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Last Epoch similar games & best alternatives

Last Epoch

PC (Microsoft Windows), PlayStation 5, Mac, Linux • 2024

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Quick resume

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.

Global score

77/100

Genres

Action, Adventure, Indie, Role-playing (RPG), Hack and slash/Beat 'em up

Similar games

    Pros

    • Deep and flexible class and skill system
    • Transparent and rewarding crafting
    • Satisfying combat with strong build diversity
    • Varied endgame that respects player agency
    • Active devs, healthy updates, no pay-to-win

    Cons

    • Some bugs and server issues
    • Visuals less polished than aaa titles
    • Story is serviceable but not epic
    • Endgame can become repetitive or meta-dependent
    • Controller support needs improvement

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have extensive freedom to customize builds, respec anytime, and experiment with many skill and weapon combinations."

      Capsule for The Slormancer The Slormancer

      "Players have extensive freedom to customize builds, respec skills cheaply, and choose different mastery classes and playstyles."

    • Competence

      Game with the same Competence vibe

      4

      "The game offers challenging combat, resource management, crafting, and skill progression that require player skill and provide satisfying feedback."

      Capsule for ZED ZONE ZED ZONE

      "The game offers meaningful skill challenges, build experimentation, and progression feedback, with a satisfying crafting system and endgame difficulty scaling."

    • Competition

      Game with the same Competition vibe

      2

      "Includes leaderboards and PvP modes, but many players focus on personal progression and casual play rather than intense competition."

      Capsule for Angel Legion Angel Legion

      "Includes leaderboards and arena modes for competitive play, but many players also enjoy solo and casual progression without pressure."

    • Continuation

      Game with the same Continuation vibe

      4

      "Many players report long playtimes, habitual grinding, and repeated engagement with endgame content and DLCs, indicating strong desire to keep playing."

      Capsule for Tom Clancy’s The Division™ Tom Clancy’s The Division™

      "Many players report long playtimes, habitual engagement, and strong motivation to keep playing due to build variety and endgame content."

    • Cooperation

      Game with the same Cooperation vibe

      3

      "Supports multiplayer co-op, fleet management, and player factions, though many play solo."

      Capsule for Evochron Legacy SE Evochron Legacy SE

      "Supports multiplayer co-op with guild/faction systems and group content, though solo play is also common and well supported."

    • Creativity

      Game with the same Creativity vibe

      5

      "Extensive skill combinations and dual-class system allow for deep customization and creative build crafting."

      Capsule for Guild Wars® Reforged Guild Wars® Reforged

      "Highly creative build system with unique skill trees per skill, extensive crafting options, and player-driven gear customization."

    • Domination

      Game with the same Domination vibe

      -2

      "While competitive, the community and gameplay emphasize balanced interactions and mutual respect rather than domination or trash talk."

      Capsule for Wizards Wizards

      "While competitive modes exist, the community and gameplay emphasize experimentation and cooperation over dominance or trash talk."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game for immersive exploration, time-travel fantasy, and stress relief through engaging gameplay."

      Capsule for Timespinner Timespinner

      "Players use the game as a stress relief and immersive fantasy experience, with time-travel narrative and engaging combat."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of interest and enjoyment, with no external obligations or pressure."

      Capsule for ORDER 13 ORDER 13

      "Players engage out of intrinsic interest and enjoyment, with no pay-to-win or forced obligations."

    • Experimenting

      Game with the same Experimenting vibe

      5

      "The game encourages trying new builds, experimenting with gear and skills, and exploring complex mechanics."

      Capsule for Anarchy Online Anarchy Online

      "The game encourages trying new builds, respecializing skills, and exploring different gear and playstyles freely."

    • Exploration

      Game with the same Exploration vibe

      3

      "Players explore maps, dungeons, and random events with some procedural generation, though campaign areas can become familiar."

      Capsule for Gordian Quest Gordian Quest

      "Players explore varied timelines and environments with some procedural elements, though campaign maps are somewhat fixed."

    • Expression

      Game with the same Expression vibe

      2

      "Customization mostly focused on builds and weapons; character appearance is fixed with limited cosmetic options."

      Capsule for The Slormancer The Slormancer

      "Customization mainly focuses on builds and gear; character appearance customization is limited."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy setting with imaginative fiction, magic, and mythical creatures."

      Capsule for Beyond Shadowgate Beyond Shadowgate

      "Strong fantasy setting with time travel, magic, and mythical creatures, providing imaginative fiction."

    • Fellowship

      Game with the same Fellowship vibe

      3

      "Community and guild systems foster social connections, though some players prefer solo play."

      Capsule for VALKYRIE CONNECT VALKYRIE CONNECT

      "Community and guild systems foster social connection, though solo play remains popular."

    • Growth

      Game with the same Growth vibe

      4

      "Players experience personal development through learning mechanics, improving combos, and mastering strategies."

      Capsule for Petal Crash Petal Crash

      "Players experience learning and personal development through build crafting, skill mastery, and strategic progression."

    • Health

      Game with the same Health vibe

      -4

      "Typical sedentary gaming experience with no physical activity or rehab elements."

      Capsule for Solace Crafting Solace Crafting

      "Typical sedentary gaming experience with no physical activity or rehab elements."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention and active engagement during combat and build management."

      Capsule for Into the Necrovale Into the Necrovale

      "Requires focused attention and continuous engagement, especially in combat and build management."

    • Intimacy

      Game with the same Intimacy vibe

      -3

      "Social interactions are mostly surface-level competitive or cooperative play rather than close relationships."

      Capsule for Tennis Elbow 2013 Tennis Elbow 2013

      "Social interactions are mostly surface-level group play and cooperation rather than close personal relationships."

    • Leadership

      Game with the same Leadership vibe

      1

      "Some players lead groups or guilds, but overall cooperative play is balanced and mutual."

      Capsule for Path of Exile Path of Exile

      "Some players lead guilds or groups, but the game supports balanced and cooperative multiplayer roles."

    • Progression

      Game with the same Progression vibe

      5

      "Strong emphasis on accumulating items, upgrades, and character power through crafting and leveling."

      Capsule for Bloodstained: Ritual of the Night Bloodstained: Ritual of the Night

      "Strong emphasis on accumulating items, upgrades, and character power through crafting and endgame activities."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Gameplay balances challenge and flow, providing satisfying tension release without excessive stress."

      Capsule for Circadian Dice Circadian Dice

      "Gameplay balances challenge and flow, providing satisfying tension release without excessive stress."

    • Sensation

      Game with the same Sensation vibe

      3

      "Enjoyable visual and auditory design with impactful combat feedback."

      Capsule for Eldest Souls Eldest Souls

      "Visual and auditory effects are enjoyable and clear, with impactful combat feedback."

    • Status

      Game with the same Status vibe

      2

      "Leaderboards and achievements offer recognition, but many players focus on personal goals rather than social status."

      Capsule for Super Meat Boy Super Meat Boy

      "Leaderboards and guild recognition provide some social status, but many players focus on personal goals."

    • Story

      Game with the same Story vibe

      2

      "Narrative provides context and motivation, though story is considered serviceable rather than deeply immersive."

      Capsule for Tom Clancy’s The Division® 2 Tom Clancy’s The Division® 2

      "Narrative is present with time-travel elements and lore, but story is serviceable rather than deeply immersive."

    • Strategy

      Game with the same Strategy vibe

      4

      "Requires strategic thinking in map control, item timing, and champion ability usage."

      Capsule for Quake Champions Quake Champions

      "Requires strategic planning in skill trees, build synergy, and endgame map modifiers."

    • Thrill

      Game with the same Thrill vibe

      3

      "Combat and survival elements provide suspense and excitement, though not extreme risk."

      Capsule for Sven Co-op Sven Co-op

      "Combat and endgame scaling provide suspense and excitement, though not extreme risk."

    • Value

      Game with the same Value vibe

      5

      "Free to play with optional convenience purchases; high perceived value for time invested."

      Capsule for Haven & Hearth Haven & Hearth

      "One-time purchase with no pay-to-win, providing excellent value for time and money."

    • Violence

      Game with the same Violence vibe

      4

      "Combat involves defeating enemies and bosses with attacks and skills, emphasizing destruction."

      Capsule for Shin Megami Tensei V: Vengeance Shin Megami Tensei V: Vengeance

      "Combat involves defeating monsters and bosses with impactful visual effects and destruction."

    • Survival

      Game with the same Survival vibe

      3

      "Players manage resources and strategies to survive dungeon challenges and boss fights."

      Capsule for Persona 3 Portable Persona 3 Portable

      "Players manage threats and resource challenges especially in endgame content and boss fights."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Cooperation, Fellowship, Intimacy, Leadership. Here, the score leans higher than usual among comparable games on Status, Competition. It leans lower than usual among comparable games on Intimacy.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026