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    Last Epoch

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    When has the previous Last Epoch season started?

    The previous Last Epoch season - Season 4 - Shattered Omens - has started Thu, 26 Mar 2026 16:00:00 GMT

    When has the previous LE season started?

    The previous LE season - Season 4 - Shattered Omens - has started Thu, 26 Mar 2026 16:00:00 GMT

    When is the previous Last Epoch season ending?

    The official end date of the previous Last Epoch season has not been announced yet.

    When is the previous LE season ending?

    The official end date of the previous LE season has not been announced yet.

    Started 52 days ago
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    When does the next Last Epoch season start?

    The official launch date of the next Last Epoch season has not been announced yet. It is likely starting To be announced

    When does the next LE season start?

    The official launch date of the next LE season has not been announced yet. It is likely starting To be announced

    To be announced

    Seasonal Statistics

    110 days
    Average Duration
    2-3
    Average Per Year
    4:00 PM
    Usual Start Time
    (local timezone)
    216 days
    Max Duration
    Season 3 - Beneath Ancient Skies
    31 days
    Min Duration
    Imperial Uprising Cycle Event
    Based on 5 seasons tracked since February 21, 2024.
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    Game news

    Last Epoch 1.4.7 Patch Notes

    Bug Fixes Fixed an issue where the connecting overlay could persist after leaving the game to character select and then reconnecting to the same server. Skills and Passives Fixed an issue which caused the Moments Stolen node in Erasing Strike to not grant haste when hitting a rare or boss enemy. Fixed an issue which could cause abilities with On Hit effects to become unresponsive when you had Challenge the Elements in Ice Barrage, Kolheim Ballista, Power Word: Hail in Frost Claw, and Warden's Echo in the Spellblade Passive tree. Fixed an issue in the English version of the Explosive Traps skill tree the "Trapas" node was erroneously named "Traps". Items Fixed an issue where the "corrupted idol limit and increased effect of Weaver enchantment affixes for idols in refracted slots" altar affix was not applying increased effect to the relevant affixes. The "chance to not consume Silver Shroud when hit" affix now cannot exceed 75%. Campaign The Heoborea waypoint now unlocks after The Scorched Grove has been completed and the quest marker is on Heoborea. This prevents a rare situation where it was possible to be blocked form accessing Heoborea. Monolith The extra shade scaling from corruption for the Confluence of Oblivion Woven Echo now always treats the Echo as if it were a distance of 12 from the center of the Echo web. Previously in Season 4, it scaled with distance from the center at distances of 12 and above like the regular shade and this created a burden of optimal play where it was better to place the Woven Echo within 11 spaces of the center of the Echo Web. Fixed an issue where the Boss Quest Echo start window would appear for both the host and guests. It now properly only appears for the player that initiated the echo from the echo web menu. Enemies Fixed an issue where Swollen Corpse Champions would not animate properly when using their fireball ability. UI Bazaar: Fixed an issue where Legendary Potential wasn't capitalized correctly in Bazaar list view. Bazaar: Fixed an issue where the minimum value of a mod was used in a maximum input field when searching unique mods in the Bazaar. Bazaar: Fixed incorrect mod ranges in the Bazaar filter for Legends Entwined and Falcon Fists. Fixed an issue where the landing page in full offline mode had overlapping text. Fixed an issue where you couldn't navigate to inventory from Nemesis egg popup while using a controller. Fixed an issue where, in the appearance tab of the inventory menu, clicking buy now on any of the evade cosmetics present in the Fractured supporter packs would not open the correct page of the in game store.

    Eterra Monthly: April Edition 2026

    Hello Travelers, Eterra continues to evolve after the launch of Season 4. This month’s update reflects the steady momentum behind that journey. We’ve upgraded our audio design to level up the combat experience, from piercing dagger thrusts to legendary loot drops, to the continued partnership between our team and the community in tracking down issues and shaping future systems, there’s a lot to dig into. In this edition of Eterra Monthly, we’re spotlighting the ongoing transformation of audio across the game, celebrating the Travelers who helped us refine Season 4, and showcasing a high-impact Bladedancer build that’s turning heads in the endgame. Dev Highlight: A New Era of Audio In this month’s Development Highlight, we catch up with our Lead Sound Designer to talk about his team’s efforts on improving the audio in Last Epoch. Alec, take it away! Hello Travelers, Alec here, Last Epoch’s Lead Sound Designer. I want to briefly talk about our audio team and the current state of audio in Last Epoch. I joined the team after the launch of 1.0 with the goal of improving combat feedback and overall audio satisfaction. That process started with a lengthy review of virtually every audio asset in the game. From that review, we decided our best path forward was to completely rebuild our audio mix structure. You may have noticed over the course of 2025 that Last Epoch’s audio began to sound different. At the beginning of the year, starting with Aberroth and the new Fate Weavers, we began a complete rebuild of the foundation the game’s audio was built on. Since conquering something like Aberroth is a goal many players aim for, we wanted to ensure we built our new mix to best cater to that kind of environment. Enemies create the context that the player's skill audio is constantly compared to, so this meant making enemies feel bigger and giving them more of a presence, meant killing them felt like a bigger achievement. https://youtu.be/1sz0VaEY4P0 After the release of Season 2, we began migrating all enemies into the new mix. This was a long process, so thank you for bearing with us as it happened. In the lead up to Season 3, 90% of enemies had been fully integrated, but, of course, we were not done. In addition to enemies, ahead of Season 3 we began migrating player skills into the new mix. https://youtu.be/3ux53ASbnaU We want to make sure we get audio right this time, so we have been taking our time, and as of today, just after the launch of Season 4, almost all audio in the game has been migrated into the new system. So what does the future look like for audio in Last Epoch? You may have seen in the patch notes of Season 4, we pushed out a small melee hit SFX update. https://youtu.be/QNN1zmDCiDo That was only the beginning. Now that we have a much stronger foundation, we have begun redesigning older skills that don't quiet meet our quality bar. This means moving forward skill audio will continue to be updated across the board until we feel we have fully updated all old assets to our new quality standard. There are a lot of exciting things coming and I can’t wait to share all the updated audio with you. Thanks for sharing Alec! It’s great to hear the improvement in the videos you shared and understand the audio team’s goals. I’m sure I speak for the community and say they cannot wait to hear these for themselves in future updates. Feedback Forge The Feedback Forge has been burning bright over the last month. Thank you to all of the Travelers who kept it roaring. Throughout Season 4, players continued to surface bugs, call out rough edges, and share thoughtful insights that helped make Eterra a smoother, more polished experience for everyone. We take pride in listening closely to what our players share, and every report, big or small, helps guide meaningful improvements across the game. As a small token of appreciation, we’d like to highlight a handful of Travelers whose contributions helped track down and fix those pesky issues throughout the season. Thank you to: Daiwoo, Django2991, Fierce_Invalid, Asobura, iAzoriusi, Astrynomus: Added a fail safe to the Forge Tutorial quest to avoid players being stuck in a state where the quest is completed and the door does not open. Thank you to: marshal_on_mars, .adb: They were so happy to be included in Omen Windows that they overdid the Pyromancy a bit, and have been toned down. Ignites they inflict no longer penetrate all player resistances. Thank you to: Kempefett, MrEricFail, emmajillian, Draeloth: Fixed an issue where the Fractured Watcher title was not accessible Thank you to: CaptainKoan, Sugareyes, Gwaeron25, Kavinsky07, Krusk, CookBook, Darthjake013: Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Primalists could not roll item types that had a below default drop rate for Mage. This prevented item types such as 1h axes, 2h axes, 1h maces, 2h maces, and spears from dropping from most enemies. Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Mage could not roll item types that had a below default drop rate for Mage. This prevented catalysts from dropping from most enemies. Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Sentinel could not roll item types that had a below default drop rate for Rogue. This prevented item types such as 1h axes, 2h axes, 2h swords, and 2h maces from dropping from most enemies. Fixed a bug where Class Specific Corrupted Item Crates dropped large amounts of non-class specific items, rather than mostly items specific to their respective classes. They now also drop more corrupted unique and set items than they did previously. Fixed a bug where the drops from Corrupted Item Crates depended on the level of the area you opened them in. Thank you to: somniloquist: Fractured Prison: Fixed a bug causing Oculus of Ruin to fail to drop for some characters. Thank you to: ratso, Antwaun, eagles4evr, debris, Donzpie: Omen Idols: Fixed a bug preventing Omen Idols from dropping Thank you to: Muzicos, theflyingpancake, kowaleq, Dedeh, Momlechat, elvenchakra, ChrisZieg, Ninja_Kid, LowPolygonRat: Tornado: Fixed an issue that was preventing Tornado’s Eye of the Storm node from attaching Tornado to the player. Thank you to: Lindrinos, Skaar, Morbat, churahm, Kelbar, Awwwtrek: Swipe: Fixed an issue where swipe was not applying on hit effects with the second attack in the sequence of the ability. Thank you to: yybermaster, Congree, eTouws: Abandoned Eyes of the Weaver: Fixed an issue where the first level of all skills would be applied at 60 total attributes, then additional points at every 120 attributes from that initial 60. Thank you to: Dukanu, GiantMan91, Sm00thy88, fuleco, Lesil: The Land Before: Fixed an issue where The Land Before was not considering corrupted unique idols to be unique. Thank you to: MRK_Medium, Ikazza, meat_wolf, Denoknight, Khass, LonelyProton, Iyat: Congealed Sludge: Fixed an issue that was causing Congealed Sludge ranged attacks and a small selection of other enemy abilities to count as both Hit Damage and Damage over Time. This had a side effect of their damage scaling much more aggressively with corruption than intended and therefore dealing far too much damage at high corruption. Congealed Sludge: They have overstayed their welcome, and been ritually executed for crimes against travelers across the world. They now deal tremendously less damage at all levels with their Grime Belch (formerly known as Poison Bone Spike) and Poison Death Explosion attacks, especially at high levels of corruption (1000+). Congealed Sludge: Their Grime Belch is no longer undodgable, and no longer counts as a DoT. Thank you to: Trindorai, UndeadDiablo, JamCee, SatchelNZ, Bergmann94, NakedAmerica, Arufar, elvenchakra, Aeneon, stayuplate: Emperor of Corpses: The Soul Bombs created by the Emperor of Corpses timeline boss now deals tremendously less damage. This is a temporary change while we investigate an issue with its indicators which causes them to regularly fail to properly indicate the area of the attack. Future Feedback In addition to the bug reporting you have all done, there’s been some great feedback that we’re having discussions on in our game design meetings to potentially facilitate future changes. Below is some of this: Thank you to: glikejdash, Yalcookedaf653, MentalJinno, DragoonRose, Donzpie, Atomicjoke, max_lothrik, divergentgrowth, and a whole bunch of other Travelers who’ve discussed this in various discussions and posts. Imprint Changes Thank you to: LegionOne, Kahzimi Endgame juicing Thanks to: LegionOne, Kahzimi Build Spotlight: Immortal Stone Rend Cascade Bladedancer This month’s build come from TheDarkOmen. This is a very mobile monolith farmer that can quickly kill groups and bosses alike while maintaining extremely high dodge chance. The build plays in tight, deliberate windows, stacking shadows, dumping mana into Shadow Rend, then unleashing Shadow Cascade for overlapping hits that scale off both melee and throwing damage. Umbral Blades adds another layer of burst for bosses, giving the build strong single-target pressure alongside solid clear. Defensively, it leans into dodge, and mobility to stay alive, enabling an “immortal” feel once geared and executed properly. Strengths: Fast Monolith farmer Very mobile Gear is not hard to come by Very tanky Weaknesses: Melee High mana costs Susceptible to one-shots due to relying on dodge chance Small hitbox bosses can be annoying A strong pick for players who enjoy an active, execution-heavy playstyle with high reward at endgame. Community Fun: Forge Your Void Pet™ The Forge Your Void Pet™ contest received some great entries and we appreciate the creativity that came from everyone that participated so thank you to all that submitted entries! Check out what players created and the winners below. 1st Place: The Void Aardon Author: bggclru The Void Aardon fell out of the Void dazed and confused. A spider, seeing the Aardon thought him easy prey. The spider pounced, catching the Aardon off guard. Wounded, the Aardon struggled to maintain consciousness, fighting off death. The spider, sensing victory went in for the kill. Suddenly, the spider crumpled over lifeless, an arrow protruding out of its mouth. The Traveler slowly lowered his bow. The Traveler took the Aardon and nursed him back to health. The Aardon has been the Traveler’s faithful companion ever since. The Aardon has long front legs, which aid in scaling walls. Its back legs help to propel it up walls, allowing it move very quickly. Its legs are connected by a ball joint, allowing it to move its legs in circular positions. Its tail has long spikes for killing its prey. The Aardon is able to move its back spikes side to side to help maintain balance. The Aardon likes to stay in the shadows and stalk its prey. The Aardon will cling to the Traveler’s back, aiding and abetting in eliminating threats. [carousel autoadvance="true"] [/carousel] 2nd Place: Soul Cage Void Pet Author: Skraeling A freshly sprouted void bloom gazed upon the wonders of its surroundings. By some strange chance, it's home was a forgotten soul cage in a buried laboratory below the Maj'elkan desert. The vague forms of the cage's inhabitants swirled around the new inmate and peered on with hollow faces. The many nameless spirits knew not the manner of being which had sprung into existence among them, yet still they shared an odd kinship. Perhaps some minuscule fragment of the Observer's memory lingered within the creature, as it felt a sincere curiosity and silent appreciation towards its environment, if only for a moment. 3rd Place: Glass Void Pet Author: Shnitzelhogen Born from the shattered shards of the sinister omens, the voidling emerges from the depths. [carousel autoadvance="true"] [/carousel] [carousel autoadvance="true"] [/carousel] 3D Printed Void Pet Author: error111121 My little piece of the void looks out from on top my printer asking why never getting an answer and always hungering. Nagasa Void Pet Author: Hatenashi Raza One of the first of the nagasa to fall to void corruption. One of the descendants of Sandrak of the circle of fortune. She saw her fall to the void as well as her falling in battle with the traveler. What Surdda did not see was her surviving it all...maybe fate, maybe mercy of the traveler...but her latest dance with death awake her consciousness from the void, she now follows the traveler to bear witness to the next story she can't foretell.' Purple Cuddly Doggy Author: Nettle The Purple Cuddly Doggy and his friendo Wormy (he totally does not NOT have legs because it would be too hard for me to do from the clay). This is how little cuddly purple doggies are made. Really. Trust me. I studied Tolmat's Incorrect History of Eterra extensively for this. Also beware the biggest predator of voidbeasts everywhere, Cinderella (or Popelka), my lovely voidbeast-eating cat. [carousel] [/carousel] What's Next? With the release of the 1.4.6 update, the team turns to Season 5. In the coming months, the team will be focused on creating exciting content. Who knows, maybe we’ll even start giving you a glimpse into Season 5 with teasers on our regular Friday Dev Q&A Streams with Mike. Speaking of those streams, we’re cooking up some special guests so be on the lookout for those soon! Thank you for continuing to join us on this journey and we will see you in Eterra.

    Last Epoch Patch 1.4.6 Notes

    Quality of Life Optimized the logic responsible for updating loot labels on the screen, improving the overall frame times when many items are on the ground. Bug Fixes Fixed an issue with key based interaction that allowed players to interact with objects while dead. Skills and Passives Acolyte Profane Veil: Fixed an issue where casting Profane Veil while having the Singleminded node allocated would sometimes cause the player to teleport back to their starting location after the ability is ended. Mage Shatter Strike: Fixed an issue where indirect casts with the Clash of Lightning node allocated would play the wrong sound. Primalist Summon Storm Crow: Fixed an issue where when converted to fire crows were still showing a lightning area on cast instead of the intended fire one. Rogue Hail of Arrows: Fixed an issue where the player character didn't animate correctly when channeling Hail of Arrows. Shadow Rend: Fixed an issue where Loose Pockets would not work if Night's Approach was also allocated. Sentinel Devouring Orb: Fixed an issue where Cosmic Impact's hits could not apply ailments when hitting an enemy on subsequent hits after the first. Items Corrupted Items: Fixed an issue where, when corrupting item types that could have a Personal Affix but not a Champion Affix, corruption could fail and result in a "Nothing Happened" outcome. Campaign Fixed visual effects for fountains used in Chapter 9. The Temple in the Sky: Fixed an issue where the cinematic could be disrupted if a party member left the scene while it was playing. Monolith Fixed the probable source of an issue where players would get an LE-64 Error when trying to start an echo until you left the scene and come back after defeating Aberroth. Fixed the probable source of an issue where players would sometimes get an LE-63 Error when attempting to start an echo despite no other echo currently being active. Factions Weaver Tree: Echoes with the Rune Prison objective will no longer prevent Tombs from spawning the guaranteed Rune Prison encounter from the Weaver Tree's Graveyard Prisons node. Fixed an issue where the Forgotten Knight's tutorial was reappearing incorrectly while you were not in Shattered Road. Encounters Cemeteries of the Erased: Fixed an issue that sometimes caused Cemeteries to be generated without Shrine Spots. Nemesis: Fixed an issue where visual effects for Nemesis nodes would linger after your cursor was no longer hovering over the object. Primal Hunt: Fixed an issue where sometimes multiple nests could appear in a single cave, often outside of the playable space. Enemies Aberroth: Fixed an issue where its Absorbing Chaos attack would occasionally spawn with vertically aligned visuals mismatched from its hitbox. Haruspex Orian: Fixed an issue where his Flame Breath attack would desync from his face's position if he was stunned or slowed during it. UI Idol Altars: Fixed an issue where comparing idol altars showed incorrect idol rarity background color for the equipped altar. Player Portals: Fixed an issue where the name of a portal would not be displayed when in range to interact with it while using a controller. Stash: Fixed an issue where opening a stash tab could result in seeing items from multiple tabs appearing to stack on top of one another.

    Last Epoch Patch 1.4.5 Notes

    Quality of Life Crafting: Added more specific messaging about why an item is incompatible with the Rune of Shattering when an attempt to use one fails. Settings: Renamed the "Loot Filter Toggle" keybind option to "Disable Loot Filter (Hold)". Bug Fixes Fixed an issue where player cosmetic visual effects could disappear in towns. Fixed an issue where, at high attack speeds, Primalist attack animations would appear to repeat the same swing over and over instead of swapping between multiple types. Fixed an issue where the visual effects on the Idol Crafting station were still present after all charges are expended. Skills and Passives Minions The minion attack command should now more reliably choose high priority targets closest to your cursor, such as enemies with the "Protective" modifier which causes that enemy's other nearby allies to take less damage. Enemies with the "Protective" modifier are now naturally treated as higher priority targets, meaning minions will be more likely to choose to attack them instead of another nearby enemy. Fixed an issue where some minions, such as Bone Golems, would stop performing any actions when they are within a certain distance of their target. Acolyte Summon Skeleton: Fixed an issue which caused Summon Skeleton type specific buffs to be removed when the skill tree was changed. Ghostflame: Fixed an animation issue when using the Spirit of Dread node. Mage Runic Invocation: Fixed a visual issue with the Cold/Cold/Lightning (Covenant Arc) invocation. Rogue Dancing Strikes: Fixed an issue where the player could get stuck while using Dancing Strikes in online. Sentinel Javelin: Fixed an issue where the banner would not be rotated correctly when attached to enemies via the Capture the Flag node. Shield Rush: Fixed an issue where the Temporal Strikes and Will Breaker nodes only added their damage benefits to the charge hit, not the end slam. Enemies Fixed an issue where some enemies would stop performing any actions when they are within a certain distance of their target. Champions: Ord Lorca: Fixed an issue with ailment visual effects on it. Necrotic Siege Golem: The second bounce of its Siege Bolt attack now does half the damage of the initial blast, rather than the same amount of damage. Necrotic Siege Golem: Both explosions now appear as "Siege Bolt" in the death recap, instead of the far more generic "Explosion". Necrotic Siege Golem: Each Hungering Soul projectile now does considerably less individual damage. The attack as a whole is now very dangerous, but generally not instantly lethal (especially at higher corruptions). Temple Guardian: It has decided to take its job as a "boss" much more seriously, and now does considerably more damage with each of its abilities. Voidfused Forge: It has had some target practice! It will now much more consistently hit with its melee attack against players who aren't even trying to dodge it. It is a big and slow horrifying amalgam of steel and corrupted matter, however, and so its swings can still be easily dodged by anyone making an effort to sidestep them. Formosus the Undying: Fixed an issue where no sound played when it was summoning Wengari. Elder Pannion: Fixed an issue where it could look like he was moving while his channeled laser attack was still active. Emperor of Corpses: Fixed an issue where its body flickered while sinking after death. Praetor Vul'Arta: Fixed an issue where some of its attacks did not work correctly in online mode. The Shade of Orobyss: It's Blood Orbs now completely disappear when it dies, rather than prematurely triggering their explosions. The Shade of Orobyss apologizes to all aggrieved Hardcore travelers. Items Fixed several affixes exclusive to Humble Weaver and Stout Weaver Idols having too low values. Humble Weaver Idol Affixes: Health on Kill and Added Health now provides 28 to 36 Added Health (previously 15 to 20). Necrotic Penetration and Minion Necrotic Penetration now provides 3% to 4% (previously 1% to 2%). Physical Penetration and Minion Physical Penetration now provides 3% to 4% (previously 1% to 2%). Poison Penetration and Minion Poison Penetration now provides 3% to 4% (previously 1% to 2%). Void Penetration and Minion Void Penetration now provides 3% to 4% (previously 1% to 2%). Necrotic Resistance and Minion Necrotic Resistance now provides 18% to 24% (previously 9% to 12%). Physical Resistance and Minion Physical Resistance now provides 18% to 24% (previously 9% to 12%). Poison Resistance and Minion Poison Resistance now provides 18% to 24% (previously 9% to 12%). Void Resistance and Minion Void Resistance now provides 18% to 24% (previously 9% to 12%). Stout Weaver Idol Affixes: Cold Penetration and Minion Cold Penetration now provides 3% to 4% (previously 1% to 2%). Fire Penetration and Minion Fire Penetration now provides 3% to 4% (previously 1% to 2% and just 2%). Lightning Penetration and Minion Lightning Penetration now provides 3% to 4% (previously 1% to 2%). Cold Resistance and Minion Cold Resistance now provides 18% to 24% (previously 9% to 12%). Fire Resistance and Minion Fire Resistance now provides 18% to 24% (previously 9% to 12%). Lightning Resistance and Minion Lightning Resistance now provides 18% to 24% (previously 9% to 12%). Elemental Resistance and Minion Elemental Resistance now provides 8% to 12% (previously 4% to 6%). Campaign The Council Chambers: Fixed an issue where using evade near the raised bridge could lead to the player ending up stuck. The Ritual Site: Fixed an issue where a roof prop in the background would not hide properly and obscure the camera view. Monolith Fixed an issue where the reward stash in Echo of a World could still stop projectiles even when it wasn't actually there. Fixed some cases where Echo Chains could fail being generated. Further potential fixes for the issue that can sometimes cause offline Echo complete portals to not work. UI Localization: Made a variety of grammar corrections for UI text in non-English languages. Localization: Passed the Turkey test! Fixed missing ı (U+0131) and İ (U+0130) characters for users with Turkish system language.

    Archival seasons

    Season 3 - Beneath Ancient Skies logo
    Season 3 - Beneath Ancient Skies
    Started Aug 21, 2025
    Ended March 25, 2026
    216 days
    Season 2 - Tombs of the Erased logo
    Season 2 - Tombs of the Erased
    Started Apr 17, 2025
    Ended August 20, 2025
    126 days
    Imperial Uprising Cycle Event logo
    Imperial Uprising Cycle Event
    Started Sep 19, 2024
    Ended October 20, 2024
    31 days
    Season 1 - Harbingers of Ruin logo
    Season 1 - Harbingers of Ruin
    Started Jul 9, 2024
    Ended September 19, 2024
    72 days
    Launch season logo
    Launch season
    Started Feb 21, 2024
    Ended July 9, 2024
    139 days