How many hours the campaign takes for new and rushing players, plus what changes the time before endgame.
Last Epoch How Long to Beat: Campaign Time
Expect 15 to 25 hours for a first campaign run, with 22 hours as the recorded median across 53 tracked completions. A second character that skips dialogue and side zones drops to 6 to 10 hours, and practiced rushers finish in under 5. The campaign runs nine chapters across five timelines and ends with Majasa, after which the Monolith of Fate opens up dozens of additional hours.
- First playthrough: 15 to 25 hours is the normal range.
- Experienced rerun: 6 to 10 hours with a planned route.
- Full completion tracking: around 88 hours for everything logged.
Campaign Length by Playstyle
| Playstyle | Typical time | Basis |
|---|---|---|
| First run, blind, all dialogue | 20 to 25 hours | Upper half of tracked completions |
| First run, steady pace | 14 to 20 hours | Forum reports of 10 to 14 hours plus media estimates of 14 to 16 |
| Tracked median, main story | 22 hours | 53 submissions, average 25 hours 8 minutes |
| Rushed, fastest recorded | 16 hours 47 minutes | Fastest quartile of the same submissions |
| Leisurely, slowest recorded | 39 hours 56 minutes | Slowest quartile of the same submissions |
| Second character, knows the route | 6 to 10 hours | Player reports of 4 to 8 hours once zones are known |
| Speedrun | Under 2 hours | Community recorded runs |
| Main story plus side content | 49 hours listed, 35 median | 58 submissions, average 63 hours 23 minutes |
| Everything logged | 88 and a half hours listed, 82 and a half median | 7 submissions, average 94 hours 32 minutes |
The headline figures come from the tracking page for the game, which lists 23 and a half hours for the main story, 49 for main plus sides, and 88 and a half for full completion.
Official source: How long is Last Epoch? | HowLongToBeat
Why a First Run Takes 15 to 25 Hours
The campaign is nine chapters across five timelines, ending with Majasa in the Chamber of Vessels. That structure is fixed, so the variance comes from how you play, not from branching paths. A blind run includes reading quests, learning boss patterns, dying, and sorting loot, and each of those adds real minutes across nine chapters.
Two fights explain most of the spread. Lagon at the end of chapter 8 is the campaign gear check where first-time characters most often stall, and Spymaster Zerrick in chapter 5 is the first boss that punishes wrong positioning. If either one takes five or more attempts, that alone adds an hour. The full boss order with tactics lives in the boss order guide.
Mastery selection also costs first-timers time. After beating the Husk of Elder Pannion you return to the End of Time and pick a mastery, and many players pause there to research all fifteen options. Decide before the run using the beginner guide for the current season and you save that deliberation break.
Lagon is where under-geared characters stall longest. Check cold and lightning resistance and upgrade weapons before entering the Seafloor Colosseum, because five failed attempts cost more time than ten minutes of crafting ever will.

What Makes a Run Faster or Slower
- Side quests and passive points. Quest rewards include passive points tracked in the passive point quests guide. Grabbing them adds 1 to 2 hours now and saves respec and power gaps later, so rushing past all of them is slower in practice for anything but a throwaway speed character.
- Dialogue and cutscenes. Skipping every conversation saves roughly an hour across nine chapters. First-timers who read everything land near the top of the range.
- Loot management. An unset loot filter means full inventories and frequent town trips. Setting a filter before chapter 3 trims 30 to 60 minutes of sorting across a run.
- Deaths. Softcore deaths cost the walk back and the boss reset. Builds with capped resistances and a movement skill die less and finish measurably faster.
- Dungeon bypasses. Since the current patch, three one-shot caches with dungeon keys sit in out-of-the-way locations, and each offers a single chance to use its dungeon to bypass part of the campaign on a first seasonal or solo character. The bypass skips part of the story, not all of it, and it consumes the single use. Details are in the dungeons guide.
Official source: Last Epoch 1.5 Patch Notes
The Endgame Adds Dozens of Hours
Beating Majasa is the start of the long tail, not the end of the game. The Monolith of Fate continues past the story with timelines, echoes, blessings, and corruption scaling, and the tracked average across all playstyles is 48 hours with a 30-hour median. Completionist logs stretch past 80 hours, and seasonal content adds a fresh loop each cycle. Plan your week around the campaign first, then read the Monolith starter guide before stepping through.
Two reference points anchor expectations. The game launched on February 21, 2024 as a PC action RPG from Eleventh Hour Games, and its store page is the authoritative listing for the current season notes.
Official source: Last Epoch on Steam
FAQ
How long does the Last Epoch campaign take for a new player? Between 15 and 25 hours. The tracked median is 22 hours, forum first-timers report 10 to 14, and launch-era media estimates said 14 to 16, so anything inside that band is a normal first run.
Can you beat the campaign in under 5 hours? Yes, with route knowledge. Experienced players report 4 to 8 hours by skipping dialogue and optional zones, and recorded speedruns go under 2 hours. A first character will not hit those numbers.
Does side content change the total much? A lot. Main plus sides is listed at 49 hours against 23 and a half for the main story alone, and full completion logs average above 90. Passive point quests and blessings are the side content worth the detour on a first run.
Is the campaign skippable on a second character? Only partly. The three single-use dungeon key caches each bypass part of the campaign on a first seasonal or solo character, but no official mechanism skips the whole story, so plan on replaying most of it.
Related Guides
- Last Epoch Bosses in Order: Every Gate Fight — where the run-stalling fights sit and how to beat them
- Last Epoch Monolith of Fate: Endgame Starter Guide — what to do in the hours after Majasa falls
- Last Epoch Beginner Guide for the Current Season — class, mastery, and mode picks that save hours
- Last Epoch Passive Point Quests — the side quests worth the detour on every run
More Last Epoch Guides
All campaign bosses in story order with locations and the fights that block progress.
How the 5 base classes and 15 mastery classes fit together, and the real cost of switching mastery mid-season.
Why your gamepad is not detected in Last Epoch, Steam Input settings that fix it, and what to check on PS5 vs PC.
Season 5 added Ice and Blood Forging Potential to the Forge. How shards, affix tiers, Legendary Potential and the new potentials fit together.
The four S5 items that change your damage type, and how elemental conversion, ailments and resistances interact.
What the three dungeons unlock, which keys each needs, and how their rewards differ.
A tested checklist for Last Epoch frame drops and stuttering, from shader cache and paging file to the settings that cost you the least damage.
An honest buy-or-skip verdict for Last Epoch in Season 5, covering price, DLC, the free-to-play-free question and who it does not suit.
