Hello Travelers,
Eterra continues to evolve after the launch of Season 4. This month’s update reflects the steady momentum behind that journey. We’ve upgraded our audio design to level up the combat experience, from piercing dagger thrusts to legendary loot drops, to the continued partnership between our team and the community in tracking down issues and shaping future systems, there’s a lot to dig into. In this edition of Eterra Monthly, we’re spotlighting the ongoing transformation of audio across the game, celebrating the Travelers who helped us refine Season 4, and showcasing a high-impact Bladedancer build that’s turning heads in the endgame.
Dev Highlight: A New Era of Audio
In this month’s Development Highlight, we catch up with our Lead Sound Designer to talk about his team’s efforts on improving the audio in Last Epoch. Alec, take it away!
Hello Travelers, Alec here, Last Epoch’s Lead Sound Designer. I want to briefly talk about our audio team and the current state of audio in Last Epoch. I joined the team after the launch of 1.0 with the goal of improving combat feedback and overall audio satisfaction.
That process started with a lengthy review of virtually every audio asset in the game. From that review, we decided our best path forward was to completely rebuild our audio mix structure.
You may have noticed over the course of 2025 that Last Epoch’s audio began to sound different. At the beginning of the year, starting with Aberroth and the new Fate Weavers, we began a complete rebuild of the foundation the game’s audio was built on. Since conquering something like Aberroth is a goal many players aim for, we wanted to ensure we built our new mix to best cater to that kind of environment. Enemies create the context that the player’s skill audio is constantly compared to, so this meant making enemies feel bigger and giving them more of a presence, meant killing them felt like a bigger achievement.
After the release of Season 2, we began migrating all enemies into the new mix. This was a long process, so thank you for bearing with us as it happened. In the lead up to Season 3, 90% of enemies had been fully integrated, but, of course, we were not done.
In addition to enemies, ahead of Season 3 we began migrating player skills into the new mix.
We want to make sure we get audio right this time, so we have been taking our time, and as of today, just after the launch of Season 4, almost all audio in the game has been migrated into the new system.
So what does the future look like for audio in Last Epoch? You may have seen in the patch notes of Season 4, we pushed out a small melee hit SFX update.
That was only the beginning. Now that we have a much stronger foundation, we have begun redesigning older skills that don’t quiet meet our quality bar. This means moving forward skill audio will continue to be updated across the board until we feel we have fully updated all old assets to our new quality standard. There are a lot of exciting things coming and I can’t wait to share all the updated audio with you.
Thanks for sharing Alec! It’s great to hear the improvement with the videos you shared and understand the audio team’s goals. I’m sure I speak for the community when I say they cannot wait to hear the improvements for themselves in future updates.
Feedback Forge
The Feedback Forge has been burning bright over the last month. Thank you to all of the Travelers who kept it roaring. Throughout Season 4, players continued to surface bugs, call out rough edges, and share thoughtful insights that helped make Eterra a smoother, more polished experience for everyone. We take pride in listening closely to what our players share, and every report, big or small, helps guide meaningful improvements across the game. As a small token of appreciation, we’d like to highlight a handful of Travelers whose contributions helped track down and fix those pesky issues throughout the season.
Thank you to: Daiwoo, Django2991, Fierce_Invalid, Asobura, iAzoriusi, Astrynomus:
- Added a fail safe to the Forge Tutorial quest to avoid players being stuck in a state where the quest is completed and the door does not open.
Thank you to: marshal_on_mars, .adb:
- They were so happy to be included in Omen Windows that they overdid the Pyromancy a bit, and have been toned down. Ignites they inflict no longer penetrate all player resistances.
Thank you to: Kempefett, MrEricFail, emmajillian, Draeloth:
- Fixed an issue where the Fractured Watcher title was not accessible
Thank you to: CaptainKoan, Sugareyes, Gwaeron25, Kavinsky07, Krusk, CookBook, Darthjake013:
- Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Primalists could not roll item types that had a below default drop rate for Mage. This prevented item types such as 1h axes, 2h axes, 1h maces, 2h maces, and spears from dropping from most enemies.
- Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Mage could not roll item types that had a below default drop rate for Mage. This prevented catalysts from dropping from most enemies.
- Fixed a bug where item drops with fully randomized item types (i.e. most item drops) for Sentinel could not roll item types that had a below default drop rate for Rogue. This prevented item types such as 1h axes, 2h axes, 2h swords, and 2h maces from dropping from most enemies.
- Fixed a bug where Class Specific Corrupted Item Crates dropped large amounts of non-class specific items, rather than mostly items specific to their respective classes. They now also drop more corrupted unique and set items than they did previously.
- Fixed a bug where the drops from Corrupted Item Crates depended on the level of the area you opened them in.
Thank you to: somniloquist:
- Fractured Prison: Fixed a bug causing Oculus of Ruin to fail to drop for some characters.
Thank you to: ratso, Antwaun, eagles4evr, debris, Donzpie:
- Omen Idols: Fixed a bug preventing Omen Idols from dropping
Thank you to: Muzicos, theflyingpancake, kowaleq, Dedeh, Momlechat, elvenchakra, ChrisZieg, Ninja_Kid, LowPolygonRat:
- Tornado: Fixed an issue that was preventing Tornado’s Eye of the Storm node from attaching Tornado to the player.
Thank you to: Lindrinos, Skaar, Morbat, churahm, Kelbar, Awwwtrek:
- Swipe: Fixed an issue where swipe was not applying on hit effects with the second attack in the sequence of the ability.
Thank you to: yybermaster, Congree, eTouws:
- Abandoned Eyes of the Weaver: Fixed an issue where the first level of all skills would be applied at 60 total attributes, then additional points at every 120 attributes from that initial 60.
Thank you to: Dukanu, GiantMan91, Sm00thy88, fuleco, Lesil:
- The Land Before: Fixed an issue where The Land Before was not considering corrupted unique idols to be unique.
Thank you to: MRK_Medium, Ikazza, meat_wolf, Denoknight, Khass, LonelyProton, Iyat:
- Congealed Sludge: Fixed an issue that was causing Congealed Sludge ranged attacks and a small selection of other enemy abilities to count
as both Hit Damage and Damage over Time. This had a side effect of their damage scaling much more aggressively with corruption than intended and therefore dealing far too much damage at high corruption. - Congealed Sludge: They have
overstayed their welcome, and been ritually executed for crimes against
travelers across the world. They now deal tremendously less damage at
all levels with their Grime Belch (formerly known as Poison Bone Spike)
and Poison Death Explosion attacks, especially at high levels of
corruption (1000+). - Congealed Sludge: Their Grime Belch is no longer undodgable, and no longer counts as a DoT.
Thank you to: Trindorai, UndeadDiablo, JamCee, SatchelNZ, Bergmann94, NakedAmerica, Arufar, elvenchakra, Aeneon, stayuplate:
- Emperor of Corpses: The Soul Bombs created by the Emperor of Corpses timeline boss now deals tremendously less damage. This is a temporary change while we investigate an issue with its indicators which causes them to regularly fail to properly indicate the area of the attack.
Future Feedback
In addition to the bug reporting you have all done, there’s been some great feedback that we’re having discussions on in our game design meetings to potentially facilitate future changes. Below is some of this:
Thank you to: glikejdash, Yalcookedaf653, MentalJinno, DragoonRose, Donzpie, Atomicjoke, max_lothrik, divergentgrowth, and a whole bunch of other Travelers who’ve discussed this in various discussions and posts.
- Imprint changes
Thank you to: LegionOne, Kahzimi
- Endgame juicing
Build Spotlight
This month’s build come from TheDarkOmen. This is a very mobile monolith farmer that can quickly kill groups and bosses alike while maintaining extremely high dodge chance.
The build plays in tight, deliberate windows, stacking shadows, dumping mana into Shadow Rend, then unleashing Shadow Cascade for overlapping hits that scale off both melee and throwing damage. Umbral Blades adds another layer of burst for bosses, giving the build strong single-target pressure alongside solid clear.
Defensively, it leans into dodge, and mobility to stay alive, enabling an “immortal” feel once geared and executed properly.
Strengths:
- Fast Monolith farmer
- Very mobile
- Gear is not hard to come by
- Very tanky
Weaknesses:
- Melee
- High mana costs
- Susceptible to one-shots due to relying on dodge chance
- Small hitbox bosses can be annoying
A strong pick for players who enjoy an active, execution-heavy playstyle with high reward at endgame.
Community Fun: Forge Your Void Pet™
The Forge Your Void Pet™ contest received some great entries and we appreciate the creativity that came from everyone that participated so thank you to all that submitted entries! Check out what players created and the winners below.
1st Place: The Void Aardon
Author: bggclru
The Void Aardon fell out of the Void dazed and confused. A spider, seeing the Aardon thought him easy prey. The spider pounced, catching the Aardon off guard. Wounded, the Aardon struggled to maintain consciousness, fighting off death. The spider, sensing victory went in for the kill. Suddenly, the spider crumpled over lifeless, an arrow protruding out of its mouth. The Traveler slowly lowered his bow. The Traveler took the Aardon and nursed him back to health. The Aardon has been the Traveler’s faithful companion ever since.
The Aardon has long front legs, which aid in scaling walls. Its back legs help to propel it up walls, allowing it move very quickly. Its legs are connected by a ball joint, allowing it to move its legs in circular positions. Its tail has long spikes for killing its prey. The Aardon is able to move its back spikes side to side to help maintain balance. The Aardon likes to stay in the shadows and stalk its prey. The Aardon will cling to the Traveler’s back, aiding and abetting in eliminating threats.
2nd Place: Soul Cage Void Pet
Author: Skraeling
A freshly sprouted void bloom gazed upon the wonders of its surroundings. By some strange chance, it’s home was a forgotten soul cage in a buried laboratory below the Maj’elkan desert. The vague forms of the cage’s inhabitants swirled around the new inmate and peered on with hollow faces. The many nameless spirits knew not the manner of being which had sprung into existence among them, yet still they shared an odd kinship. Perhaps some minuscule fragment of the Observer’s memory lingered within the creature, as it felt a sincere curiosity and silent appreciation towards its environment, if only for a moment.
3rd Place: Glass Void Pet
Author: Shnitzelhogen
Born from the shattered shards of the sinister omens, the voidling emerges from the depths.
3D Printed Void Pet
Author: error111121
My little piece of the void looks out from on top my printer asking why never getting an answer and always hungering.
Nagasa Void Pet
Author: Hatenashi Raza
One of the first of the nagasa to fall to void corruption. One of the descendants of Sandrak of the circle of fortune. She saw her fall to the void as well as her falling in battle with the traveler. What Surdda did not see was her surviving it all…maybe fate, maybe mercy of the traveler…but her latest dance with death awake her consciousness from the void, she now follows the traveler to bear witness to the next story she can’t foretell.
Purple Cuddly Doggy
Author: Nettle
The Purple Cuddly Doggy and his friendo Wormy (he totally does not NOT have legs because it would be too hard for me to do from the clay). This is how little cuddly purple doggies are made. Really. Trust me. I studied Tolmat’s Incorrect History of Eterra extensively for this. Also beware the biggest predator of voidbeasts everywhere, Cinderella (or Popelka), my lovely voidbeast-eating cat.
What’s Next?
With the release of the 1.4.6 update, the team turns to Season 5. In the coming months, the team will be focused on creating exciting content. Who knows, maybe we’ll even start giving you a glimpse into Season 5 with teasers on our regular Friday Dev Q&A Streams with Mike. Speaking of those streams, we’re cooking up some special guests so be on the lookout for those soon! Thank you for continuing to join us on this journey and we will see you in Eterra.


















