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Last Epoch News

Clean up in Aisle 3! It's a Volatile Zombie

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We’ve been working on an explosive addition to the Acolyte’s toolkit! We’re super excited to be showing you Volatile Zombie, a new summoning spell she will acquire in Patch 0.8.2. Below you can find the tooltip, skill art, and a selection of some of the nodes on its specialization tree.

NOTE: This skill is still in development, so we’ve omitted most numbers from the below tooltips.


[h2]Summon Volatile Zombie[/h2]

The tooltip for Summon Volatile Zombie, Alt text included.


The skill art for Summon Volatile Zombie.


[h2]Nodes on Summon Volatile Zombies' Specialization Tree[/h2]









Updating the Druid Class's Transform Abilities

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[h2]Updating the Druid Class's Transform Abilities[/h2]

We're working on the Druid class! While much of this work is being done by our development team, the artists are pitching in with all-new models being created for both Werebear Form and Spriggan Form. These will be accompanied by new animations and visual effects, bringing these up to more modern standards such as those enjoyed by the Rogue class.





A Model Sheet for Werebear Form, featuring material references.


Werebear Form is being made to look like a larger, sturdier, and more realistic shapeshifted form (to the extent that shapeshifting can be made to look "realistic"). It will also be a significantly more detailed, higher quality model. Spriggan Form is being made to still look like a spriggan, but one that is being approximated by the spell cast by a human - it has a more human-looking face, and greenery resembling hair and a beard. Hostile spriggans are also getting visually updated, and their new model will look notably different from the one being used by Primalists.





A Model Sheet for Spriggan Form, featuring material references.



Acolyte fans... you haven't been forgotten. ːsteamhappyː

One of Our Artists Was Recently Interviewed!

3dTotal recently interviewed Alexandr from our Art Team to discuss his progression as an artist! They discussed the start of his career, some prior experience in the industry, and touched on his recent work for Eleventh Hour Games such as designing the bows used by our new Rogue class. Check out the interview here, and I'm sure he'd love to hear your feedback!

Huge UI Improvements Are Coming

Hey, Travelers!

We've been working on overhauling the user interface in Last Epoch, and today we're pleased to begin telling you it! The post we've prepared for today is larger than most and contains a number of images, which had led to us struggling to format it effectively here on Steam. You can find the post - including a table of contents with links to each section - on our official forum, here.

We look forward to seeing you there!

Assembling the Abomination

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We're working on new boss fights to add more variety to our endgame content and once again raise the standard of our boss encounters. A couple of these feature particularly impressive models which you'll hopefully enjoy seeing as much as we enjoy designing them!

As we're not ready to begin showing these off just yet, we were inspired to look at some of the creatures we've added previously, and their journey from initial concept to implementation.


Only the most powerful of Necromancers can create such a foul construct.


In Patch 0.7.9 we implemented the Assemble Abomination skill for Necromancers. Already a large monstrosity, its appearance varied depending on which minions were unfortunate enough to be involved in its dark summoning ritual, rendering it one of the most complex models to have been created for Last Epoch to-date. Let's explore its ideation!


[h2]Designing The Base Model[/h2]

Initially we did some exploratory concept art to help us decide what kind of shape and size we wanted this minion to be. Sergey produced a variety of different designs - some focusing on the horror of multiple minions being stitched together, others iterating on the idea of a lumbering brute, and others still exploring the idea of a large devourer of bodies.




Our preferred fantasy for this minion was to have a large behemoth ponderously approaching enemies, visibly in a state of undeath but not completely losing the idea of a menacing beast descending upon its prey. With this decision made, we began refining the idea.




As our designs consolidated towards a single concept, Sergey worked on increasingly detailed sketches to further flesh out the minion. Details such as asymmetric limbs, a visible rib cage, and the minion's palette began getting locked in at this stage.




We then began creating other art for the minion, such as this material reference sheet which is created to help the 3d artists better understand the vision for the model. While mostly referenced by our modelers, these can also help our animators.




[h2]Designing Minion-Specific Appendages[/h2]

With a firmer idea of what the abomination itself would look like, it was time to focus on how the model would change to reflect the 'ingredients' used in its construction. There was minimal iteration needed here - the first round of designs were very popular internally.






We hope you found this post interesting! We look forward to being ready to start talking about the contents of Patch 0.8.2 in detail later in its patch cycle. We currently anticipate this update taking a couple of weeks longer than most of our content patches.