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Legacy: Steel & Sorcery News

Only 2 Days Until Early Access – Here’s What to Expect!

We’re beyond excited for you to jump in, and today, we want to highlight the key features you’ll get to experience at launch.

[h2]Game Feature List for Early Access[/h2]

  • 4 Classic Fantasy Classes with innovative Spells & Abilities that you can unlock and customize
  • An innovative and unique Combat System that blends Soulslike Action combat with MMORPG style spells and abilities
  • Innovative Extraction Gameplay Mode that evokes the feeling of World PvP from your favorite MMORPG
  • Level up Character Classes up to Level 20, earning unique Traits along the way
  • 11 Unique Weapon Types with unique Weapon Abilities and Traits
  • 800+ Items to loot during Adventures or to Craft
  • Seasonal Campaign, culminating in a quest to defeat the Boss Encounter Morg'thog, The Cruel
  • 35 Enemy Creatures, including Epic an Special Types with higher difficulty
  • Play Solo or up to 2 others in a Squad
  • Queue by yourself into Solo Mode or with Duos or Trios in Mixed Mode
  • 2 Maps (1 huge Epic Zone called the Greenwood, and 1 Tutorial Map called Goldbrook where you can play solo to learn the game in a sandbox environment)
  • 7 Vendors for players to level up with a rich, MMO-like Crafting System
  • Build your own Lodge with 6 Furnishings, including:


    • The Bed - Unlocks Rested Experience that builds up while offline
    • The Cooking Pot - Cook meals that give you buffs for Adventures
    • The Storage Chest - Add new Stash Tabs to your Stash
    • The Crafting Bench - Craft unique Class Tools like the War Horn (Warrior) or Poison Dart (Rogue)
    • The Ossuary - Sacrifice trophies from fallen enemies to the Blood God, and gain a Reputation buff

Become a Supporter with our Founders Supporter Pack or God Tier Supporter Pack to support Notorious Studios in our effort build out the next great RPG franchise. Much more content and features will be patched in for free as we progress through early access, including the following targeted during the next 14 months:
  • The Wizard and Paladin classes
  • More Maps, including a night version of Greenwood and Dungeon Crypt map
  • Goblin Pawn Shop where you can purchase back the gear you lost during Adventures — for a price!
  • Cosmetic Character Customization
  • Guild Hall where you can build your own community and unlock new progression features
  • And much, much more! Check out our Roadmap for a sneak peek.


We are deeply engaged with and have much gratitude to our Community. The more supporter packs Notorious Studios is able to sell, the faster we can ship new features and content into Legacy: Steel & Sorcery.

Finally, we’re also hosting a live Meet the Devs session tomorrow on our Discord! Chris will be sharing our 3-year journey, future plans for Legacy, and details about our Supporter Packs! Come hang out, ask questions, and be part of the journey!

Wishlist & Follow Notorious Now – The Journey Begins Soon! 🚀

https://store.steampowered.com/app/2344320/Legacy_Steel__Sorcery/

The Highlights of our AMA!

Hello Adventurers!

Yesterday, our CEO Chris headed over to r/Games for an Ask Me Anything on Legacy: Steel & Sorcery. While we couldn't post every single questions and answers, we have picked some of the key questions and answers for you, so you can gain a little more insight into the game and what to expect. If you want to read all the questions and answers, with some about the studio and wider franchise, be sure to head on over to the Subreddit.

As a reminder, for all things Legacy related – join our Discord!


Q: How will the game ensure new players aren’t overwhelmed by veterans in PvP, and what’s the balance between skill and gear?
  • The game includes hidden paths and traversal mechanics to help players avoid ganking, similar to Tarkov’s "rat" playstyle. Progression is more horizontal, focusing on perks rather than raw power to prevent veteran players from stomping newcomers.
  • A new tutorial map, Goldbrook, will let players learn the game before entering PvP. The goal is for gear to matter around 60/40 or 70/30 compared to player skill.
Q: What’s the most surprising piece of feedback from playtests that led to a change in the game?
  • The biggest surprise was the overwhelming demand for more PvE content, likely due to the studio’s WoW background.
  • While PvE was always planned, the early demand led to prioritizing a tutorial map, onboarding systems, and a questline to help new players—something most hardcore PvP games don’t typically launch with.
Q: Any updates on a console release for Legacy?
  • The plan is to bring Legacy to consoles around its gold master release or shortly after, with a target of early next year, depending on how Early Access performs. The team is also considering which console would be the best fit for launch.
Q: Any thoughts on an "Art of Legacy" book to showcase the game's visuals and lore?
  • We will check with the team, but we're sure they'd love the idea and will pass along the suggestion.
Q: What lessons from working on World of Warcraft have you applied to Legacy: Steel & Sorcery? Also, what are your thoughts on the current state of WoW?
  • We learned that real player choice in talent systems is often an illusion, as players will always pick the mathematically best option. In Legacy, we've applied this by making gear perks optimal based on conditions rather than just playstyle preference.
  • As for WoW, we still consider it a masterpiece and love that Blizzard has added Classic, Hardcore, and Season of Discovery to give players more options while staying true to the original vision.
Q: How does marketing budget allocation differ between AAA and indie studios, and how much has your studio spent on marketing?
  • We classify ourselves as more of an AA studio, with a budget between $10M and $20M—far below the ~$200M typical for AAA. Marketing budgets are often equal to or half of a game's development cost, but for our Early Access launch, we're spending under $100K. The industry is shifting in how marketing works, and while streamers are often targeted, data suggests that just making a great game is the best approach for indie and AA titles.
Q: How does loot/gear progression work, and can average players get legendaries or uniques? Will low-geared players be wiped by experienced players in legendary gear?
  • Players progress through gear tiers from "Junk" to "Legendary" items, which can be found through RNG or crafted by leveling up vendors and unlocking recipes. New players can obtain legendaries, but gear can be lost upon death. We aim to keep the power differential between low and high-geared players at around 50%, ensuring it's not too extreme, unlike some other PvP RPGs where it's much higher. The game features two maps at EA launch, with more coming soon to expand loot and progression.
Q: Can you share details about the upcoming Wizard and Paladin classes and their resource systems?
  • The Wizard will focus on elemental interactions, such as combining Frost and Fire to create Fog, and will have a unique resource system tied to collecting spell scrolls found in the world. They will have the highest number of spells, and exploring the world for new spells will be key. The Paladin is still in paper design, but will have the ability to "Sense Injustice" in the world, identifying assassins and allowing them to seek vengeance. The Paladin will also be able to buff other players, a feature not yet available in the game.
Q: As a former backer of Crowfall, what is your game attempting to do differently?
  • We are focusing on the core experience and combat fundamentals first, taking a Crawl/Walk/Run approach rather than trying to do everything at once like Crowfall. While Crowfall had great ideas, its ambition to build an MMO with complex systems and content overwhelmed the project. We’re opting to build over time, focusing on solid foundations before expanding.
Q: PvPvE / Extraction / RPG / with MMO elements. Can you explain how these elements reconcile in your game?
  • The game blends Extraction with MMO-like features such as open-world areas, rich crafting, progression, and character customization. While it's focused on PvPvE, there are systems like quests and character creation common in MMOs. We aim to add more MMO features over time, including more PvE experiences and deeper character customization. The blend of "get in, get loot, and leave" with ongoing progression makes it unique. However, I don’t like genres or tags as they don’t fully capture what the game is trying to do.
Q: Is this game zone-based or more like The Division with open world public event areas? How does the gameplay structure work?
  • The game features large, sandbox-like zones within session-based maps. It's not a linear level; players can explore and loot freely within the zone. While we do want to eventually explore the idea of moving between zones, the current focus is on massive, single-session maps. Implementing seamless zone transitions is challenging, especially with Unreal, but it's something we might consider later.
Q: Is there a connection between the original name "Project Honor" and the mechanic of executing players, or what was the inspiration for the original name?
  • The name "Project Honor" came from an early idea I had around honor-based mechanics, though it wasn't directly tied to executions. The idea was more about giving players the choice in whether to kill others, similar to world PvP zones in MMOs. The game's name evolved to "Legacy," but the concept of honor remains in how players can choose whether to kill or let others live. As for the execution mechanic, it reflects a culture of "honor" and "dishonor" in combat, with plans to let players customize execution animations in the future.

Legacy Steel and Sorcery is World of Warcraft if it was an extraction game

If there's one thing I love about World of Warcraft, it's Azeroth. A boundless fantasy realm ripe with opportunity, it feels like no matter how long you've been playing for, you'll never discover all of its secrets. But imagine an Azeroth where that's your exact purpose: to loot everything, explore everything, and get out alive. That's Legacy: Steel and Sorcery, a brand new Dark and Darker-style extraction game from former Blizzard developers (some of which worked on iconic WoW expansions like Wrath of the Lich King and Legion), and if you like the sound of it, you can play it now.


Read the rest of the story...


RELATED LINKS:

Legacy Steel and Sorcery, an extraction game from ex WoW devs, gets launch date

Early Access Trailer – New Gameplay & Early Access Release Date Revealed!

[h3]Greetings, Adventurers!

The trailer not only showcases intense new gameplay footage but also officially reveals our Early Access release date - February 12, 2025. Mark your calendars and get ready to step into a brutal world of steel and sorcery, where danger lurks around every corner and every fight is a battle for survival.


With a blend of tactical melee combat, powerful magic, and high-stakes PvPvE encounters, Legacy: Steel & Sorcery will challenge you to forge your own legend in a dark fantasy world. [/h3]


[h3]🔥 Watch the new trailer now! [/h3]
[previewyoutube][/previewyoutube]

[h3]Make sure to wishlist the game and join our community to stay up to date as we march toward Early Access![/h3]

https://store.steampowered.com/app/2344320/Legacy_Steel__Sorcery/

[h3]See you in the fight on February 12, 2025! ⚔️
[/h3]




Meet The Devs Episode 7: Final Playtest Recap and Q&A with Chris!

[h3]Hello Adventurers! 🛡️⚔️

Thank you to everyone who joined us for Meet the Devs Ep.07: Final Open Playtest Recap and Q&A with Chris! It was incredible to connect with so many of you as we looked back on the highlights of our final open playtest and answered your thoughtful questions.

For those who missed it - or if you’d like to relive the discussion - we’ve got you covered. Check out the full recording here:

[previewyoutube][/previewyoutube]

[h3]Want to join the conversation and have your questions answered in a future livestream? Join our Discord![/h3]

[h3]Stay tuned for more updates as we prepare for Early Access - big announcements are coming soon! In the meantime, feel free to drop any lingering questions in the comments.[/h3]

Don't forget to Wishlist our game!