The Last Hero of Nostalgaia on Steam - User reviews, Price & Information

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The Last Hero of Nostalgaia is a satirical action-adventure, brought to life by a twisted and wicked tale. Featuring hard but fair combat, *full character customization, unique battle armor and engaging narrative mechanics rich in lore, Nostalgaia plunges you into almost certain death at every turn.

The Last Hero of Nostalgaia is a souls-like, rpg and dark fantasy game developed by Over The Moon and published by Coatsink.
Released on October 19th 2022 is available only on Windows in 13 languages: English, French, German, Spanish - Spain, Japanese, Simplified Chinese, Italian, Korean, Polish, Portuguese - Brazil, Russian, Traditional Chinese and Turkish.

It has received 1,779 reviews of which 1,422 were positive and 357 were negative resulting in a rating of 7.7 out of 10. 😊

The game is currently priced at 24.99€ on Steam, but you can find it for less on Gamivo.


The Steam community has classified The Last Hero of Nostalgaia into these genres:

Media & Screenshots

Get an in-depth look at The Last Hero of Nostalgaia through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS: Windows 10 64-bit
  • Processor: Intel i3 Skylake | AMD FX-6000
  • Memory: 8 GB RAM
  • Graphics: AMD Radeon R7 260X | NVIDIA GeForce GTX 750 Ti
  • Storage: 4 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

July 2025
This review is going to be my thoughts as they come, so here we go. I played as a Randomaster, and let me tell you: the Luck system is broken if you commit to it. Critical hits really make a difference. I don’t understand people complaining about short-range weapons — I finished the game using the Dagger of Cycles, which I believe is the shortest weapon in the game, and I barely had range issues. Sometimes with bosses, yes, but once you get used to staying face to face, you stop noticing it. One thing I didn’t like is how the game doesn’t explain what certain abilities do, especially with Luck. What’s “Flow State”? What new ability did I unlock? What does it actually do? You’re just supposed to be happy you got something. Weapon variety was decent, although almost no weapons scale naturally with Dexterity unless you hone them into it. That’s why I stuck with the Dagger of Cycles — it had innate Dex scaling, and once honed, it was nearly an S-rank in Dex. Armor felt a bit lacking, especially for lighter builds like mine. Enemies were well-designed, with clearly telegraphed attacks and solid placement. That said, their AI was weak: they’re nearly blind if you walk, and you can sneak behind them easily. Their aggro range is massive, though — even after upgrading stealth. I played using parries, but only the starter shield allows parrying, which felt pretty lame. Parry timing also needs to be super early — I got bullied in the tutorial because of that. But once you master it, like Luck, it’s broken. When you riposte, nearby enemies freeze for about two seconds, which is enough time to finish the riposte, get behind another enemy, backstab them... and repeat. Despite sounding critical, I really liked the game. Enemy encounters were fun, bosses were creative, and the gimmicks worked well. NPC questlines were a bit vague to follow, just like in the Dark Souls saga. The Remembering system was a really cool concept. You can clearly see inspiration from Dark Souls 1–3 and Elden Ring — nostalgic enough to feel familiar, but original enough to stand on its own. The artwork and aesthetic are gorgeous if you like retro games. Combat, despite being "a bunch of sticks," felt fluid — unlike Dark Souls 2 (F--- you, DS2). It’s the right amount of playtime if this is one of your first Soulslikes. Give it a go!
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March 2025
Did you enjoy exploring the nooks and crannies of intricately designed maps in Dark Souls? Do you enjoy lore, solid combat, and a wide variety of playstyles? Do you enjoy easter eggs and whimsical writing? I think you'll like this game. I fucking loved it. It's not Elden Ring. It's not DS3. It doesn't have a lot of bosses. But the level design is top notch, the sense of discovery is addictive, and the combat is fun. This game is clever, entertaining, and sometimes challenging! You won't regret giving this a shot! And if you or a friend are a little nervous about playing a souls game? This would actually be a great introduction to the genre!
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Jan. 2025
While I hope you enjoy my review, I would encourage you to play the free demo of the game to see if you like the core gameplay. I like the art style presentation. The world is suffering from pixelation, so there are detailed 3D enemies and locations mixed with basic 2D sprites that affect backgrounds and characters. It makes a unique blend; I found it flowed well and gives the game its own identity. The game is meant to be humorous, and humor will range from person to person if it lands. Part of the joke is that much of the equipment in the game is similar to other intellectual video game properties you may recognize. The narrator doesn’t like the player, constantly riffing on them. While I think it’s a little too talky, it never stops the gameplay to tell its jokes, as it has the dialogue run in the background, which I appreciate, as many games will force you to wait and listen. The combat is incredibly similar to the first Dark Souls if you’re familiar, but it has more input delay. The best way I can describe it is that weapon swings are slower, and the animations are more stiff and strict compared to Dark Souls. While the dodge roll feels less responsive when pressing the input key, it does give generous invincibility frames compared to its animation. It requires getting used to, so it can feel unresponsive if you need to react quickly, but you will learn with enough time in the game. Every weapon has a light and heavy attack, and there are multiple weapon types with their own attacks, which add variety to the combat, though many of the attack animations are similar. Worth noting, the large weapons are often too slow to be realistically usable, as their damage does not compensate for how long it takes to swing given how fast some enemies are. Build variety is worth mentioning, as I feel there are a few viable paths the player can invest in. Strength and Dexterity affect what melee weapons they can equip, as well as these weapons scaling with these attributes. Additionally, there is Source, which acts as a requirement for additional spells the player can learn and use. Spells use Access, which is gained from fallen enemies, and drops frequently enough that the player can viably use magic in most combat encounters. Lastly, Luck is a stat that gives the player perks based on certain stat thresholds. For example, with 5 Luck, the player can now perform Critical Hits; at 18 Luck, a player has a chance to get +25% damage for 30 seconds upon attacking. The enemy variety consists mostly of fighting humanoid enemies with different visuals. The enemies use different weapons and abilities, which do help encounters feel varied. Normal enemy health pools take 2-3 hits, and elites usually take 4-7, so encounters are generally pretty fast-paced. Enemy placement is generally well thought out, though group encounters can be infuriating as enemy attacks can get out of sync with each other and wallop the player. This makes a few sections more frustrating than they should be, and it does get more prevalent toward the end of the game. Groups are made additionally more frustrating due to the fact that the enemy lock-on is very bad about targeting the threats needed. This can also be problematic when a ranged enemy is attacking the player and the player simply cannot lock onto the enemy due to how far away they are. I think the bosses are mostly disappointing. Some boss encounters have the player fighting multiple opponents in the arena, where I generally prefer one-on-one fights, as the lock-on system is bad in this game, and it’s easy for multiple enemies to get out of sync with their attacks and kill the player due to unlucky positioning. Player attacks don’t always land on secondary targets. Some fights offer a companion to accompany the player for those who are struggling. More importantly, the bosses don’t feel particularly unique. All of them are large humanoid creatures with high health pools and mostly generic attacks to memorize. The execution doesn’t make them feel too different from regular combat encounters. One boss named Wunderschoenburg I think was a good boss with varied attacks, with a much higher difficulty but a relatively long run back to fight if the player dies, which I think will irk some players. Mercucio was also a more engaging fight than its peers, and I wish more bosses were similar to these two. The world is connected through elevators and NPC staging areas (with motivational signs for the NPCs), which will excite players who enjoy exploring an interconnected world. It adds a layer of cohesion to the world. It’s neat when a pathway opens up and leads you to a previous checkpoint. That said, in actuality, there are few ways forward and many backward, so navigating can be frustrating unless a player is able to memorize specific landmarks. The world design is probably the game’s best feature, though it comes with drawbacks that all interconnected worlds have, in that some areas can feel stretched to connect to each other. The locations traveled are all visually varied; the player will travel to a village, a manor, snowy mountaintops, a forest, and more. There is no map and incredibly limited fast travel, which also makes it a pain to upgrade equipment, as the player may have the materials but isn’t near an anvil, so they have to backtrack. The game features a Remember mechanic, which affects equipment’s stats and abilities. When a piece of equipment is taken to a specific map spot, it can be Remembered, and it unlocks better stats for the item, sometimes gains an ability, and becomes physically more detailed. I think the idea is cool; I don’t know that I like its execution. Effectively, it makes you continually look into your inventory to see if an item is ready to be Remembered, taking you out of the gameplay and into menus. I think having a popup message about "An Item is Quivering" or something of the like would help alleviate my issue with this, or just have items automatically Remember to keep you in the game. If this game ever gets a sequel (or an update if you’re reading, developers!), I would love to see this as a feature in the future. The game’s engine is Unity, which also gave me very minor issues with an occasional random frame drop and one game crash. Enemies sometimes move too close to the player and their character models merge, and neither enemy nor player can hit each other until the player moves out, which happened a fair bit. Anyone who is a completionist should know, the game will require multiple playthroughs and there are missables. Overall, I think The Last Hero of Nostalgaia is worth trying, especially if you enjoy Soulslike games and a humorous take on the genre.
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Nov. 2024
The Last Hero of Nostalgaia caught my eye with its intriguing “pixelated” style and interesting concept, so I decided to give it a shot. It’s not a game I hear talked about much, so I wanted to try it out and share my experience. The game is set in Nostalgaia, a world collapsing into pixelation as its heroes and memories fade away. The humour really stands out too. Plenty of witty dialogue and cheeky nods that made me chuckle. There are some familiar looking areas like the fire link shrine as a main hub, which I really enjoyed! The world design is another strong point with limited fast travel, you’re forced to pay attention to the layout and interconnectedness of the areas, which I really liked. It makes exploration feel meaningful, having to remember places, unlocking shortcuts and not mindlessly teleporting from point A to B. That said, the game is riddled with glitches. I’m still not sure if they’re intentional or not, but sometimes they worked to the game’s quirky charm… other times they were just frustrating. Unfortunately, the combat left a lot to be desired. It doesn’t feel smooth or satisfying. Same goes for the bosses-kind of a letdown-too easy and lacking the punch you’d expect from a “Souls-like”. The storytelling takes a major turn at one point and I have to admit it caught me off guard in a good way. It's an interesting twist that adds depth to the narrative. As for the price? I’d say wait for a sale. While the game has its moments and offers a unique experience, it doesn’t feel worth the full price given its shortcomings. If you’re looking for something humorous and a little offbeat, it’s definitely worth checking out.
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Sept. 2024
Really really good made soulslike. From the look and feel it gave me dark souls 1 vibes. The artstyle is amazing. The worldbuilding is amazing. I didn’t really care much for the story but the storyteller design was nice. If you play soulslikes then you get the hang of lt pretty fast. Some enemies could need a redesign since they just run backwards faster then you run forward so you can’t hit them. All in all its a really neat soulslike which you should play if you look for the next soulslike game!
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Frequently Asked Questions

The Last Hero of Nostalgaia is currently priced at 24.99€ on Steam.

The Last Hero of Nostalgaia is currently not on sale. You can purchase it for 24.99€ on Steam.

The Last Hero of Nostalgaia received 1,422 positive votes out of a total of 1,779 achieving a rating of 7.68.
😊

The Last Hero of Nostalgaia was developed by Over The Moon and published by Coatsink.

The Last Hero of Nostalgaia is playable and fully supported on Windows.

The Last Hero of Nostalgaia is not playable on MacOS.

The Last Hero of Nostalgaia is not playable on Linux.

The Last Hero of Nostalgaia offers both single-player and multi-player modes.

The Last Hero of Nostalgaia includes Co-op mode where you can team up with friends.

There is a DLC available for The Last Hero of Nostalgaia. Explore additional content available for The Last Hero of Nostalgaia on Steam.

The Last Hero of Nostalgaia does not support mods via Steam Workshop.

The Last Hero of Nostalgaia does not support Steam Remote Play.

The Last Hero of Nostalgaia is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for The Last Hero of Nostalgaia.

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Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 06 September 2025 19:31
SteamSpy data 04 September 2025 14:13
Steam price 14 September 2025 04:23
Steam reviews 13 September 2025 15:53

If you'd like to dive deeper into the details about The Last Hero of Nostalgaia, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about The Last Hero of Nostalgaia
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  • ProtonDB - Crowdsourced reports on Linux and Steam Deck The Last Hero of Nostalgaia compatibility
The Last Hero of Nostalgaia
Rating
7.7
1,422
357
Game modes
Multiplayer
Features
Online players
13
Developer
Over The Moon
Publisher
Coatsink
Release 19 Oct 2022
Platforms
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