I tried switching from True Offline to Standard Offline, but the issue remained.
Just started happening to me today. Full offline
Same problem here
Offline mode also
Totally unplayable
Alright. It would’ve been interesting if it was just one class type.
I suspect fixing offline play is going to be very low on their priority list, but a commenter on Reddit said this is a regression issue (something that had been fixed but broke again on the new update). If so, and if it’s an easy fix maybe it would be relatively easy for RHG to re-apply the fix, since they already know what the cause and fix are.
Happening to me on a primalist; so not rogue specific, offline seasonal character.
Happened to me several times, offline season Sentinel.
Echo portal not working, so i have to tp via the map portals, causing the loss of the echo rewards.
After closing and relaunching the game, the echo TP work for a while, until the bug reappears…
Same issue. I only play offline so this effectively kills the game for me until fixed. Only started experiencing today, but as soon as the glitch started it’s every monolith on all my characters.
The only workaround that I found:
- When it happens restart the game
- Play only monoliths
- When it happens again, restart
Normally if you play only monoliths, it doesn’t appear for some time
Same and agreed. Missing out on the mono rewards are less of a problem (another rework for another day), but not being able to go back to the hub with the stash puts a big damper in running mono after mono.
Same issue for me. Steamdeck seasonal offline Sentinel. Portal opens and disappears when trying to click it. Ruining the season for me.
I’m also experiencing this, in both offline modes, on all character classes. I thought I found a way around it (reset the game every 3 echoes), it worked for like an hour until I started getting the bug on the 2nd echo. It’s put a real damper on playing during this season, so much so that I’ve had to stop playing. I’d like to keep playing, but this bug is just too frustrating. It seems the only correct solution for now is to just play online, but I can’t do that as I’m in South Africa and my smallest latency in online is 189ms to EU. I have tried repairing game files via Steam, I’ve tried uninstalling and reinstalling the game. Seems like there’s nothing a player can do on their end to fix or work around this issue.
Having the same issue now that I’m in monos, managed to get it to occur again and get the log file for it. Monolith objective was to kill a Nemesis, you can see a message related to that on line 10890, followed by a warning about an issue with the Interactable targets list, and then a crash report upload (although the game did not actually crash).
Possibly relevant segments:
2026-03-30T20:42:29.7195250+00:00 Warning Missing interactable was targeted by key based interaction. Force updating interactable targets list.
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[])
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
KeyBasedInteractableTargeting:CycleTargets(Boolean)
EpochInputManager:UpdateInteractableTarget()
EpochInputManager:Update()
Uploading Crash Report
2026-03-30T20:42:43.4934585+00:00 Exception System.NullReferenceException: Object reference not set to an instance of an object.
at ItemContainerUI.Container_ItemRemoved (System.Object sender, ItemContainerEntryHandler e) [0x00000] in <00000000000000000000000000000000>:0
at ItemContainer.RemoveItem (ItemContainerEntry entry, Context context) [0x00000] in <00000000000000000000000000000000>:0
at ItemContainer.Clear () [0x00000] in <00000000000000000000000000000000>:0
at TradingContainerBase.Populate (System.Int32 shopItemQuantity) [0x00000] in <00000000000000000000000000000000>:0
at TradingContainerBase.AttemptRepopulate (System.Boolean force) [0x00000] in <00000000000000000000000000000000>:0
at LE.Gameplay.Monolith.MonolithGameplayManager.MovePlayer (PlayerActorSync player, LE.Gameplay.Monolith.MonolithUserLocation destination, System.Int32 gate, PlayerActorSync moveToPlayer, System.Boolean useFadeTransition, System.Boolean isDefaultTransition) [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0
at LE.Gameplay.Monolith.MonolithGameplayManager.MovePlayer (PlayerActorSync player, LE.Gameplay.Monolith.MonolithUserLocation destination, System.Int32 gate, PlayerActorSync moveToPlayer, System.Boolean useFadeTransition, System.Boolean isDefaultTransition) [0x00000] in <00000000000000000000000000000000>:0
at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0
at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0
at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0
at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0
at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0
at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0
at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0
at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0
at KeyBasedInteractableTargeting.TryTargetInteraction () [0x00000] in <00000000000000000000000000000000>:0
at EpochInputManager.UpdateInteractableTarget () [0x00000] in <00000000000000000000000000000000>:0
at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0
--- End of stack trace from previous location where exception was thrown ---
at Cysharp.Threading.Tasks.UniTaskExtensions.Forget (Cysharp.Threading.Tasks.UniTask task) [0x00000] in <00000000000000000000000000000000>:0
at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0
at System.Runtime.CompilerServices.AsyncVoidMethodBuilder.Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0
at LE.Gameplay.Monolith.MonolithGameplayManager.ProcessEchoPortalInteraction (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0
at Networking.Multiplayer.Interactables.Portals.PortalLogicController.OnAttemptUse (PlayerActorSync player) [0x00000] in <00000000000000000000000000000000>:0
at Networking.Multiplayer.Interactables.Portals.PortalSync.ReceiveAttemptUse (PlayerActorSync playerActorSync) [0x00000] in <00000000000000000000000000000000>:0
at Networking.Multiplayer.Interactables.Portals.PortalSync.SendAttemptUse () [0x00000] in <00000000000000000000000000000000>:0
at ConditionHandler.TryTriggerInteraction (UnityEngine.GameObject interactingObject) [0x00000] in <00000000000000000000000000000000>:0
at WorldObjectClickListener.ObjectClick (UnityEngine.GameObject playerObject, System.Boolean isClick) [0x00000] in <00000000000000000000000000000000>:0
at KeyBasedInteractableTargeting.TryTargetInteraction () [0x00000] in <00000000000000000000000000000000>:0
at EpochInputManager.UpdateInteractableTarget () [0x00000] in <00000000000000000000000000000000>:0
at EpochInputManager.Update () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.ClientLogHandler:LogFormat(LogType, Object, String, Object[])
LE.Telemetry.ClientLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Cysharp.Threading.Tasks.UniTaskScheduler:PublishUnobservedTaskException(Exception)
Cysharp.Threading.Tasks.UniTaskExtensions:Forget(UniTask)
LE.Gameplay.Monolith.<ProcessEchoPortalInteraction>d__69:MoveNext()
System.Runtime.CompilerServices.AsyncVoidMethodBuilder:Start(TStateMachine&)
LE.Gameplay.Monolith.MonolithGameplayManager:ProcessEchoPortalInteraction(PlayerActorSync)
Networking.Multiplayer.Interactables.Portals.PortalLogicController:OnAttemptUse(PlayerActorSync)
Networking.Multiplayer.Interactables.Portals.PortalSync:ReceiveAttemptUse(PlayerActorSync)
Networking.Multiplayer.Interactables.Portals.PortalSync:SendAttemptUse()
ConditionHandler:TryTriggerInteraction(GameObject)
WorldObjectClickListener:ObjectClick(GameObject, Boolean)
KeyBasedInteractableTargeting:TryTargetInteraction()
EpochInputManager:UpdateInteractableTarget()
EpochInputManager:Update()
Player.log (716.1 KB)
This is great analytical work. How did you log the portal crash in offline mode? I hope LE developers are paying attention to this post.
There’s a “Known Season 4 Issues” channel in the Discord, with a message that mentions " * Sometimes offline portals fail to work in Echoes", so they are at least aware of the issue. (I wouldn’t have used the word “sometimes”, though… it’s more like “most of the time”).
This is just the default log Unity writes, the two most recent ones are located in a directory for the game on your computer (the path for Windows should be [User]/AppData/LocalLow/Eleventh Hour Games/Last Epoch/) as Player.log and Player-prev.log.
Yesterday i tried to play but with leaving each time as a solution (either leave or restart the game). I couldn’t find any pattern for the recurrence.
After a fresh start of the game I’ve got to do 5-7-5-2 echoes before the bug (the 2 is really surprising and frustrating). And after leave I’ve got 3-6-4-5-11-7-4 echoes.
Perhaps there is a link with the type of reward, loading or an other thing that cause the boolean value of the portal to not activate but it’s really jarring to tried to play with a Damocles sword above your head.
I Hope a fix will come quickly cause RN i can’t play empowered mono if I’m not sure to get some reward for specific echoes (and echoes chain).
Hello, I have the same problem. In offlinemode
On top of that, as soon as I die in the Molmnolith, I stay on the map.
Hey everyone ![]()
As stated by another here in the thread, this has been reported and is being investigated by the team. If you’ve not done so, be sure to submit an in-game bug report whenever this has occurred.
Can you please give us an ETA? It makes the game unplayable for an offline character. Thanks!