Last Epoch

Last Epoch

遊戲評價
PC
Uncover the Past, Reforge the Future. Ascend into one of 15 mastery classes and explore dangerous dungeons, hunt epic loot, craft legendary weapons, and wield the power of over a hundred transformative skill trees. Last Epoch is being developed by a team of passionate Action RPG enthusiasts.
76%Steam 玩家評分10.6萬 則評價80Metacritic/10080OpenCritic/100
發售日期: Feb 21, 2024
Action RPG · Loot · Hack and Slash · RPG · Isometric
Fetching prices across storesComparing current offers from Steam, official stores, and partners
心願價
設定後,所選地區的可用報價達到或低於心願價時,會寄送電子郵件提醒。

價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$219.592024-06目前全網低價~ HK$218.00Steam目前即為低價紀錄
~ HK$220.97~ HK$244.30~ HK$267.64~ HK$290.9725-0925-1226-0326-0626-09~ HK$219.59

價格涵蓋 Steam 官方與 39 家授權商店,僅統計正規通路報價。曲線按週呈現近 36 個月的全網低價與 Steam 官方價。

歷史價格以美元記錄,圖中金額按 2026-09-17 歐洲央行匯率換算為 HKD,僅供參考;實際結算金額以商店頁面為準。

製作團隊

開發
Eleventh Hour Games
發行
Eleventh Hour Games · KRAFTON, Inc
8.0
綜合評分
外部評分76%Steam 玩家評分10.6萬 則評價80Metacritic/10080OpenCritic/100
畫面
7.5
音效
7
玩法
9
劇情
6
內容
8.5

“The loot-grind breakout that uses deterministic crafting and free respecs to settle the seat between Diablo 4 and Path of Exile”

評測總結

An underdog that claimed the empty chair

Drop Last Epoch into the crowded ARPG map of 2024 and its position is unmistakable. Diablo 4 sold ease and spectacle and got dinged for a shallow endgame; Path of Exile pushed depth to its limit and turned away newcomers with a vertical learning curve. Between them sat a chair no one had managed to hold — deep enough to satisfy, open enough to let people in. Last Epoch came to claim it, and the 1.0 peak of 264,708 concurrents, edging past Path of Exile's own Steam record, dragged a young indie studio into the same sentence as the two giants overnight.

Zoom out and the lineage is clean. Diablo 2 set the template of kill, loot, and stack a build; Path of Exile drove depth to the extreme; Diablo 4 drove accessibility to the extreme. Last Epoch picked a fight with none of those poles and shrewdly took the unclaimed center line, proving an indie team could still cut its own opening in a lane that looked carved up for good. That is the kind of result that reshapes expectations for what a small studio can credibly attempt next.

A steady 80, and the word critics keep using

The scorecard is solid: 80 on Metacritic, 80 and a Strong tier on OpenCritic, recommended by close to four in five of 28 outlets and ranked in the top 17 percent of all games, with Steam holding around 76 percent positive across more than 106,000 reviews. The word that keeps recurring in those reviews is player-friendly. A critic who spent a decade on Path of Exile went so far as to call this the first game in over ten years to pull him away from it — the very thing he had wished Diablo 4 would become. That endorsement carries weight precisely because it comes from a jaded grinder who has seen every trick.

The 80 docks points for the storytelling and the staging; what it leaves standing is an unarguable foundation of mechanical depth. It is worth reading the number for what it is: not a verdict that the game is mediocre, but a recognition that its peaks and its valleys sit far apart. The systems would earn a higher mark on their own; the narrative and presentation drag the average back down. Weigh the two by how many hours you will actually spend in each, though, and the balance tips firmly toward the part that holds up — because almost all of those hours go to the build, the crafting, and the grind, and almost none to the cutscenes.

Who should buy, who should not, and the thing nobody can copy

Who is this for? The grinder who bounced off Path of Exile's first hour and ran dry on Diablo 4 by week two. If you want deep build experiments without swallowing a textbook, if you are done with the slot-machine misery of crafting by luck, this was built for you — and full offline play sweetens it for anyone fighting their network. Who should pass? If you grind for immersive cinematics and a story to fall into, the tale here will not hold you, and if you chase top-shelf visuals and addictive impact, both land at merely sufficient.

What can't be copied is not any single system but the controlled-progression philosophy running through all of it. Deterministic shard crafting plus penalty-free respecs delete the most casino-like, most anxious parts of looting and hand back a climb you understand from start to finish. That is the hard edge it brings to Blizzard's top-down flagship Diablo 4: however strong the spectacle, it cannot offer that steady sense of being in command. The narrative is thin, the visuals plain, the retention curve honestly steep — all real. But as an underdog that fought its way through on system design, it has, on the lane it chose, reached a level few at its price can touch. If you are exactly the player it is aiming at, it is one of the best uses of your hours in years.

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