moxjet200

moxjet200



10 Oct

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Love to hear that you're enjoying the game, u/RockBottomCreature. We'll continue pushing hard to bring you more and improve what's there!

Welcome to the community,
- Judd, Game Director for Epoch


07 Oct

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Originally posted by H1jAcK

Are you also a Magic the Gathering fan??

Haha, I am! Mostly nostalgia of old sets though - I played a ton around 4th, 5th, 6th edition.

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when I formed the team some of the first questions I asked people is if they had played/loved Diablo 2, Path of Exile, and Chrono Trigger. There are definitely more easter eggs for you to find if you're a CT fan :)


28 Sep

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Thanks for bringing this up. I've raised this internally and we have a solution. It may not be implemented in time for the next patch as there's a million important things to tackle before then but it's in our queue now


08 Sep

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Originally posted by Valcrion

Just got positive feedback from some friends. They have been waiting for this for a while. Several have watched me play LE and have been interested in it, but this was the last hurdle for them. So excited to share this adventure with my friends!!! I Love what you are doing with the game so far, and am looking forward to the future of LE.

Thanks for the kind words, Valcrion. We're excited to provide you and your friends some good ol' hacking and slashing fun.

Post

Today is a very exciting day for Last Epoch as we are launching our always-online closed beta, where hundreds of players have already been invited. While there are still bugs, balance, and a few features to make progress on before releasing multiplayer (MP) to the wild, we are now keeping servers running for the beta program around the clock to get feedback and test our live services.

It doesn’t seem long ago that Last Epoch was just an after-hours passion project by a bunch of ARPG-obsessed Redditors. We've had to do a lot of learning and reconstructing along the way to bring this grandiose vision to fruition. Multiple iterations of online Multiplayer fell flat as we uncovered flaws or deficiencies in systems or services we had developed. With a much larger and more experienced team that we've amassed over the last couple of years, we are much more confident and thrilled with our progress.

The number one thing we hear from the community is that people are waiti...

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Today is a very exciting day for Last Epoch as we are launching our always-online closed Alpha, where hundreds of players have already been invited. While there are still bugs, balance, and a few features to make progress on before releasing multiplayer (MP) to the wild, we are now keeping servers running for the Alpha program around the clock to get feedback and test our live services.

It doesn’t seem long ago that Last Epoch was just an after-hours passion project by a bunch of ARPG-obsessed Redditors. We’ve had to do a lot of learning and reconstructing along the way to bring this grandiose vision to fruition. Multiple iterations of online Multiplayer fell flat as we uncovered flaws or deficiencies in systems or services we had developed. With a much larger and more experienced team that we’ve amassed over the last couple of years, we are much more confident and thrilled with our progress.

The number one thing we hear from the community is that people are waiting on...

Read more

01 Sep

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Oh, we haven’t shown that one yet? Let me see if I can do a little convincing to the social team… It’s one of my favorites.

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Awesome post, @AndrewTilley. The internal team has enjoyed seeing this all in one place as well.


19 Aug

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Originally posted by viper34j

Lost Epoch, the upcoming expansion to Last Epoch where adventures will delve into the depths of the pre-historic past!

Stay tuned for details on the follow-up expansion, Loop Epoch where adventures will be stuck in a time-warp where they can gain levels 100-110 over and over again!

Be careful with all these good ideas. We may just take them


13 Aug

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Development is in full force as we prepare the game for multiplayer launch alongside a lot of other updates. We’ve actually been staffing up significantly and development is going faster than ever. We’ll get back to more frequent releases after we ensure that we are stable and online. Thanks for your patience while we spend the additional time to ensure the upcoming release goes as smoothly as we can make it!


22 Jun

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Originally posted by Grundlage

I guess now it's mostly fleshing out endgame, then we're 1.0, baby

I would say there's a lot more to do than fleshing out the endgame before it feels 1.0-ready IMO. The animations, models, and combat feel all have a long way to go; it's still a pretty weightless game.

It wasn't detailed in our Combat Feel section of this post but there's a large emphasis on this internally at the moment. Reactive animations for hits/stuns, hit sounds, and hit flash are being worked on in addition to the better feeling death animations. The difference on enemies where these changes have been made really do feel like a night and day difference. So, we agree and we're actively working on it for release in the next patches.


06 May

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Originally posted by Deias_

So we're getting cat themed cosmetics and uniques in the future then right?

We have an internal "just-chatting" channel for the team and it's basically a digital folder of pictures of the team's cats. I'd put a heavy bet on this answer being yes.

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Lol, dev team has linked this internally


22 Apr

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Originally posted by GayMakeAndModel

Noooo! Easy performance changes should go ASAP as part of a one-off release. I don’t see why the low risk performance improvements should wait. Before someone is like “but nothing is low risk”: that is not true. Adding an index is an example of a performance optimization that has high reward and low risk.

I understand the thinking here, unfortunately releases in general require a lot more attention than people may suspect. Performance changes are merged into our main development branch with other development changes, many which are directly tied to performance gains, like skill changes, level changes, shader changes, you name it. To release we also have to take the QA team and growing build and release team off what they’re doing. We also have to have the social and marketing team draft patch notes, have them reviewed by game design and others, and post them everywhere and we have to follow up by monitoring for any issues that are accidentally released which then activates quite a lot of other procedures. Unfortunately, any release does entail quite a lot of effort that directly takes time from other progress. Hopefully that sheds some light! I remember being on the other side and wondering what the heck those silly devs on other games were thinking haha


21 Apr

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Originally posted by one_horcrux_short

I look forward to seeing what progress you guys come up with! Afraid my GPU is going to boil me to death this summer while playing this game.

I'll let the team know that lives are at stake for that extra oomph, haha!

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Hey all, we know there are still a lot of optimization wins to be had and spent last dev cycle creating tools to help target zone and abilities, among some more complex areas, that cause drops in frame rate. This dev cycle there is a major push on optimization and while I don’t want to over promise and underdeliver, the results we’re seeing with the changes we’re implementing are even better than what we’d hoped for. This patch cycle’s timing may look a bit different than others as we’re nearing our MP community tester release and prepping more things for the switch to live services…so these changes may not be in your hands for a while longer, but everyone should see noticeable FPS improvements when we do ship the next patch.

Apologies that it’s not as buttery smooth as we’d like it to be yet but we’ll hopefully have some happy players in this regard come next patch if they’ve been experiencing poor FPS in certain areas or situations.


14 Apr

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Originally posted by _jad00by_

Even making space bar the default key to accept the dialog box, and other dialog boxes in general would make the UI experience more fluid. Could also maybe have a checkbox to enable/disable asking for respec confirmations

Those are good suggestions and you’re right about the level of effort for modifications like that being low. I’ll bring it up internally. 👍🏼

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This is something we’re aware is in need of improved UX and is in our dev tracker but it hasn’t surpassed other priorities just yet. Apologies that it’s a bit clunky at the moment!


13 Apr

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Originally posted by thedefiled

it happened!

Haha, enjoy!