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Last Epoch cover

Last Epoch

GameBy Eleventh Hour Games · Released Feb 21, 2024

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.

Connections

Each row is a game or company named alongside Last Epoch, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.

About the game

Released
Feb 21, 2024
Genres
Role-playing (RPG), Hack and slash/Beat 'em up, Adventure, Indie
Platforms
Linux, PC (Microsoft Windows), PlayStation 5, Mac

Game data from IGDB.com

Documents about Last Epoch

Cover of Krafton’s Radical AI Transformation Strategy
Article

Krafton’s Radical AI Transformation Strategy

Krafton has established itself as a pioneer in the gaming industry by formally adopting an AI-first organizational mandate as of October 2025.

  • Krafton officially transitioned to an 'AI-first' organization in October 2025, appointing a Chief AI Officer to oversee company-wide strategy and resource allocation.
  • The company is targeting a ~40% reduction in production costs through AI-driven efficiency frameworks, with early results showing a 16x reduction in time for specific art workflows.
  • Krafton is investing $68 million into a proprietary GPU cluster to support frontier AI research and reduce dependency on external infrastructure.
NaavikApr 2026
Cover of Krafton Investor Relations Presentation: March 2026
Financial report26 pages

Krafton Investor Relations Presentation: March 2026

Krafton’s March 2026 investor presentation outlines a strategic roadmap focused on scaling the PUBG intellectual property, diversifying the company’s portfolio through new title development, and establishing a leadership position in artificial intelligence.

  • Krafton aims to reach KRW 7 trillion in annual revenue and double its corporate value within five years by scaling the PUBG franchise and developing new intellectual properties.
  • Annual revenue for 2025 grew 22.8% year-over-year to KRW 3.3 trillion, driven by PUBG performance and the successful early-access launches of inZOI and MIMESIS.
  • Operating profit declined 10.8% to KRW 1.05 trillion in 2025 due to increased capital allocation toward production, talent acquisition, and strategic initiatives.
KraftonMar 2026
Cover of KRAFTON Investor Relations: February 2026
Financial report26 pages

KRAFTON Investor Relations: February 2026

KRAFTON’s February 2026 investor update outlines a strategic focus on scaling the PUBG intellectual property (IP) while diversifying its portfolio through new title development and targeted acquisitions.

  • KRAFTON aims to reach KRW 7 trillion in annual revenue and double its corporate value within five years by scaling the PUBG IP and diversifying its portfolio.
  • Annual revenue for 2025 grew 22.8% year-over-year to KRW 3.3 trillion, though operating profit fell 10.8% to KRW 1.05 trillion due to increased investment in production and personnel.
  • The company has committed to a shareholder return policy for 2026–2028 totaling over KRW 1 trillion in buybacks and dividends, a 44% increase over the prior three-year period.
KraftonFeb 2026
Cover of FY2025 & 4Q25 Earnings Results
Financial report26 pages

FY2025 & 4Q25 Earnings Results

KRAFTON's FY2025 and 4Q25 earnings, presented on February 9, 2026, frame 2025 as a year of PUBG franchise growth and early validation of new intellectual property, while setting a five-year ambition of KRW 7tn in revenue and a doubling of corporate value.

  • Krafton achieved KRW 3.3 trillion in annual revenue for FY2025, a 23% year-over-year increase driven by the PUBG 2.0 transition and the successful early access launches of inZOI and MIMESIS.
  • Annual operating profit fell 11% to KRW 1.1 trillion, with a sharp fourth-quarter contraction to KRW 2.4 billion caused by heavy investment in a 26-title development pipeline and scaling costs.
  • To offset aggressive spending, the company committed to a shareholder return policy exceeding KRW 1 trillion for the 2026–2028 period.
KraftonFeb 2026
Cover of KRAFTON Investor Presentation: September 2025
Financial report24 pages

KRAFTON Investor Presentation: September 2025

Krafton’s September 2025 investor presentation outlines a strategic roadmap to achieve KRW 7 trillion in revenue and double its corporate value by fiscal year 2029.

  • Krafton aims to reach KRW 7 trillion in revenue by 2029, targeting KRW 4 trillion from the PUBG franchise and KRW 3 trillion from new intellectual properties.
  • H1 2025 financial performance hit record highs with KRW 1.536 trillion in revenue (11.9% YoY growth) and KRW 703.3 billion in operating profit (9.5% YoY growth).
  • Q2 2025 net profit declined to KRW 15.5 billion, primarily due to foreign exchange losses and rising operating expenses.
KraftonSep 2025
Cover of Global Gaming Report Q3 2025
Report20 pages

Global Gaming Report Q3 2025

Drake Star's Q3 2025 analysis portrays the quarter as a landmark for gaming M&A and a recovery period for private financing, set against strong public equity performance.

  • Investors are heavily favoring platform-centric companies over traditional hardware manufacturers, with high-growth firms like AppLovin and Nvidia commanding EV/EBITDA multiples exceeding 25x, compared to roughly 1x for legacy hardware firms like Dell and HP.
  • Roblox led equity performance with a 136.9% year-to-date appreciation, driven by successful user engagement and monetization strategies.
  • Unity recorded a 77% year-to-date gain, underscoring the market's high valuation of cross-platform development tools and real-time 3D content adoption.
Drake Star PartnersSep 2025
Cover of How Top Studios Use Data to Win in a Post-ATT World
Article

How Top Studios Use Data to Win in a Post-ATT World

The mobile gaming industry faces a persistent challenge in user acquisition and measurement following the implementation of Apple’s App Tracking Transparency (ATT) framework.

  • Implementing the Conversions API (CAPI) provides a measurable 3-5% lift in Return on Ad Spend (ROAS) by utilizing server-side signals like hashed emails and phone numbers to improve platform targeting.
  • Top-performing studios are achieving ATT opt-in rates of 40-50% by utilizing pre-prompts, customized messaging, and direct appeals, significantly outperforming the industry average of 10-15%.
  • Web-to-app funnels, including the use of web shops, HTML5 playables, and interactive quizzes, offer a high-performing alternative to standard app promotion by bypassing some app store tracking restrictions.
GameMakersJul 2025
Cover of How Your Steam Launch Players Relate to Week 1 Sales
Article

How Your Steam Launch Players Relate to Week 1 Sales

The analysis examines the relationship between Steam launch concurrent user (CCU) counts and first-week sales performance, providing a framework for developers to estimate early commercial success.

  • Games without pre-orders have a median first-week sales multiplier of 21.8x their Day 1 peak CCU, while titles with significant pre-orders have a lower multiplier of 15.4x due to frontloaded sales.
  • Successful Steam debuts typically reach their peak CCU within 3.5 days of launch, with non-pre-order titles peaking faster at 2.5 days compared to 4 days for pre-order-heavy titles.
  • A game with 1,000 Day 1 CCU can generally expect approximately 20,000 sales in its first week, assuming no significant pre-order volume.
GameDiscoverCoMay 2025
Cover of GameOver: Marathon Alpha Disaster, Switch 2 to the Moon, Indies over Gaming Giants
Article

GameOver: Marathon Alpha Disaster, Switch 2 to the Moon, Indies over Gaming Giants

The provided analysis offers a critical assessment of the gaming industry as of April 2025, focusing on major publisher performance, hardware market trends, and the shifting landscape between AAA studios and independent developers.

  • The Nintendo Switch 2 is projected to have the largest console launch in history, supported by an existing base of 105 million active Switch users and 129 million annual players.
  • Bungie’s Marathon is facing significant negative sentiment and high dislike ratios following its alpha reveal, leading the studio to lift the NDA to allow public feedback.
  • Indie and AA studios are gaining market momentum over traditional AAA developers, with titles like Helldivers 2, Palworld, and Last Epoch cited as successful examples of risk-taking.
GameMakersApr 2025
Cover of Top Games in Live-Streaming: February 2024
Article

Top Games in Live-Streaming: February 2024

The live-streaming industry experienced continued growth in February 2024, with the top 10 games collectively generating an additional 21 million hours watched compared to the previous month.

  • VALORANT rose to 3rd place in February with 108.7 million hours watched, a 60.8% increase driven by the start of the VALORANT Champions Tour 2024.
  • Palworld dropped out of the top 10 after a 69.7% decline in monthly hours watched, falling from 80 million in January to 24 million in February.
  • Rainbow Six Siege experienced an 86.1% surge in viewership to 26.8 million hours, largely attributed to the Six Invitational esports event.
Stream HatchetMar 2024
Article

How Escape Simulator Hit 'escape Velocity' & Sold 2 Million Copies

Escape Simulator, a $15 co-op escape room title from Pine Studio, has achieved significant commercial success on Steam, surpassing 2 million copies sold since its October 2021 launch.

  • Escape Simulator has sold over 2 million copies since its October 2021 launch, maintaining a high sales-to-review ratio of 177:1 due to its casual co-op player base.
  • The game’s paid DLC maintains an attach rate exceeding 30%, despite the availability of extensive free user-generated content.
  • Strategic collaborations with Portal and Among Us have served as effective, non-monetized tools for player acquisition and retention.
GameDiscoverCoFeb 2024
Cover of Why Games Get Big Post-Release Discovery Boosts
Article

Why Games Get Big Post-Release Discovery Boosts

This analysis explores the mechanisms behind post-release discovery surges for PC and console games, challenging the notion that a game’s initial launch trajectory is unalterable.

  • Adding social functionality like online multiplayer or co-op modes is a primary catalyst for revitalizing a game's reach and long-term commercial performance.
  • Transitioning from Early Access to a 1.0 release functions as a critical marketing milestone that allows developers to re-pitch their title to media and influencers.
  • While influencer-driven spikes are often short-lived, they provide significant boosts to a game's long-tail sales and visibility on Steam's front-page.
GameDiscoverCoJun 2021