about 1 month ago - EHG_Kain - Direct link

Hello Travelers,

Today, we’re sharing our updated Roadmap, letting you take your first look at what’s coming for Last Epoch, including what big features to look forward to in Season 2. Let’s look at what’s on the board with an updated Roadmap graphic before jumping into more information about Season 2.

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As mentioned in our last update concerning the Season 2 timeline (previously referred to as “Patch 1.2” - Patch 1.2 Timeline, 1.1 Event Updates, and Cycle Poll). we’ve restructured the features we’ve been working on for Season 2 to specifically address the greatest areas of feedback: expanding endgame content, better new player experience, and improved Dungeons, performance, and balance.

While The Weaver’s presence has been previously known through namesake items, Season 2 will begin to truly bring her influence into the world of Eterra.

Season 2


As we continue to close in on Season 2, we’ll be diving into more in-depth posts on each of these key features and additions as we have in past Dev Blog posts, but we’ll give a quick overview here of what these features are looking to add to the game (let the theories begin on how they work!).

Monolith of Fate Upgrades

Season 2 will further build on the Monolith of Fate by introducing a host of new Echo objectives, new enemies, and reworks of old objective types to help provide more variety and fresh experiences.

Woven Echoes

A new Echo type that presents a glimpse into the Weaver’s design and contain new exciting rewards you have never seen before.

Weaver Faction Tree

This new Faction (Weaver) expands the endgame experience by providing the power to augment your monolith timelines during endgame progression. This new faction will be available to all players regardless of their other Factions alignments.

Dungeon Improvements

Upgrading the Dungeon experience with many community requested improvements, and an enhanced new player experience making dungeons more accessible for their unique reward mechanics.

Sentinel Overhaul

Sentinel is getting a large number of changes to Passive Trees, and Skills, including a completely re-created Volatile Reversal skill. We’ve already started teasing many of the changes coming through our weekly Dev stream, and Eterra monthly newsletter, with more information on the way!

Tombs and Cemeteries

All-new side zones randomly encountered within Monolith Echoes, helping to bring even greater variety and unique experiences to gameplay. These side zones continue to add more mid-gameplay decision making, and rewards to the endgame experience.

Champion Enemies

A more formidable class of rare enemies are stepping onto the battlefield, bringing with them opportunities for greater rewards by overcoming challenging combat with moment-to-moment action and active decision making.

Endgame Crafting additions

Further building upon our crafting system with all new options to refine your items, continuing to build upon itemization and loot opportunities through giving more items value with powerful crafting opportunities.

New Endgame Bosses

While Aberroth may be the Pinnacle boss currently, we’re expanding the roster of bosses found throughout Eterra, to give players a greater amount of variety at end game.

And more…

In addition to the “headlining” features above, we’re significantly focusing on fixing bugs throughout the game for Season 2, both recent and long-standing, to provide a more stable and performant experience. We’re also introducing many ‘smaller’ features such as UI improvements, Quality of Life features, changes to keys and other pseudo-items storage, new Unique items, improved sounds for many skills, improvements to controller functionality with a new targeting system, and much more.


To address the most significant areas of feedback we’ve received since our Launch in February; we’ve locked in these features for Season 2: expanding the endgame, providing more experience variation, and offering continued opportunities for decision-making and progression. With this new list of feedback-focused features locked in, we’ve also been able to better scope out the timeline to introduce these features while addressing many bugs, ensuring Season 2 offers a better overall experience for everyone. With these considerations, we have just finalized our launch window for Season 2 and wanted to share the window immediately Last Epoch Season 2 launches April of 2025!

This is a bit further out than our original scope estimates, and this is not a decision we made lightly. We have come to this date believing in making a successful second Season, providing the best experience possible; meaning not only introducing the features to address feedback, but also ensuring it’s as solid a release as possible, alongside efforts to catch up on previous “bug debt”.

We’ll continue exploring the new and exciting features coming in Season 2 over the coming months via dedicated feature Blog Posts, Eterra Monthly wrap-ups, and Making Last Epoch behind-the-scenes blogs. These will provide breakdowns of how the features work and insight into the design behind the features. We’re incredibly excited to start sharing in-depth details of all the great things coming and can’t wait for you to join us in Season 2.

While there are still a few weeks to go, we know this will be a popular post in December, so we want to take this opportunity to wish everyone Happy Holidays for the coming season!

about 1 month ago - /u/EHG_Kain - Direct link

Originally posted by Slotega

I have enjoyed Last Epoch and got more than my money's worth, but... what is the point of roadmaps and dates if they constantly keep changing? Cycle 2 Dec.... then February. Now April? I appreciate the hard work and improvements, but it is hard to get excited about the future of LE when it is in flux so much and you never really know what content is coming.

What happened to the primal stuff? The next chapter? Is that all delayed now?

Back in our 1.2 timeline update post (https://forum.lastepoch.com/t/patch-1-2-timeline-1-1-event-updates-and-cycle-poll/73654) we talked about how we were changing our plans for Season 2 content (previously labeled "1.2") in order to directly address feedback, specifically regarding endgame.

We felt our previous plans for 1.2 would not be sufficient to satisfy the main topics of feedback, so we re-prioritized which features would come sooner in order to specifically target these areas. It then came down to locking down which features to prioritize for a new Season 2 Lineup, which we just finalized and thus were able to get a scope for to give us a release window for that content. This made it a much later release window, but we're also much more confident in this selection of content being able to make a much more signifigant impact on primary areas of feedback we received from 1.0 and 1.1, as well as time to resolve many existing bugs.

about 1 month ago - /u/EHG_Kain - Direct link

Originally posted by Aggravating-Dot132

April 2025. Oh well, 5 months to go.

And was hoping for shaman rework :(

The Sentinel rework started with the rework to Volatile Reversal. This skill was in a fairly unhealthy gamespace, as due to the power it provided it felt "mandatory" on pretty much every build. In addition to that, the mechanics of how the skill worked by moving the player back in time was generally an undesired side-effect of using the skill for its buffing power. So it was both a mandatory skill to use, and an unfun skill to use. Because of this, we've been planning and in the background working on Volatile Reversal for some time.

However, because Volatile Reversal offered so much global power, in reworking Volatile Reversal we needed to address the rest of the class to give power back where it was now missing. So we have also taken this opportunity to provide a bit more to Sentinel with these changes in skill nodes, many passive nodes, and some new interactions such as Forge Guard now being able to wield both a two-handed weapon, and a shield.

For Shaman specifically, long term we're going to make changes to the passive tree and add a new skill, but not in Season 2.

about 1 month ago - /u/EHG_Kain - Direct link

Originally posted by Rain1058

In this vein, I don't see the original 1.2 stuff. Like the new endgame primal hunt, primordial uniques, or the ancient era story chapter.

Any update on those?

Those features will be coming in later Seasons, as we decided to prioritize the Woven Echoes system to better address endgame feedback than the Primal Hunt system. While I can't talk details about Primal Hunts, under their current design, they didn't add as much endgame depth as Woven Echoes do.

about 1 month ago - EHG_Kain - Direct link

I can neither confirm nor deny any changes to arena echoes at this time.

about 1 month ago - EHG_Mike - Direct link

I count April 2025 being 8 months after July 2024. I’m pretty sure that’s when 1.1 launched.

about 1 month ago - EHG_Mike - Direct link

Isn’t that still only 9 then? I maybe just can’t count? It doesn’t really matter. Still too long.

about 1 month ago - EHG_Mike - Direct link

You’re both very close but what I actually said was that we came very close to releasing it last week and someone found a bug so we delayed it and would wait until everyone was back in the office in the new year.

I don’t know when in the new year it will get pushed out but as long as no more major issues are found, probably pretty quick.

about 1 month ago - Averielle - Direct link

As has been said, if we had a magic wand we’d have WASD movement given the sheer amount of work that is required to add that to Last Epoch.

As a player who also has low-level arthritis/raynauds and plays a click-heavy Rogue build, fingerless compression gloves help a ton as do controllers (though I do understand that each person experiences health issues differently so controllers might cause more issues instead of solving them).

It’s also worth looking up gentle hand stretches, I double up moisturising my hands with massaging/stretching which has been helping too :blush:

about 1 month ago - EHG_Mike - Direct link

At least initially, I think that people will be in one of two camps.

  1. OMG that random bug that nobody believed I had forever is finally fixed.

  2. Did something change?

Going forward: it gives us access to new tools and options for developing better stuff in almost every axis. Sometimes it’s a simple as a plugin that can now be updated to have an extra option in the dialogue tree because it didn’t support the old version of unity. I don’t actually know if that is one, just a random weird example.

24 days ago - EHG_Kain - Direct link

Please remember to remain civil in conversations.

We certainly understand the frustration of having to wait so long for an update - it is too long of a period since the last major release, and not what we were originally aiming for. However, for the future of Last Epoch, we felt taking the time now to directly address areas of feedback, and catching up on bugs and issues would help create a better path forward. We are actively expanding our team adding more members, adding both manpower to get more work done, as well as add more specialized roles for better organization and efficiency of task completion. We’re working faster, and completing more than ever before - though It’s 100% understandable that it doesn’t yet look that way. It’s not fun waiting now, but it’s for the goal of making things more fun later.