Looking Ahead in Last Epoch

Good day, Travelers!

Today we’re sharing a deeper look at what’s coming in Season 4, Season 5, and the Last Epoch: Orobyss expansion. Inside this update, you’ll find our revised roadmap, a new teaser, the launch date for Season 4, and the first details about its upcoming content. We’re also pulling back the curtain on some of what you can expect in Season 5 and offering an early glimpse at the journey ahead in Last Epoch: Orobyss.

We want to touch on our information release cadence and quantity for a moment. There’s a delicate balance between keeping the community informed and keeping information hidden to build hype before a big update. We recognize that we’ve missed the mark in recent posts. So we’re revealing much more than we usually would at this stage, but we still have plenty of details and exciting content to share on the lead-up to Season 4’s launch.


Updated Roadmap

Before we get into the details of Season 4, let’s take a look at the updated Season 4 & Beyond Roadmap that includes many of our current plans for Seasons 4, 5, and the Last Epoch: Orobyss expansion.



Teaser Trailer and Release Date

We are thrilled to share with you that Season 4: Shattered Omens will be coming to you on March 26, 2026!



Season 4 Feature Overview

Season 4 is aimed to be a well-rounded patch, bringing a new seasonal mechanic, itemization, improvements to existing systems, some class updates, quality-of-life improvements, new uniques, set items, and more. Let’s talk about the new seasonal mechanic, Omen Windows.




Omen Windows

In Season 4, Travelers will encounter tears in reality known as Omen Windows. These fractures reflect the moment the Observer fell into despair and pulled fate itself into darkness. Omen Windows appear as a new type of random encounter throughout both the campaign and the endgame.

When you discover an Omen Window and step into its area, the window shatters into a fragmented ring and draws out an Omen, an entity created from pure Void and the Observer’s madness. This begins a relentless assault of Fractured enemies emerging from the shards. Defeating enemies inside the ring expands the area and progresses the encounter.

In the first phase of the encounter, the Omen cannot be damaged or debuffed. It stays elusive while tethering to and empowering elite Fractured enemies. After enough waves are defeated, the Omen destroys any remaining enemies, absorbs their strength, and then engages the player directly.

Omen Windows scale in difficulty as you move through the campaign and continue into the Monolith with higher levels of corruption. Higher tiers reward players with increased item quantity and improved item quality upon completion.

Omen Window Rewards

Omen Window encounters offer a trove of valuable rewards, including Runes of Corruption and Timeglass Fragments, which we will talk more about below. In addition to these, you will earn Corrupted Altars and Omen Idols, which we will reveal more details about closer to the launch of Season 4.

Corrupted Items & Rune of Corruption

As players slay Omens, they may drop Runes of Corruption. This new rune can be used to corrupt an item, modifying it unpredictably. The resulting item may emerge vastly improved with new modifiers and effects that can only be obtained by Corruption, or the item may be downgraded or completely ruined. Will you take the risk of corrupting one of your best items?

As we get closer to Season 4’s release, we’ll explore in more detail the myriad of outcomes and power that can be gained by accepting the risk of corrupting your items.

Timeglass Fragments

Timeglass Fragments are a new multi-use currency that can be used to trade for specific items, including Runes of Corruption and new Woven Echoes.

Additionally, Timeglass fragments may be used during endgame, where a more challenging variant of the Omen Window encounter, called a Greater Window, may appear as an Echo objective. Completing this encounter reforms the Omen Window into a Timeglass Core, which allows you to spend Timeglass Fragments to modify your Echo web and add Echo Chains.


Echo Chains

Echo Chains are a group of sequential Echoes that reveal all of their links as soon as they appear in the Monolith’s Echo Web. Several types of Echo Chains revolve around specific mechanics, allowing you to continue engaging with those mechanics over multiple echoes. You’ll then finish the chain with a related, more rewarding Echo, such as a Conquered Tower (The one where you fight multiple Nemeses).

Each link in the chain provides a quick portal to the next Echo, removing the need to return to the Monolith panel between runs, keeping you in the flow. If you want to engage with Echo Chains more frequently, there is also a new Weaver Tree node that increases the spawn rate of these chains or you can add them to your web via the Greater Window encounters mentioned above.

As Season 4 approaches, we’ll go in to more details about the specific types of chains you’ll encounter.


New Rogue Skills

We are excited to keep adding and expanding to masteries on the road to Last Epoch: Orobyss, and with Season 4, we will be adding two new skills for the Rogue.

Shadow Rend

Shadow Rend is a new Rogue ability that can be used with either melee weapons or a bow. It serves as a high-impact, high-cost option that ties directly into the Rogue’s broader Shadow toolkit. Activating Shadow Rend triggers a swift initial strike and leaves behind a Shadow that unleashes a far stronger delayed attack. That Shadow then persists, allowing other Shadow-interacting skills to make use of it.

This will, of course, include a highly customizable skill tree for Shadow Rend, and we’ll provide more details closer to the launch of Season 4. Examples of the ability in action can be seen below:

Melee:

Ranged:

Bladestorm

Bladestorm is a new standalone skill inspired by a fan-favorite node from the Umbral Blades tree. It hurls a spinning blade to a target location, tearing through anything caught in its path. Because players consistently asked for this skill augment to be expanded, we’ve built it out into its own full skill, complete with a dedicated skill tree offering a wide range of new customization options. Umbral Blades will be receiving new options as well since Bladestorm’s functionality is being moved from its tree.

If you enjoy watching a relentless spinning blade hunt down enemies on your behalf, this one will hit the mark.

Here’s a preview of Bladestorm with the Shuriken Storm node, which allows your Shuriken skill to be triggered while Bladestorm is active:

Shuriken Storm

Spellblade Updates

Many of the Spellblade updates coming in Season 4 are aimed at improving the effectiveness of triggered spells. An example of how we’re going to accomplish this is by changing Spellblade’s previous Mastery benefit from “Mana spent on melee attacks is converted to ward" to “30% of added melee damage on weapons is also gained as added spell damage”.

We’re also adding additional defensive options throughout the passive tree, including additional armor, dodge, and ward generation options. There are also new sources of mana recovery, such as Blade Conduit or the reworked Flame Drinker (which has taken the effects of Volka’s Razor).

See some node changes below:

Blade Conduit
Flame Drinker

While improving Spellblade skill trees, we’ve also added additional spell triggers in several places, such as Flame Reave triggering Fireball and Lightning Blast, and Shatter Strike triggering Glacier.

Thermopile
Unrelenting Winter
Scorched Earth

We’ll share more changes to Spellblade in upcoming posts, including improvements and ways to gain Fire Aura!

Fire Elmo


Combat Feel: Enemy Hit Reactions

One of our ongoing goals is to make combat feel more visceral and responsive. You’ve likely seen this evolve across recent updates through improvements to animations, sound, and visual effects. In Season 4, we’re pushing that further with a significant enhancement: enemies now visually react to your hits through new additive animations explicitly crafted for each enemy type. This update has been applied across the entire game.

The change may seem subtle at first, but it meaningfully improves the impact and clarity of combat, making every strike feel more connected. You can see it in action in the video below:


Animation Updates: Primalist & Rogue

As part of our ongoing animation improvements across the game, the Primalist is receiving a full set of new animations in Season 4. Several of the original Early Access animations have been rebuilt or reimagined to make combat feel more impactful and movement feel noticeably smoother.

The Rogue is also receiving a series of targeted animation updates in Season 4, focusing on the areas that make the biggest impact, such as throwing animations, new idle states, run cycles, and evade motions.

We’re committed to elevating animations across the entire game ahead of Last Epoch: Orobyss, so you can expect updates for the remaining classes in future releases as well.


Other Updates

Loot Filter Updates

Loot filters are gaining new functionality as we continue refining how you track down the items you care about. You’ll now be able to filter by Forging Potential, Legendary Potential, Weaver’s Will, and Weaver’s Touch, along with newly added additional drop-sound options. Your existing filters will still work, and these new options can be added to them at any time. More updates to the loot filter will be shared as we get closer to the patch release.


Uniques, New Set Items, Balance and Skill Changes

Season 4 will, of course, include new unique items, many tied to the new content and mechanics. For example, some uniques will come pre-corrupted or support our upcoming Rogue changes. There will also be plenty of balance updates, skill changes, and other quality of life improvements.

Here’s a sneak peek at one of the new unique items coming in Season 4, Rahyeh’s Embrace:

Rahyeh's Embrace

Season 4 is shaping up very well. We’re very excited to share even more as we get closer to launch on March 26th!

Season 5 Feature Overview

Season 5 is still a ways out, but we’d like to provide a high-level overview of what the teams are working on. More information will be available as we get closer to its release.

  • New Seasonal Mechanic: Rage of Morditas
    Freed from his icy prison, the demi-god Morditas rises to feed on violence, growing stronger with every drop of blood you spill until your inevitable confrontation.
  • New Endgame Boss - Morditas
    Morditas’ power grows as you continue to participate in the Rage of Morditas seasonal Mechanic.
  • Major Item Faction Improvements
    We’re improving the player experience with Item Factions, including quality of life upgrades and reworks. For example, how the player interacts with prophecies.
  • New Paladin Skill: Radiant Lance
    We’re expanding the Paladin’s skill set with Radiant Lance. This new skill will imbue the player’s shield with light from above and project forward in a focused beam.
  • Prioritized existing content updates and improvements are included in all patches.
  • New items, balance changes, etc.

Last Epoch: Orobyss

As we push forward with the content for Seasons 4 and 5, we’re also deep in development on our first full expansion, Last Epoch: Orobyss, and preparing the game for PlayStation 5 release. While it’s too early to share everything, here is an overview of what we’re planning to include for free for all players who own Last Epoch:

  • Two New Chapters to expand the ongoing story of Last Epoch, including the conclusion of the Orobyss saga.
  • New Endgame and Pinnacle Bosses: Orobyss, Uber Orobyss, and more
  • Major Skill System Expansion: Skill Sigils
    • Developer Note: This system has expanded significantly from the early roadmap version that originally targeted a seasonal release. We decided to invest more resources into the system because of what we feel it will bring to the game. We have already spent more than a year in development, and work on Sigils will continue right up to the expansion’s content lock.
  • Monolith: Corruption Tiers
  • Monolith: Etched Timestones
  • Major UI and Gamepad Improvements
  • Performance and Optimization
    • Developer Note: The extensive optimization work required to bring Last Epoch to PlayStation 5 will also deliver performance improvements for PC players.
  • Combat Feel and Visual Improvements
  • Combat Audio Overhaul
  • Additional Unique and Set items, new enemies, Woven Echoes, quality of life improvements, balance changes, and more

We’re excited to bring this content to you and will be sharing more details as we get closer to each release. Your feedback plays a meaningful role in shaping what comes next for Last Epoch, and we’re actively monitoring social channels, in-game reports, and community discussions. We appreciate your passion and ongoing support. As always, we’ll see you in Eterra.

– Eleventh Hour Games

55 Likes

Heck yes!!! So much exciting stuff. Gives me some extra time to make those alts I’ve been thinking about making.

See you guys in March!

9 Likes

looking forward to it, and even though it’s controversial, I absolutely think it’s a better choice to make a paid class available for purchase, than a paid expansion, because then you’re not separating the playerbase. best of luck EHG

24 Likes

100% agree, it’s a better solution.

13 Likes

Thats Good stuff, cant wait march !

6 Likes

Appreciate the real update.

10 Likes

I dont think any of those options are good. If they go ahead with a paid class, FOMO will separate whoever is left playing this game. Tbh, this was only done so they can say it wasnt a paid expansion, which we promised. Unfortunately, if anything is behind a paywall, it is a paid XPAC.

Looking forward to all of this! Ignore the hate EHG and keep at it!

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I do hope it falls between POE 1 and 2 seasons. If so, i will probably play it.

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Its not hate, its criticism. Ignore criticism of your game at your own demise.

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Looks really good :slight_smile:

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It’s refreshing to see a somewhat-informative post, but this still doesn’t give the community enough information about your new owners at Krafton or what you’re going to be doing (or more accurately, very much emphatically NOT doing) with regards to generative trash. If even one spec of artificial shit touches this game the entire thing is a lost cause, you need to understand that and you need to make it a LOT clearer in your posts. Not one thing, not one time, not ever. No excuses, no exceptions. If your bosses tell you otherwise, you quit on the spot rather than be complicit. You’re not stupid enough to mess this up, I would damn well hope.

If you can actually manage to stick to that than congrats, this looks like an extremely healthy and exciting roadmap for future content! Just make sure to actually clarify your stances, gird your loins, and tell the Krafton Klan to get bent over on a full-sized lawn rake if need be. :V

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March 26. Is this a joke?

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they should just take a page from Torchlite: infinite. you can pay to play the class on the season it comes out but they next season it moves to free to play and the new class takes its place.
this means they’d need a new class every season though and lets be real…i’m not sure they can hack that with all the OTHER work that needs done atm.

1 Like

There is a difference between ‘revealing too much’ and teasing a roadmap happening on your own which then is one absolute disaster.

One is properly managing the information pipeline… the other is just nonsensical mess.
You guys sadly did the second. Repeatedly.

Hope it gets better from here, but for that we would also need proper handling of information by providing it inside the Forum an linking from here to other sources, not playing the telephone game.

Much better. That’s actually a roadmap!
Congratulations.

Good mechanic, badly placed though.

Your game has a severe RNG issue already, adding another layer of RNG on top is not the way, and it’s been stated repeatedly by people.
Your mechanic can be amazing but it’ll not push you through the slump very likely.
We need reliable long-term things where we don’t feel like being left with ‘nothing’. That’s all itemization adjusting mechanics currently, we need a counter to that.

What about item storage in-between?

Well, that’s the major point I’m here for at least. That one has to be top-notch.

Up to which point is it free? The day of release or any other timeframe?

If it is what I think it is then that’s very good and important.

It’s par to their damn slow pace.
Nothing unexpected. Disappointing nonetheless.

1 Like

Thank you for this post, it’s much better and far more informative than the old roadmap.

That being said, I don’t believe in a single word of what you say. Considering how badly the last roadmap was mangled, how many uncertains there are about EHG’s future and all the instability surrounding Krafton, I’ll believe on this new content only when it has been released.

I wish you good luck

1 Like

First and foremost: This all looks amazing and I really like the more than unusual look behind the curtain so far into the future.

BUT

The one thing that really really stings and is frankly very unexpected.

March 26 as release for 1.4? When you said in your last announcement that you didn’t make it before the holidays and it will come after that, I totally expected this to be early January, maybe mid or late January.

March 26? That is 7 months from the last update 1.3 away. 7 months.

I understand the need and want to deliver quality over quantity, but with these huge timeframes there will be absolutely no mercy from the community, when this isn’t absolute top notch polish and balance. In these uncertain times with a lot of worries around in the community I feel like smaller, faster and more immediate patches would be way better for people to see that LE is still on a good path moving into the future.

With another big window of nothingness before the next patch the expectations will be massive.

I really like everything I am seeing here, but the timing looks very very unfavourable.

18 Likes

Now that’s a roadmap :+1:

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Some really cool stuff in there! Looking forward to it. :slight_smile:

Also, I love the general look of the Shattered Omens stuff! I find it very aesthetically pleasing. ^^

Also-also, I appreciate the more detailed roadmap!

1 Like

SICK! This sounds pretty great. Can wait to come back and get all up in that new boss!

3 Likes