of when you hit an enemy, were exploring options for enhancing the skill SFX and VFX that can happen when hitting enemies, such as blood splatter, dust and bones being shattered off on hitting skeletons, bug gloop coming off of bugs, void splatters for void creatures, etc. Additionally were looking into improving many stun animations as well as adding walking flinch animations for big hits that dont quite stun to provide this feedback of enemies being hit, even while moving.
For the combat feel of killing enemies, were experimenting with various ways to add custom death VFX for each damage type, which so far has been very successful. The goal here is to make this aspect of killing enemies feel more responsive to your skill and damage type selection. Seeing that impact of your skill selection directly on enemies as they die helps to reinforce the importance of your build selection, and its effects.
With new on-death effects, we are also making efforts to improve many death animations, and ragdolls throughout the game. Further expanding on this, we are also adding more variations for death animations for enemies often encountered in large packs to provide a better reaction to clearing large groups of enemies at once.
Another part of combat feel were working on is clarity of ailments on enemies. For this, were moving the ailment points to inside of the monsters, as well as reworking the visuals for many ailments. While this may sound a bit complex, essentially it works to make the monster feel more like its on fire, or poisoned. Sometimes monsters in Last Epoch currently have their ailments obviously floating in the air next to them instead of inside or on them. These changes should help make a big impact on the feeling of applying ailments, and seeing that ailment truly affecting your enemies.
While this also plays into combat feel, were also revisiting some of the older skill VFX to get these skills up to date and provide a more visually pleasing experience to use them. For those that follow our developer streams (every Friday at 3:00 PM CDT at twitch.tv/lastepochgame!), you may have already seen these; but we want to share these two examples with our entire community and one additional new yet unteased VFX update. Introducing the new visual effects for Hammer Throw, Judgment, and Aura of Decay!
In refining the gameplay experience Last Epoch, were continuing to put attention into the UI elements. UI often goes under the radar, however it is critical to the game experience as its something regularly encountered, or even constantly persistent. We recently introduced the new skill bar, passive page, and globe UIs, and now were working on expanding on these UI updates through the Dialogue system. Were reworking the panels: providing all major and minor NPCs in Eterra new Portraits to make them more distinct and recognizable, cleaning up dialogue (often making it shorter and easier to digest), and improving user experience with the window and options no longer moving up and down based on the dialogue length. For text boxes with longer dialogue that doesnt require a player response, there is now a continue button where clicking anywhere on the panel (aside from the close button) will progress the text.
Alongside the improvements to combat feel, were also continuing our efforts to update visuals throughout the game to our current standards. This includes minions, companions, skills, and class armor designs. Heres a few examples of some of the updates were currently working on!
The first items wed like to show off is the updates coming for the Primalists Primal Sabretooth and Primal Bear companions with their new concept arts, as well as the 3D render for the Acolytes Golem. These updated styles help provide more character to these companions, as well as provide distinct silhouettes within the game sphere to make them easier to identify at a glance. These visual updates will also be coming with updates to their related skill tree!
Another item wed like to show off is a visual overhaul to everyones favorite domesticated Eterran animals: Groles. The whole family will be getting new standard and corrupted variant visuals, as well as animations.
Of course, one of the most common categories of feedback we get (aside from when mp?) is in making different armor have a visual impact on your character. And we agree that this is very important in distinguishing your character, as well as providing a feeling of progression and power throughout the game. For this, wed like to share the concept art for what is planned to be the highest tier of armor for the Mage Class, as well as one of the early Primalist armor sets.
Alongside updated models for armor sets, we are also continuing to work on creating 3D models for all existing Unique Weapons, Shields, and Catalysts to provide the visual experience of actually wielding the items you have equipped. With this, we have a couple examples of 3D renders wed like to share the completed models for:
There are a number other improvements we are excited to share with you in the future, and as all these systems start to harmonize together, Last Epoch is really feeling like its leveling up in a big way. As it happens, leveling up is one of those core feelings that ARPGs are known for delivering, and so we wanted to take the time to add some new polish to that experience as well.
We may have hinted at it throughout this post here and there, but some big things are starting to hit full sprint here at Eleventh Hour Games. Today is the first day anyone outside of our own team is accessing multiplayer which is incredibly exciting for us. Were also revisiting some of our earlier work and moving it up to current standards to get everything ready for a goal that was once a Kickstarter dream. Thank you to all of our community members for your continued support, as we continue towards the Last Epoch weve always dreamed of making! After the first series of tests with our Community Testers, we will be posting another update talking about how the tests went, as well as looking for additional Community Testers for expanding the tests - so make sure to hold on to your applications for now and keep an eye out for this post with information on how to apply if youre interested in joining the expanded Alpha tests!
[ 2022-05-10 17:00:35 CET ] [ Original post ]
Welcome Travelers to our May Development Update for Last Epoch. It has been a little while since our last post, so oh boy, do we have a lot to share with you today. We are going to be sharing our progress on several big initiatives weve been working on, including multiplayer, visual and combat polish, and performance. We are also excited to announce that today marks the first day of our closed community testing for Multiplayer in Last Epoch.
Development Focus
In March we released Patch 0.8.5 - Depths of Eterra. This update introduced two new dungeons: The Lightless Arbor and The Soulfire Bastion, as well as The Arena of Champions, an overhaul to Catalysts, and a whole slew of new 3D models for unique weapons and armor sets. These two new dungeons saw with them their own unique gameplay and reward mechanics, including a much anticipated gold sink. With the addition of all this new content, we feel our endgame goals for 1.0 are in a great space. Of course there will still be further adjustments and changes, but were happy with the variety in endgame content to now switch our focus fully to a few key goals. Were turning our attention to visual and combat polish, performance improvements, and of course everyones favorite topic, Multiplayer. Combat feel and performance have been two of the most talked-about feedback topics from our community for some time now, and while we felt that delivering our core content was something we needed to do first, we are now incredibly excited to be in a position to add the level of polish to these systems that Last Epoch deserves.
Development Cadence
As weve always planned on providing cycles for content post 1.0, weve followed fairly regular development cycles of 3-4 months since the first Beta launch of Last Epoch. This allowed us to hone our techniques for this kind of regular development schedule, and gain an understanding of what we could, or could not develop within one of these cycles. With our current goal of prioritizing multiplayer, performance, and combat polish, we are going to be extending this patch cycle to the 6-month mark (Septemberish) to keep progress on these fronts moving full steam ahead. This change is not for all future development cycles, weve only decided to take more time on the current one to progress more efficiently on a specifically large and branching task, instead of splitting our attention back and forth between multiplayer and single player. As mentioned in the last multiplayer update, were moving towards a singular project, where single player and multiplayer are not separate projects, but one unified goal we are moving towards. As such, were taking the time right now to make that happen. Moving forward, we will also be combining Development updates, and Multiplayer updates into one Development update as we have with this post.
Multiplayer Development Update
For the multiplayer section of this Development update, our Production Director Stanzwar is back to bring you up to speed on our progress. Going forward were going to be combining these updates into single, frequent Development updates. however for this post Stanzwar is still providing the update directly!
A Letter From Stanzwar
The last month or two has mostly been heads down focusing on a lot of this less glamourous work I mentioned in our February Multiplayer update, but let me break down some updates to our progress in these areas.
Updates from our last post
Remaining Content
We have finished or nearly finished adding a ton of minor content to the game that needed to have the multiplayer switch flipped to on. This is a lot of smaller content such as:
- Shrines
- UI notifications such as Level Ups
- Disconnect Logic
- Online portal behaviors
- Minion functionality (they transition across zones online now!)
- Monolith (nearing completion)
- Channeled abilities (nearing completion)
- and a lot more!
Diagnostics / Fixing Multiplayer Bugs Fast
We have made a lot of progress on this front; weve made more progress here than anywhere else, but we can appreciate that this isnt the most exciting topic. Over the past several months, weve been working on migrating our backend system to gain more control and capacity to provide ourselves with telemetry and statistics. This allows us to more quickly identify, correct, and roll out fixes for issues much quicker than ever before. We have a lot of power here now, and here are some examples of how this backend migration is working out for us:
- Were down to zero or extremely few crashes in our servers
- Our system that allocates you a server is up to 100% reliability
- When you have an issue like a crash or poor performance, we can see:
- Your player names and accounts
- The time of the problem
- The precise server it occurred on
- The logs for the issue
- An alert is immediately sent to our development team
- We have a lot of data about:
- Number of total crashes
- Active players and party information
- Reliability
- Performance (is some crazy build making servers work overtime?)
Multiplayer Monolith
We knew this was going to be an incredibly complex project, but it was even more complex than we anticipated in the last post :). Weve made most of our way through completing this project and are almost ready to release multiplayer monolith for testing to our internal team. One major decision weve made is a change to how our game loads for you. We wanted to make sure that traveling back and forth from Echoes and the Monolith reward chamber was a quick and seamless experience. So we totally changed how we do loading in Last Epoch! Previously, at any part of the game, we would just unload old zones and load new ones as you played. Your experience is more complicated in the Monolith - you are moving between Echoes, the reward chamber, and the hub zone constantly. In a group, this would have meant a lot of loading of new servers for players - not only is that expensive for us, but its a very slow and annoying player experience. To solve all of this, our outstanding development team has re-engineered our game to support additive loading - that means we can do all kinds of things now, and in the future! This means:
- When you enter the Monolith hub, the reward zone will also be loaded
- Neither of these will unload
- When you enter a new echo, it loads it
- When you finish an Echo and enter the hub or reward zone, it unloads
- You can seamlessly travel between your Echo, the Monolith hub, and the reward zone
- All of this is now on a single server for a full group
CT Test Update and Recruitment news
Now that were through some major updates, we are happy to share some big news. With all the progress weve made, weve decided to bring multiplayer to our Community Testers! Our first multiplayer test with our Community Testers will be TODAY! For our Community Testers, were giving them a few straightforward goals:
- Have fun!
- Play in groups of 2-4 players
- Dont race
- Try to create party synergies
- Report major player experience issues
- Observe party, server allocation, and server health
- Observe server performance callouts
- See how well were able to intake feedback and data
- Not focused on gameplay yet
Going Online
It is a huge transition for any team to go from managing an offline game to an online one. We have often mentioned we want to make this process as healthy as possible for our team, while also being able to properly handle any issues we see when we go live. For now, we are going to be starting with short bursts of tests. Our eventual goal is to be doing full-weekend tests, and then having full pre-Alpha multiplayer availability at all times. A lot of the prior months have been filled with planning, organizing, and trying our best to be ready to handle any issues we run into without burning out our team. We get a lot of questions from the team about when we are ready, when we will feel good to test, and how we will get there. We recently had an epiphany that helped us simplify how we can answer these questions: Go online!. Eventually at some point, you just have to make the decision to jump in and get the game online. Today is that day! Were very excited to finally be approaching a wider online release, and very excited where this will take us.
Goal for May
Our main goal is to start making multiplayer available to our Community Testers, and beginning to master the art of the online service. In doing this, well likely share some details about how the test went and what our next steps are after that. Outside of that, were almost completely focused on fixing multiplayer bugs, finishing up features, and preparing for larger and wider multiplayer releases. Thank you for checking in, and expect to hear more from me soon after our testing to let you know how it went!
Current Development
Moving into the current development cycle from 0.8.5, were making the most concentrated effort on multiplayer weve ever made. However, this doesnt mean the core game is going to be neglected. Alongside the development for multiplayer, were also going to be addressing some of the topics which weve received a lot of feedback regarding, and we agree are very important for us to polish as we approach 1.0. This includes performance optimization, making combat feel better and more exciting, as well as updating item and enemy models to our more current standards. Of course, these items in themselves will be constantly ongoing projects for as long as we continue developing content for Last Epoch (planning for many years of content!). However, theres a good bit of catching up we feel we can do here which we intend to target during this development cycle. Not all of these items may make it into the next major patch, but are items we are currently working on preparing Last Epoch for its 1.0 release.
Performance Optimization
In our efforts to further polish Last Epoch, we are creating a suite of analytics tools to measure game performance. We know that performance improvements are something that the community is very much looking forward to, and we are very excited about this development. We are taking the extra step here - from measuring individual abilities and effects to creating performance heatmaps of entire levels. This gives us a broad view of the entire game, how levels compare to each other and where the heavier FPS hits are.
With these tools we can measure values such as how many objects are being drawn per scene, as well as perform comparisons between different computer setups, making it easier to find bottlenecks. It also helps us to establish a guideline for what we expect from level performance in the future, so if a new map deviates from the average we will immediately recognize it. We are planning an entire development blog specifically showcasing the improvements were making to Last Epochs performance and optimization across the game - so keep your eyes out for that in the future.
Improvements to Combat Feel
One of the significant areas of feedback we get concerning core gameplay is Combat Feel. This is a fairly complex topic and consists of a lot of things that can be hard to identify, or call out - but is certainly a case of the whole is greater than the sum of its parts. To improve the feeling of combat, were focusing on two main parts: how it feels to hit an enemy and how it feels to kill an enemy.
On-Hit Effects
For the combat feel of when you hit an enemy, were exploring options for enhancing the skill SFX and VFX that can happen when hitting enemies, such as blood splatter, dust and bones being shattered off on hitting skeletons, bug gloop coming off of bugs, void splatters for void creatures, etc. Additionally were looking into improving many stun animations as well as adding walking flinch animations for big hits that dont quite stun to provide this feedback of enemies being hit, even while moving.
On-death Effects
For the combat feel of killing enemies, were experimenting with various ways to add custom death VFX for each damage type, which so far has been very successful. The goal here is to make this aspect of killing enemies feel more responsive to your skill and damage type selection. Seeing that impact of your skill selection directly on enemies as they die helps to reinforce the importance of your build selection, and its effects.
Death Animations
With new on-death effects, we are also making efforts to improve many death animations, and ragdolls throughout the game. Further expanding on this, we are also adding more variations for death animations for enemies often encountered in large packs to provide a better reaction to clearing large groups of enemies at once.
Ailments
Another part of combat feel were working on is clarity of ailments on enemies. For this, were moving the ailment points to inside of the monsters, as well as reworking the visuals for many ailments. While this may sound a bit complex, essentially it works to make the monster feel more like its on fire, or poisoned. Sometimes monsters in Last Epoch currently have their ailments obviously floating in the air next to them instead of inside or on them. These changes should help make a big impact on the feeling of applying ailments, and seeing that ailment truly affecting your enemies.
Skill VFX & SFX
While this also plays into combat feel, were also revisiting some of the older skill VFX to get these skills up to date and provide a more visually pleasing experience to use them. For those that follow our developer streams (every Friday at 3:00 PM CDT at twitch.tv/lastepochgame!), you may have already seen these; but we want to share these two examples with our entire community and one additional new yet unteased VFX update. Introducing the new visual effects for Hammer Throw, Judgment, and Aura of Decay!
Continued Visual and UI Updates
UI Updates
In refining the gameplay experience Last Epoch, were continuing to put attention into the UI elements. UI often goes under the radar, however it is critical to the game experience as its something regularly encountered, or even constantly persistent. We recently introduced the new skill bar, passive page, and globe UIs, and now were working on expanding on these UI updates through the Dialogue system. Were reworking the panels: providing all major and minor NPCs in Eterra new Portraits to make them more distinct and recognizable, cleaning up dialogue (often making it shorter and easier to digest), and improving user experience with the window and options no longer moving up and down based on the dialogue length. For text boxes with longer dialogue that doesnt require a player response, there is now a continue button where clicking anywhere on the panel (aside from the close button) will progress the text.
Visual Updates
Alongside the improvements to combat feel, were also continuing our efforts to update visuals throughout the game to our current standards. This includes minions, companions, skills, and class armor designs. Heres a few examples of some of the updates were currently working on!
Primal Sabretooth, Primal Bear, and Golem
The first items wed like to show off is the updates coming for the Primalists Primal Sabretooth and Primal Bear companions with their new concept arts, as well as the 3D render for the Acolytes Golem. These updated styles help provide more character to these companions, as well as provide distinct silhouettes within the game sphere to make them easier to identify at a glance. These visual updates will also be coming with updates to their related skill tree!
Monster Models
Another item wed like to show off is a visual overhaul to everyones favorite domesticated Eterran animals: Groles. The whole family will be getting new standard and corrupted variant visuals, as well as animations.
Armor Models
Of course, one of the most common categories of feedback we get (aside from when mp?) is in making different armor have a visual impact on your character. And we agree that this is very important in distinguishing your character, as well as providing a feeling of progression and power throughout the game. For this, wed like to share the concept art for what is planned to be the highest tier of armor for the Mage Class, as well as one of the early Primalist armor sets.
3D Models for Uniques
Alongside updated models for armor sets, we are also continuing to work on creating 3D models for all existing Unique Weapons, Shields, and Catalysts to provide the visual experience of actually wielding the items you have equipped. With this, we have a couple examples of 3D renders wed like to share the completed models for:
And much more
There are a number other improvements we are excited to share with you in the future, and as all these systems start to harmonize together, Last Epoch is really feeling like its leveling up in a big way. As it happens, leveling up is one of those core feelings that ARPGs are known for delivering, and so we wanted to take the time to add some new polish to that experience as well.
Looking Forward
We may have hinted at it throughout this post here and there, but some big things are starting to hit full sprint here at Eleventh Hour Games. Today is the first day anyone outside of our own team is accessing multiplayer which is incredibly exciting for us. Were also revisiting some of our earlier work and moving it up to current standards to get everything ready for a goal that was once a Kickstarter dream. Thank you to all of our community members for your continued support, as we continue towards the Last Epoch weve always dreamed of making! After the first series of tests with our Community Testers, we will be posting another update talking about how the tests went, as well as looking for additional Community Testers for expanding the tests - so make sure to hold on to your applications for now and keep an eye out for this post with information on how to apply if youre interested in joining the expanded Alpha tests!
Last Epoch
Eleventh Hour Games
Eleventh Hour Games
2019-04-30
Indie RPG Adventure Singleplayer EA
Game News Posts 425
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
Mostly Positive
(88800 reviews)
https://lastepochgame.com
https://store.steampowered.com/app/899770 
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.
Key Features
- 15 Mastery Classes
Begin your adventure as a base class which can then specialize into one of three Mastery Classes. When specializing into a certain Mastery you will be able to access new skills and specialize your playstyle! - Customize each skill
Every active skill has its own augment tree that can completely change how the skill functions. Transform your skeletons into archers, your lightning blast into chain lightning, or make your serpent strike summon snakes to fight alongside you! - Lose yourself in the item hunt
Fill your arsenal with magic items you 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 randomized loot system. - Explore a vast world throughout time
The world of Eterra is home to many factions and secrets. Travel to different points in time to change the world's fate, and fight to set it 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. - Easy to learn, hard to master
We're committed to making our gameplay approachable through breaking up the required learning and being transparent. At the same time, overcoming some of the most challenging content will require deep knowledge and pushing your build to its limits.
MINIMAL SETUP
- OS: Ubuntu 16.04
- Processor: Intel Core i5 2500 or AMD FX-4350Memory: 6 GB RAM
- Memory: 6 GB RAM
- Graphics: nVidia GTX 660ti or AMD R9 270 with 2+ GB of VRAMNetwork: Broadband Internet connection
- Storage: 20 GB available space
- OS: Ubuntu 18.04
- Processor: Intel Core i5 6500 or AMD Ryzen 3 1200Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: nVidia GTX 1060 or AMD RX 480 with 4+ GB of VRAMNetwork: Broadband Internet connection
- Storage: 20 GB available space
GAMEBILLET
[ 5930 ]
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[ 1813 ]
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