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Last Epoch is indie ARPG featuring interesting loot, massive amounts of end-game content, deep and meaningful options for customizing how your character plays, and our signature time-travel system.

Primarily our skill specialization trees and class masteries. Our approach is to offer people depth and complexity without ever overloading people by presenting too many options at one time. We also offer strong class identity – if you are playing as a Necromancer, you should look and feel like one. Through time-travel you will learn about the past, present, and future of our high-fantasy world.

Beta access is included in packs costing $35 or more (available here).

The $35 Ardent Gladiator support pack is also available on Steam.

Last Epoch is a Buy To Play game.

A real money store will sell purely cosmetic microtransactions, which we will use to fund Last Epoch’s post-launch support. Our plan is to be working on Last Epoch for years; we will be adding new mechanics, new features, and other forms of new content to have the game remain fresh for existing players, tempt potential new players to buy the game, and encourage former players to return.

We will be looking at localization later in development.

Our guiding philosophy for difficulty in Last Epoch is: easy to learn, hard to master. 

New players will feel that they can ease into the game while veterans will have plenty of challenging content waiting for them – some challenges only reachable by the very most dedicated players.


Players can reach up to level 100.

Yes! In fact, we implemented this in Patch 0.4.9 during our pre-alpha phase of development.

This was before we took the game to KickStarter!


They’ll never be mandatory, but the completionists among you will have a variety of achievements to strive for. Some will be unlocked simply by playing through the story while others will be much more challenging. You’ll definitely get some… but will you get them all?

We have a dedicated page providing an overview of our multiple forms of endgame content.

You may also be interested in PvP.


10 protection increases your effective health by 10 against the relevant damage type.

If you have 100 health and 100 protection, you take 50% damage. If you have 150 health and 50 protection, you take 75% of the damage.
damage mitigation = protection / (maximum health + protection)

Temporary health that is generated by items or effects. It has no limit, but drops off rapidly – at a rate of 20% of current Ward per second.

It can only be generated by doing an action, but not necessarily your action – an ally may use a skill which gives the entire group Ward, but you’ll never just have Ward.


You can create an Acolyte, Mage, Primalist, Rogue, or Sentinel. Each of these base classes can choose between three mastery classes. For example, the Acolyte can become either a Necromancer, a Lich, or a Warlock.

For more information, including an overview of all 15 mastery classes, please see our classes page.

Yes, that is the current plan. We recognize that players often enjoy customizing their character’s visual appearance, however as an indie team we need to be discerning about how we spend our budget. Our team are veterans of APRGs such as Path of Exile, and we know from experience that once a character is fully-geared or covered in MTX, the underlying character’s hair colour or nose shape would make little difference.

Extensive character customisation options would take time, effort, and money to implement and those are likely to be skipped entirely by some players, and receive a minute or two’s attention per several hundred hours of playtime from others. We try to be open to feedback, but we also believe in being honest in response.

It already does!

The Druid class has access to the skills Werebear Form and Spriggan Form. The Lich class has access to the skill Reaper Form.

Skills gain experience as you do, and also a gain a chunk of experience when you level up.

Skills have a level cap of 20.

It is sometimes possible to find uniques which enhance skills in ways similar to nodes on their specialization trees.

Mike has posted a developer blog about this system.

Please keep in mind that some things will change over time due to feedback and testing.


  • White represents common items with no affixes.
  • Blue represents magic items with 1-2 affixes.
  • Yellow represents rare items with 3-4 affixes.
  • Purple represents items with at least one tier 6 or tier 7 affix.
  • Orange represents unique items.
  • Green represents set items.

Beginning with 0.4.10 there’s a setting in the in-game options menu to have dots representing the number of suffixes on an item. The dots representing prefixes will be in front of the item’s name, and those representing suffixes will be appended to the end of the name.

We previously posted our plans for trade in this developer blog, however it is now significantly outdated.

We still plan to feature trade in Last Epoch, and we will be posting a new developer blog on the subject closer to its implementation.

Yes, Last Epoch will feature a deep, deterministic crafting system, the core of which is already available.

We have not one, but two developer blogs about crafting!

We’ve written a developer blog about this to answer the question in detail.

The short answer is that they are designed to offer additional options. Unique items are not intended to be more powerful than magic items – their purpose is to do things which magic items cannot. A Unique item may be build-enabling or change the way you use a skill, but you will never want to have a Unique item equipped in every slot.


Never. At Eleventh Hour Games we believe the most important part of an RPG is overcoming challenges. We want players to feel accomplished when they complete their goals, and we want other players to know that when they see another player do something impressive, they did it using skill – not their wallet.

Examples of MTX we plan to sell include;

  • Armor / weapon skins
  • Non-combat pets
  • Alternate visual skill effects


No; while it’s a valid way for Free To Play games to make money, Last Epoch isn’t one – it wouldn’t be fair to our players if we advertised the game at a certain price point only to have hidden costs buried in the game.

Yes – absolutely! We even offered a free pre-alpha demo prior to our KickStarter. It was important to us that, before asking for your money, you got to see that we weren’t just ‘ideas people’ – we were willing to sit down and put the work in.

We are currently working on a new demo. When Last Epoch is officially launched there will be a free trial with a level cap of 20.


Patch 0.4.11 was our last pre-alpha release.

We have since transitioned out of pre-alpha and are steadily working towards officially releasing the game!

Beta? Alpha? Pre-alpha?! Omega? Okay, I made that last one up.

Mike posted a developer blog about the various stages of development.

This is an interesting question, and one that we’re sure people will have strong opinions about.

Ultimately, we feel that there are advantages and disadvantages to either system. We plan to manually create each zone used in the leveling experience so that the story is consistent and players can see how the world has changed throughout history. Much of the endgame content will rely on randomisation.

Definitely! We plan to call them Cycles. As with most things, the name is subject to change.

We think this is an excellent way of maintaining interest in a game, and along with other content releases we plan to regularly release Cycles. We’re aware that both Diablo III’s Seasons and Path of Exile’s Challenge Leagues are usually three months. We haven’t decided on a duration just yet, but it’ll probably be close to that.

Our first alpha release was on the 21st of August.

Last Epoch entered beta / Steam Early Access on the 30th of April, 2019.

Last Epoch will leave Early Access when it’s ready.

Please see this post by our Game Director for more information.


The best place to be to keep up-to-date on Last Epoch is our forum.

You can also find regular updates;

In many ways! We’re deeply grateful to everyone who has told their friends about Last Epoch, given us feedback on the game, or reported bugs so that we could fix them. The game wouldn’t be what it is without you.

Feedback continually informs our design decisions. Examples include us replacing our Passive Grid system and overhauling one of our classes.

Our first ever Ask Me Anything was held by our Game Director, Judd Cobler, on the 12th of May, 2018.

You can find it here if you’d like to check it out!


Of course! Enter the Time-Lost Colosseum and battle other travelers lost in the infinite pathways of time. Earn cosmetic rewards that flaunt your skill in battle and grow your Pile of Skulls!

  • Duels
  • 2v2, 3v3, 5v5
  • Free For All

Absolutely! We’d certainly like to add more modes over time.

Path of Exile did a Battle Royale mode of up to 100 players per round. It was crazy fun and hugely popular, but developer Grinding Gear Games said that the server costs were approximately $10,000 per day. That’s a pretty sobering thought. Especially if it might be seen as us just copying what somebody else did.

Another idea we’ve discussed is asymmetrical PvP modes where one player controls a boss and fights a group of other players – similar to Evolve. This would mean a lot of work and we’re not sure how finely we’d be able to balance something like this. Additional PvP modes are something we’d love to get community suggestions on. If something is fun (and technically feasible) we might implement it!


Last Epoch is available on Windows and Linux.

Please see this support article for more information.

Currently we only release 64-bit builds.

We’re not actively planning on changing this, but we’re open to feedback.

We will not use Denvuo or similar anti-tamper technology. Last Epoch will support both online-only and offline-only characters. Online-only characters will exist in server-authoritative multiplayer. Playing offline-only characters will not require an internet connection.

An internet connection will be required to update the game client, and you may need to activate the game a single time before play.

Yes! This KickStarter Stretch Goal was funded, and controller support was first implemented in Alpha Patch 0.6.1.


One of our developers has started working on a loot filter. It’s currently not considered a priority, however we aim to have it completed prior to release.


Five players can party together throughout the campaign and most major PvE content. We think this is a good number that balances our desire to see friends being able to group up together with the difficulty of keeping content challenging and engaging. We don’t want people grouping up just because it trivializes content.

You’ll see more players in towns and outposts, as well as some game modes.

No. One of the appeals of server-authoritative multiplayer is that it offers an even playing field – you know other players haven’t cheated to instantly level up or create ‘impossible’ items you can’t find. Allowing offline characters access to our server-side multiplayer would undermine this.

We like the idea. We recognise that it has the potential to be played by both people who prefer being offline all of the time, and also by people who prefer playing online but are temporarily unable to do so.

Currently it’s not something we’ve committed to implementing, but we think it could be very popular. Please let us know on our forum if you’d like us to do this, or have an argument against the idea.

Please note: If we do this, it’ll be ‘once offline, always offline’. You wouldn’t be transferring the character and losing the ability to play it online, but neither would you be able to take the offline version to our servers.

We are currently conducting multiplayer testing internally.

During the beta stage of development we will be inviting the community to join this testing.


There’s approximately three dozen of us.

If you’d like to know a bit about the team, check out the Meet The Team page on our website.

Our KickStarter began in April 2018 – one year after development originally began.

Last Epoch draws inspiration from a wide range of titles including genre giants (Diablo, Path of Exile), indie dev success stories (Grim Dawn, Path of Exile again), and classics (Chrono Trigger, Final Fantasy series).


People calling our game ‘epic’ is also acceptable!

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