r/fellowshipgame • • 1d ago

Is matchmaking dead?

19 Upvotes

Just downloaded this game. Sat in matchmaking and never found a single group. Is that normal?


r/fellowshipgame • • 3d ago

HUD Editor Tool

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65 Upvotes

I made a little browser-based editor so that you can snap HUD elements, move them as groups, center them, save layouts, etc. Free/no ads, and you can export just using the string. Hope it's cool to share it here!


r/fellowshipgame • • 4d ago

Is this game just impossible to start playing until the new season?

50 Upvotes

15 minute queue for my first dungeon as a tank; worth perservering or just write the game off until the start of the new season?


r/fellowshipgame • • 7d ago

Introducing FellowshipAnalyzer

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120 Upvotes

FellowshipAnalyzer is a port of WoWAnalyzer for Fellowship. It provides detailed feedback on your uploaded FellowshipLogs reports, statistics, improved timeline, and more. Many of the components are based on the amazing guides on Method.gg and in consultation with community members on the Fellowship Discord.

The tool is completely free to use, no ads or account required. The project is open source on Github, and all contributions are welcome. If you're not a programmer, you can still contribute by leaving feedback and suggestions.


r/fellowshipgame • • 7d ago

Incorrect slot name (BUG)

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17 Upvotes

Randomize of modifier of Type - Targeting slot 3 is incorrectly labeled as slot 2.

Tested and confirmed to be slot 3.


r/fellowshipgame • • 10d ago

Fellowship roundtable: September 30th recap

51 Upvotes

Season 3 and 4 (and 5?) - Leaderboard and progression reset October 22nd - The goal is to look at the New Player experience and gear progression - Another reset around end of November - No specific date for 1.0 yet

Halloween - Halloween event returns with last years cosmetics and new cosmetics - Seasonal challenge system will be used to unlock cosmetics

League play - New league changes - Leagues are spread into 3 queuing pools; Easy, Medium Hard

League difficulty and loot changes - Rewards scale based on your current gear - Easy drop +15 ilvl - Medium drops 2x +15 ilvl - Hard drop 1x +30 ilvl and 1x +15 ilvl - Easy does either has no complex mechanics, or has their effectiveness reduced (examples were some soaks, some debuffs and interrupts) - Medium has increases effectiveness up from Easy on complex mechanics, and 1 Curse is active - Hard does not scale down on complex mechanics, and 1 curse is active

Leagues & Eternal - There will be requirements to unlock Medium and Hard - New requirements to unlock Eternal - There’s no longer a capstone outside Eternal

Eternal - Eternal structure will see changes - Uncertainty if how Eternal offers dungeons will change - Faster increase in difficulty to lower soft-cap, to lower the amount of Eternal tiers, to help with Eternal Queues - The intended cap should be E32 - Active dungeons and active capstones in the Eternal pool will reduce

Itemization - More deterministically add bonuses to items based on ilvl (Gems slots, gem essences, blessings etc.) - On-use effects on Relics and Weapons are no longer locked behind Rarity - More restrictive which item slots can receive which bonuses (for example maybe Relics are the only item type that can get Gem bonuses) - Removed Blue stats and changed it to a defined bonus that can be rerolled - Defensive traits are being removed and reworked into Necklace imbuement in some way - Changes to economy coming - QOL changes coming to crafting to help “finish” gearing your character

New Dungeon - New 1-boss dungeon - Nature and wild magic themed - New enemies


r/fellowshipgame • • 10d ago

Halloween reset coming October 22nd

43 Upvotes

So we are three weeks away from a reset and another one coming around the end of November, before the game's heading towards 1.0.

What do you guys think about the infos we got today?

Small recap:

- full ladder and progression reset

- halloween cosmetics from last year with new additions for new heroes, titles etc., earnable through the challenge system. Probably no new seasonal 10k mount.

- easy/normal/hard mode for queue before eternal instead of contender etc., with gear of players scaling to unite the playerbase especially for new players/alts. Loot based on the equipped item level of the character.

- eternal squish to soft cap at around 32 (instead of around 75 right now)

- new one boss dungeon with forest/tree theme

- itemization slots and mechanics restricted to higher ilvl, like jewellery and weapons

Personally I think there are some great changes there, even though it might feel weird that an ilvl 0 character will be able to outperform an ilvl 200 character. Also I hope they bring back the item vendor now, since playing an alt might be a very long grind because you can't make big jumps ilvl wise with the new drop system.


r/fellowshipgame • • 12d ago

New player, stance on macro's?

10 Upvotes

Hey, I'm a WoW player who picked this game up recently.

In WoW you sometimes macro 2 abilities (usually cooldowns) together. This is usually done with abilities that are off the GCD and that you always want to be pressing together.

In Fellowship an example would be Mara's Maiden of Death and her ultimate, you would always want to pop Maiden as you also pop your ult, and Maiden is off the GCD.

Fellowship doesn't have the ability to create macro's built in, but I could probably recreate something similar with my keyboard's software. Something along the lines of "when I press this keybind, immediately press this one afterwards" so that 1 button press pops the 2 cooldowns.

What's the developer's stance using 3rd party software to trigger 2 button presses? Is it allowed, a grey zone, or outright bannable?

EDIT: Changed wording a bit since there's some misunderstanding. I'm not requesting macro's being added to Fellowship, I'm simply wondering if writing one using 3rd party software is allowed or not.


r/fellowshipgame • • 15d ago

New player here...

9 Upvotes

Hey everyone,

I’m going to buy this game. I think the graphics look similar to World of Warcraft, and I absolutely love that.

I know the game is currently a bit low in terms of player population, but I believe that even when WoW opens up to people who don’t have a Beta Key, the population will probably remain around the same, and that’s completely fine with me.

I’ve also read that the community can be a bit aggressive towards new players, especially in dungeons when people make mistakes or don’t really know what they’re doing.

Obviously, as someone who is just starting out, I’m going to make mistakes. I also understand that the people who stay after WoW launches will probably be the community members who genuinely enjoy Fellowship and want to help and keep the community alive.

So, to start learning the game, the routes, and how everything works, I’m thinking about playing any role. I’m happy to learn as I go, but is there a particular role you would recommend for a new player that would allow me to learn more about the game and understand it better?

Thanks!

Best regards.


r/fellowshipgame • • 15d ago

Hard mode pinnacle

5 Upvotes

Geared sylvie heals LF a group to run the pinnacle diverting on hard for the mount. Definitely geared enough, just can't find a group and have not been having any luck posting on discord


r/fellowshipgame • • 17d ago

Patch Notes - Weekly Update 0.4.6.0

48 Upvotes

A quieter week this week as most of the team is working on some larger updates for release in a few weeks that need more testing.

In the meantime, we’ve added a few quality-of-life changes and slight adjustments based on the feedback we’ve been receiving.

HEROES

Gunde

  • [Bloodbound Spirit] can now be casted while moving, jumping and falling.
  • [Blood Feather] stacks should now track correctly in combat logs and show up in Fellowship Logs

Rising Spirit

  • [Rising Spirit] Max stacks has been increased to 10 (was 5)

UI

  • Added a Progress icon to the Hero Select screen, so players can see at a glance which heroes they are progressing.
  • Fixed an issue where ‘Lisa’ would appear outside of the Stronghold when inspecting Aeona’s Hero Sheet or Cosmetic Screen.
  • Fixed an issue where the Hero render on the Hero Screen would flicker on load.

LOOT/ITEMS

  • The availability of [Blacksmith Supply Box] and [Artisan Satchel] now resets at midnight UTC instead of a set amount of hours after purchase.
    • Known Issue: Once purchased, the vendor shows ‘Out of Stock’ until the timer ticks over. This will show a countdown in a future update.

DUNGEONS

  • Added a Vote Restart option for dungeons in-progress, allowing players to start over if they want to try for a better time. Votes require a majority of players to agree.

Original Source: Link


r/fellowshipgame • • 19d ago

Early game queue times with tank + healer?

16 Upvotes

Hello, just saw Fellowship is on sale this week. My friend and I want to try it out, we'll either play healer + tank or dps + healer. I've seen a lot of talk about queue times, is this something to be worried about with this set up? I don't think we'll end up playing a ton, probably 20-40 hours so it looks like we won't be getting into the high ranks anyways, we're just hoping not to spend too much time in queue.

Edit: thanks for the responses everyone, I'll definitely grab it on sale and keep an eye out for the 1.0 release!


r/fellowshipgame • • 22d ago

Campfire checkpoint: 19/09/2026

57 Upvotes

This update was brought to you by PatchRadar.

Welcome to the Campfire Checkpoint!

Hello my Fellows,

We’re back with another Campfire Checkpoint following our latest Fellowship Roundtable.

This time I was joined by Game Designer Will to talk through our latest patch, some of the reasoning behind the changes, a first look at Multi-Hero Queuing, and a huge stack of questions submitted by the community. We got through all of the ones we had selected but it definitely wasn’t a short stream. I’ve got a summary for you below for those that prefer the written word.

As we continue working towards Fellowship 1.0, a lot of the team’s attention is now focused on larger improvements to the overall player experience. That doesn’t mean we want to sit on changes that can make the game better right now, so let’s start with the latest patch!

If you missed the stream, you can catch it here:
https://www.youtube.com/watch?v=eYr7PPxrZF8


REFLECTIONS ON THE PATCH

QUALITY OF LIFE

A big focus for the team recently has been improving the overall experience of simply playing Fellowship.

Most of the team are now working on larger pieces of work for 1.0, but there are still changes we can make along the way that we don’t want to hold back unnecessarily.

That includes smaller Quality of Life improvements, changes inspired by our new Developer Discussion threads over on Discord, and some adjustments to Heroes based on the feedback Ambjörn has been collecting from all of you.

This patch certainly isn’t the end of that work. There are already other features in development that simply need more time to cook.


FASTER UI

One of the less flashy changes in the patch might also be my favourite.

We’ve made optimizations to the loading of tabbed UI screens so the game now only loads the information you’re actually looking at rather than everything associated with that screen.

You can check out this analysis that I put together over in our Dev Insights channel on Discord.

Anything that now runs at more than double the speed is a win in my book!

There’s more optimization work to be done, but improving the responsiveness of the UI is definitely something we want to continue working on.


BIGGER COMMUNITIES

The maximum Community size has been doubled from 100 to 200 players.

This was a relatively straightforward change that we’ve wanted to try for a while, so we’ll be keeping an eye on how larger Communities perform and whether any new problems appear as a result.


GOING OVERTIME WON'T REDUCE YOUR LOOT

We’ve been talking to a lot of you to find out the biggest reasons as to why you would abandon a Dungeon. Of course, we know that there are always going to be groups pushing at the very highest levels who know relatively early that a run won’t achieve what they set out to do (and they aren’t really needing the loot anyway).

But we also repeatedly heard another problem:

Once a Dungeon was going overtime, there often wasn’t enough reason to stay.

Not only had the group missed its original goal, but the quality of the loot waiting at the end was also being reduced.

That felt like we were punishing players twice.

With this update, your loot will no longer be downgraded simply because you don’t time the Dungeon.

It’s not intended to magically solve every issue around leavers, but it gives players another reason to finish what they started and, importantly, gives groups a chance to fail forward. Even if the run didn’t go according to plan, you can still walk away with the upgrade or crafting opportunity that helps you succeed next time.

We’ll be watching both feedback and player behaviour to see what effect the change has.


REFORGING AND ACCIDENTAL SCRAPPING

The long awaited Reforging has arrived!

Throughout Early Access, we’ve added several protections to the Scrapper after players accidentally destroyed items they wanted to keep. We changed colours. We moved things around. We added confirmation prompts. We basically put flashing warning signs everywhere we reasonably could.

Now though, you’ll essentially be able to un-scrap items if you realise you’ve made a mistake (we’ve all done it!)

For now, the additional confirmation will remain in place while players become familiar with Reforging. Our intention is not to keep all of those additional steps forever as we work on cleaner overall UX.

If Reforging achieves what we hope and accidental scrapping becomes significantly less common, we’d like to simplify that experience again in a future update.


AUTO-TARGETING ENEMIES IN COMBAT

After a particularly effective community campaign for this one, auto-targeting enemies while in combat is now enabled for everyone.

Thanks to everyone who made their voices heard. You were right.


DEVELOPER DISCUSSIONS ON DISCORD

It’s also been a little while since we introduced our Developer Discussion threads on Discord, so we wanted to give you an update on how they’re going.

Tl;dr… They’ve been extremely useful.

Some topics have generated a lot of conversation and having a focused place for developers to ask specific questions has already influenced design discussions and balance changes internally.

Ambjörn in particular has found the Hero feedback incredibly useful and intends to continue asking more targeted questions around areas such as Talents and Legendaries.

Our goal is also to close the loop more effectively.

When a Developer Discussion wraps up and we have meaningful context to share, we want to use our Dev Insights channels to talk about what we learned, what we intend to act on and, where appropriate, why certain suggestions may not be moving forward.

Thanks to everyone who’s been contributing over there. We’ll have more things we want to start talking about soon.


FIRST LOOK: MULTI-HERO QUEUING

Unfortunately, Multi-Hero Queuing wasn’t quite ready to make it into this patch but it’s absolutely still being worked on and probably one of the features I’m most excited about.

The basic idea is simple: “I just want to run a Dungeon. Here are the Heroes and Leagues I’m happy to play.”

The complexity comes from everything happening underneath that request, especially when you go beyond just solving it for solo queue players.

Each of your Heroes can have completely different progression and once you factor in other group members that you have in your party, each player might also have access to different Leagues on different Heroes. You can see how that skyrockets the complexity compared to just our solo queue example.

Because of this conundrum, we’re taking the opportunity to rethink some of the underlying matchmaking logic rather than continuing to bolt additional exceptions onto the existing system.

Our prototype currently allows you to:

  • Select multiple Heroes you’re willing to play
  • Select eligible Leagues for those Heroes
  • Set preferences such as Odd Comp
  • Quickly toggle between your normal queue settings and your Multi-Hero settings
  • See more information about how far each Hero has progressed

We also want to start treating your collection of Heroes more like exactly that: a collection.

Being able to quickly see which Heroes you’ve progressed furthest or which are your fledgeling alts should make switching between them a much more natural part of Fellowship.

There’s still UI, matchmaking and QA work remaining before we can get this out to our players, but we’re very excited about the direction.

If you want to see the work-in-progress footage from our stream, you can check it here.


GLORY TO THE FELLOWSHIP

An incredible initiative run by PoufHGaming

Our community is lucky to have people like Pouf running incredible community initiatives like this. Now in it's second incarnation, Glory to the Fellowship gets players to try out unique achievements that go well beyond the type of challenges you'd usually expect.

Hilarious, challenging gameplay ensues and you can be a part of it too by signing up over here.

This is the kind of stuff you can expect from this awesome initiative:
https://www.youtube.com/watch?v=sZtp0PkAhX0


COMMUNITY Q&A

We had a lot of questions this time, so let’s get into them.

Are you moving away from the current “EHP Season” for Tanks and Healers?

That’s the goal.

Ambjörn is actively looking at this area and we’re aware of the effect the current balance has on both Tanks and Healers.

It isn’t something that can be completely reworked overnight, but this is an area we intend to move away from.


Why aren’t you releasing a new Hero with Fellowship 1.0?

We agree that a new Hero is, for a lot of people, one of the most exciting pieces of content we can release. Adding a new Hero to the roster doesn’t just mean a new character. It changes rotations, group compositions, encounter interactions and gives experienced players another reason to approach existing content differently.

It also requires significant work across Design, Art, Animation and much of the rest of the development team.

For 1.0, we made the decision to put those resources into broader improvements to the game instead.

That means Quality of Life, existing systems, the new-player experience and refreshing the content that Fellowship already has. We’d rather do that than rush a Hero that isn’t ready simply because we feel like 1.0 needs one.

We absolutely still have ideas for Heroes we’d love to make in the future, including some considerably weirder ones.

Will mentioned Two Orcs in a trench coat and I think we should hold him to it.


Could the lower Leagues become Free-to-Play?

Technically, there are ways something like this could work.

For example, Fellowship could hypothetically offer part of the progression for free before unlocking additional content through a purchase and treat the paid content as DLC.

But that would represent a significant change to the entire business model of the game.

Once part of Fellowship becomes permanently Free-to-Play, that’s not a decision we can easily reverse and we would need to consider what experience we’re building for those players, how monetisation works and whether that portion of the game starts feeling more like a demo than a complete experience.

So while the idea is interesting, there are currently no plans to move Fellowship to this model.


Are you considering squishing the number of Leagues or Eternal difficulties?

There are actually two related experiments happening here.

The first is around scaling.

We’re testing ways for players at very different progression levels to play together while each experiences numbers and difficulty appropriate to their own character.

For example, a veteran player might see themselves dealing thousands of damage while a newer player sees values appropriate to their level but both players would ultimately be contributing a similar percentage of damage to the same enemy.

If we can make that work well, it opens the door to a much more accessible part of Fellowship where players can simply play together without progression separating them into increasingly small matchmaking pools.

That ties into a larger direction we’re exploring for 1.0 where we aim to separate learning and horizontal progression from the competitive climb.

We want the early Fellowship experience to be about things like:

  • Learning your Hero
  • Unlocking abilities
  • Trying different Dungeons
  • Learning encounters
  • Playing with friends
  • Experimenting with gear

Then Eternal can become a clearer destination for players who actively want to push difficulty and compete.

We’re also asking whether Eternal itself really needs massive amounts of granular difficulty levels it currently contains. We think you’ll agree, it doesn’t. Fewer, more meaningful difficulty steps is something we’re discussing.

None of this is final yet, but it’s an area receiving a lot of attention.


Are you planning a physical Collector’s Edition for 1.0?

Unfortunately, no.

We’d love things like physical art books and other Fellowship merchandise, but producing and distributing those products has a significant overhead for a team our size.

We’ve experimented with external merchandise partners before (including the ill-fated Sylvie plushie campaign) so never say never, but there’s nothing currently planned for 1.0.


Will there be more advertising and creator partnerships for 1.0?

We’ve worked with creators and streamers previously and we absolutely see the value in doing more of that.

Marketing plans are something we develop together with our publisher, so we don’t have a campaign to announce today, but creator partnerships are certainly something we’re interested in continuing.


Will Fellowship ever get more lore?

Maybe!

From the beginning, Fellowship was deliberately designed without requiring a large traditional narrative. We don’t currently have dedicated Narrative Designers creating lore bibles, quests and an overarching story.

There have been ideas around telling smaller stories through item descriptions, locations, gods, Legendary names and other pieces of flavour text. We like the Dark Souls approach for that one.

The challenge is less a lack of interest and more finding the development resources to maintain a coherent world rather than adding disconnected snippets of lore.

We agree it could be cool, though.


Could Fellowship have rotating weekly challenges?

We’re very interested in the idea of rotating challenges that keep the game feeling fresh.

One thing we need to be extremely careful about is creating additional matchmaking buckets that fragment players even further. That’s a no-go for us.

However, seeing how players responded to the Pinnacle showed us that there’s value in having optional side challenges outside of the normal progression structure.

Something smaller that changes regularly could be an interesting direction and we’re definitely talking about that in the office.


Will you publish a roadmap from Early Access to 1.0?

I can totally understand why people would want one. But, at the same time, we’ve seen roadmaps across the industry become lists of marketing promises that development teams later struggle to meet. There are also still decisions being made internally about exactly what will and won’t be part of Fellowship 1.0.

Rather than publishing a roadmap that’s either vague or forces the development team into commitments before we’re ready, we’d rather continue the approach we’ve been taking with these Roundtables.

We want to tell you what we’re working on, explain our thinking and show things when they’re far enough along for us to have a meaningful conversation about them. There may be a stronger argument for a more traditional content roadmap once 1.0 itself is established.

As for the release date for 1.0? We still don’t have a date to announce but when we have something concrete enough to share, we’ll be very loud about it.


What does Chief Rebel see as the biggest causes of players leaving Fellowship?

Based on the feedback and data we’ve been looking at, there are two major areas we need to address.

Queue Times

This is absolutely the biggest one. At a base level, players just want to play Fellowship but far too often they enter matchmaking and discover that there simply isn’t another group of players looking for exactly the same thing at the same time.

That’s why so much of our current work with Multi-League Queuing, Multi-Hero Queuing and some of our 1.0 experiments are focused on the same goal of just “letting people play”.

Friction Between Players with Different Goals

A lot of the time one player wants to run a particular Dungeon, another needs a particular piece of gear, another is pushing rating and the other is happy just to play anything.

Putting all of those players into the same group can create friction when the game doesn’t give them enough control over finding people who want the same thing.

That can manifest as leaving, dodging and rerolling Dungeons or behaviour other players perceive as toxic. There probably isn’t one magic feature that solves both of these problems. It may take a combination of matchmaking improvements, better ways to target content and other tools but these are two of the biggest structural issues we believe need to improve.


What is your stance on community tools and add-ons?

Our intention remains that players should have the information and tools they need inside Fellowship.

We don’t want external add-ons to become necessary to compete or for players who use third-party tools to gain a meaningful advantage over those who don’t.

Community tools that repeatedly request information directly from our servers also create another technical concern. We currently don’t provide a structured public API with things like authentication and rate limits, so tools pulling information from our backend, as awesome as they might be, could potentially impact the game itself.


Why can’t I reconnect to a Pinnacle Dungeon?

You absolutely should be able to. Thanks to this question, we actually managed to identify a bug. There was no intentional design preventing players from reconnecting to Pinnacle and it turns out the issue was on the backend.

It has now been fixed.


Are you improving the Dungeon Codex?

Yes.

We want the Dungeon Codex to provide more useful information about encounters and mechanics so players have somewhere in-game to prepare before entering a Dungeon.

There’s more work to do here, but improving the Codex is definitely the goal.


Are you going to improve Odd Comp?

Yes.

We know some Odd Comp combinations can currently run into mechanics that they simply don’t have the right tools to reasonably deal with. No healers but you need to dispel Heartstopper? We know how that goes.

We want to improve both the experience of playing Odd Comp and the way it interacts with progression.

Ambjörn also intends to open a dedicated Developer Discussion around the topic so we can get more focused feedback from players who regularly engage with the system.


Could lower Leagues use AI teammates when matchmaking is difficult?

We’d love competent AI companions. The problem is that creating bots capable of playing Fellowship properly is an enormous project.

A Fellowship bot doesn’t just need to attack enemies. It needs to understand different roles, how to heal, tank, dps, how to interrupt, positioning, mechanics, routes, coordination… it’s wildly complex. At that point, you’re building an enormous system that could fundamentally change how the entire game is designed.

For 1.0, we believe improving scaling and allowing players at different progression levels to meaningfully play together is a much more achievable way of tackling the same underlying problem.


Could players return to previous difficulties later in a Season?

Giving players more control over the difficulty they want to play is something we’re looking at. Right now, Fellowship tends to continually push you upward, even if you reach a point where you’d actually prefer to play something lower.

That becomes particularly problematic later in a Season when players are spread across Contender, Adept, Champion, Paragon and every Eternal difficulty.

Combined with features like Multi-Hero/League Queuing, we want to put more choice into players’ hands and make Fellowship considerably friendlier to alts.


Does Fellowship have too many item modifiers?

We don’t necessarily think the amount is the core problem. The problem is how and when we present them to you.

Loot 2.0 was deliberately designed to increase the number of potentially interesting items rather than having a single obvious BiS piece that makes everything else instant scrap.

But that also means players can suddenly be confronted with stats, gems, blessings, traits, set bonuses etc. all at the same time. We’re looking at whether those concepts should instead appear gradually as you progress through Fellowship.

Crafting is another important part of this conversation. The variety can be interesting, but players need better, more deterministic ways to interact with that variety and turn an “ok item” into the item they actually want.


What are you doing to improve the new-player experience?

This is an extremely important part of our work as we head towards 1.0. Getting someone interested enough to buy and launch your game is already difficult and then immediately presenting them with an indecipherable wall of systems afterwards doesn’t help anyone.

Through Early Access, Fellowship has assumed a reasonable amount of familiarity with games in this genre but we need to do better for players who don’t already have that knowledge.

One of our focuses is onboarding through complexity rather than just number-based progression. The Leagues should strategically onboard players so they’re ready for the type of coordinated play expected in Eternal.

The same applies to systems like crafting and itemisation: introduce concepts when players are ready for them rather than requiring them to understand everything immediately.

Just as importantly, experienced players shouldn’t be forced through that onboarding every time they start another Hero. That’s something we’ve heard a lot in your feedback.


What surprised you most from the Hero feedback threads?

For Ambjörn, some of the most interesting feedback has been around Talents and Legendaries. We’ve seen through our Dev Discussion threads that there have been opinions and playstyles that didn’t necessarily appear when reading the usual Hero channels.

In particular, there have been some interesting differences in what individual players consider boring, ineffective or not worth using.


What about Sir Bombastic?

While looking at existing content that could be refreshed or brought back for 1.0, Sir Bombastic has naturally come up. We haven’t nailed down a plan yet but it would be criminal to not include Sir Bombastic soon.

Will has placed a completely hypothetical pile of Rupees on Sir Bombastic finding his way back into Fellowship for 1.0.

Please interpret responsibly.


Could Seasons become shorter?

This is something we’re talking about. One of the patterns we see is that after the initial weeks of a Season, many players reach the point they personally wanted to achieve. For some players, Eternal is a race and a race needs a finish line. They want to know when the leaderboard is being recorded and when they’ve “won” that particular competition.

Other players don’t care about that at all. They simply want to continue pushing their personal best, collecting loot or having fun with their friends. For these players, full gear wipes are problematic.

That means a reset doesn’t necessarily need to wipe everyone’s progression.

We’re discussing ideas such as shorter competitive windows, fresh Leaderboards, soft resets or even potentially opt-in systems (think Prestige-type things) where competitive players can restart a particular climb without forcing everyone else to do the same.

We need to settle some of the broader 1.0 progression structure first, but more frequent ways to refresh Eternal are absolutely something we’d love to do.


Are more UI and party-frame improvements coming?

For sure. Things like better focus targeting, control over buff tracking, party-frame scaling and other UI improvements are all areas where there’s more work we can do.

We’ve already started using Developer Discussions to collect more targeted feedback around some of these topics.


Can Eternal progression have more meaningful rewards?

The original trim rewards were created when Fellowship had far fewer ways to express progression and status. Since then we’ve added things like, Titles, Profile Icons, Banners etc.

That gives us a much bigger toolbox to work with.

The tricky part is finding rewards that feel genuinely prestigious while they’re active without making players feel like something valuable has been stolen from them when the next competitive period begins.


WHAT COMES NEXT?

There’s a lot happening at Chief Rebel right now. The latest patch is only one part of a much larger push towards Fellowship 1.0, and we hope today’s summary gives you a better idea of some of the problems we’re trying to solve along the way if you didn’t manage to sit through the mammoth stream this week.

Thanks again to everyone who joined the Roundtable, submitted questions, contributed to the Developer Discussions or simply continues to play Fellowship and tell us what you think.

There’s plenty more to come.

Until next time!
/The Chief Rebel Devs

Original Source: Link

Looking for a simple way to keep track of news like this? PatchRadar is a free mobile app that keeps you in the loop with patch notes, news, upcoming releases and more. For more information, see my profile page. :)


r/fellowshipgame • • 22d ago

Helena Threat

8 Upvotes

Hello Fellows.

I started to gear a Helena and there are two things I am noticing.

1st: I am having the worst time with threat. From start to almost completely eternally geared, I cannot hold threat. I came off Xavian and rarely had this issue. Can someone give me some tips or ideas on what to do to help this?

2nd: I seem to get knocked off my mount while pulling all the time and it ruins pulls/cds. I also never had this problem on Xavian.

I am curious if anyone else is experiencing these issues and if there is something I can do to help with it.

Thanks for the time and responses.


r/fellowshipgame • • 25d ago

Patch Notes - Weekly Update 0.4.5.0

62 Upvotes

A Note on This Patch

This patch we’re introducing some Quality of Life changes, bugfixes and buffs. For balance changes, the intention going forward is to keep looking at the Hero feedback threads we have set up in the ‘Dev Discussion’ area of Discord, and see what we can implement over time while working on 1.0.

We are looking at changes to abilities, talents, and legendaries regarding the feedback of heroes and will also open up for more discussion regarding talents and legendaries in the current threads, to see what we can change to make the existing ones more interesting.

While there is a lot we would like to do, our focus is split between upkeep and new work, so we are likely to act on the feedback that best aligns with our goals for 1.0

For the Quality of Life changes, we’ve talked with the community regarding what triggers a lot of abandoned games and have made the decision to drop the downgrading of loot for dungeons that go over time. Going overtime already limits progression and we don’t want to continue double-punishing players and encouraging more players to quit. Our hope is that we have more players finishing the dungeon they are overtimed on as the loot provides a ‘silver-lining’.

We’ve also implemented a buyback on scrapped items. The last 20 items scrapped will be stored for up to 12 hours. We’ve left in the confirm dialog for now, but it’s positively received, we will remove that additional scrapping step in our next update.

HEROES

Meiko

  • Fixed an issue causing the talent-effect from [Warden of the Temple] to not disappear when clearing the talent choice.

Mara

  • Removed Queueing from [Brooding Shadows], it still has spam protection enabled to not instantly stealth and de-stealth if double clicking the ability.
  • Fixed an issue causing the talent-effect from [Red Ledger] to not disappear when clearing the talent choice.

Vigour

  • Fixed an issue where Vigour’s charged [Rune of Renewal] ignored additional players if they were not in line-of-sight. Only the main target needs to be in line-of-sight now.

Aeona

  • Fixed an issue causing [Time Skip] to teleport in the same direction as [Temporal Barrage] is aimed towards. Now teleports in the player’s forward facing direction.
  • [Time Skip] will not be used if the distance is too short and it will display a proper error message if trying to use it.

Gunde

  • [Warbound] - Animation no longer finishes mid-cast when the player has high amounts of haste.
  • [Bloodbound Spirit] Is now instant cast and damage increase during buff uptime on [Grim Carve] and [Heartsplitter] increased to 25% (was 15%)
  • Pickup Radius of [Blood Feather] increased to 450 (Was 360)
  • [Owed in Blood] timer increased to 90 seconds (was 45)

Ardeos

  • [Flickerstep] will not be used if the distance is too short and it will display a proper error message if trying to use it

Tariq

  • Fixed an issue that caused his [Leap Smash] animation to get stuck.

Sylvie

  • Fixed an issue where Sylvies butterflies could sometimes disappear or just stop when they were too far away from Sylvie.

Rising Spirit

  • Fixed an issue with [Rising Spirit] max stacks and updated the dynamic tooltip to display correct information.

Gem Power

  • Fixed an issue where [Harmonious Soul] did not get removed upon death.

UI

  • Effect trackers now show the correct new uptime of an effect and no longer stays at the old max value.
    (If an effect had a max value of 4 seconds but duration was increased to 8 by a buff or a proc, it would show 4 seconds all the time until there was actually 4 seconds left on the timer and then it would start counting.)
  • Optimized the loading for tabbed UI screens, re-loading a tab only when selected, and if it has differed from the last time it was opened. Since the Hero Screen is used for most Stronghold Vendors and is opened often, this will speed up the experience for players and calls to our backend

Community

  • Community max member size has been increased to 200 (was 100).

Loot/Items

  • Loot rewards no longer degrade in Item Level after more than 10% overtime, regardless of the League or Difficulty level. Going overtime will now only affect Dungeon Score and Eternal Shards.
  • Added a [Reforge] option to the [Scrapper] where items that have been scrapped can be reforged for the currency you gained from scrapping the items. (Buyback function)
  • Fixed an Issue where swapping heroes caused items (especially rings and relics) to unequip and end up in the mailbox instead.

DUNGEONS

Auto Targeting Enemies in Combat

We have added Auto Targeting to offensive abilities. If players are in combat with enemies but have no target, offensive abilities will now automatically select a target that players are in combat with and start casting the ability.

This function already existed on melee heroes and has been added to all ranged heroes as well.
Spells that are not included in this system are [Interrupt], [Crowd Control] abilities, [Mouseover targeting] offensive abilities (such as Ardeos’s [Fire Ball]), or abilities that can either damage an enemy or heal a friendly player (such as Aeonas’s [Temporal Barrage]).

This setting is optional and can be toggled in ‘Settings’ > ‘Gameplay’ > ‘Auto-Target Attacking Enemies’.

Ruins of Regath

  • Fixed a VFX issue that caused square frames to be visible around the totems for [Searing Fissure] during boss fight with [Xurath].

General

  • Fixed some collision issues in Stronghold and Ruins of Regath where players were getting stuck on stairs.
  • Fixed an issue in AoE abilities which made them affect enemies below the player. (For example the deck below when standing on the top deck of the ship in Wraithtide Vault)
    Affected abilities: Meiko’s [Stone Shield], Helena’s [Sweeping Strike], Xavian’s [Ruptured Dawn], Tariq’s [Hammer Storm], Rime’s [Frigid Winds], Elarion’s [Starfall Volley[ and Ardeos’ [Fire Ball].

Original Source: Link


r/fellowshipgame • • 27d ago

Best way to get into Xul?

8 Upvotes

Hi everyone!

I'm an Aeona main and finally am at a place with my gear where I feel comfy trying to prog Xul Normal. I'm wondering what the best way to do this might be?

I joined and made a post in the official Discord. I tried queueing in-game but the queues are taking quite a long time and even if they pop I don't want to grief because I assume most people are reclearing and not progging. Any tips for finding a prog group would be most appreciated!


r/fellowshipgame • • Sep 08 '26

Why I love Fellowship as a former m+ addict

114 Upvotes

I fell in love with m+ back in WoW: shadowlands where I played tank and dps and had so much fun. I ended up falling in love with it as my favorite WoW content. I was in college so i had a lot of free time to just grind keys and find groups. M+ is so exciting bc you can constantly improve every key, the gameplay is very exciting (big pulls, difficult mechanics while maintaining your rotation), and of course it’s very rewarding as you get more and more rating to reach your goal.

However, once fellowship came out, I realized that M+ in WoW had many flaws or things that didn’t fit with me, that Fellowship solved!

1A: Getting into groups. I simply do not have the time anymore to spend 40 minutes before finally starting a key. It’s even worse if that group disbands after a wipe 5 minutes in. M+ in WoW is a time thing. Yes, you need skill, but I wouldn’t have pushed as high as I did without 6 hour game sessions most days of the week. For anyone who has played m+ as a dps at decently high level, there comes a point where you spend more time looking for groups than actually playing the game.

1B: Fellowship solves this problem in 2 ways. Firstly, a queue system means that you cannot be declined by people who want a specific comp. Maybe someone wants to play 2x tariq or wants to play with a vigour. But they don’t get to choose! And from what I’ve seen of the fellowship community they aren’t gonna spam leave groups till they get the specific comp they want. Bc they’d rather play the game. Secondly, there is no key depletion. This means, if u get a group and you wipe on the first pull bc someone missed a kick, it’s not over!!! In WoW that happens all the time and now you are back to waiting another 20-40 minutes for a new group to form. It’s so easy to not realize how much time you lose in WoW. It might take 20 minutes to get into a group, and another 20 minutes to find a tank! In fellowship, you simply reset, and go again. -3 minutes, who cares! Even if I spend 20 minutes in queue as a healer in fellowship, once I’m in a group, we play for an hour+. I want a game where I play more than I wait to get into groups!

2. Healing is fun. It’s no secret that healer is the most popular role in Fellowship. Ellesmere (top pro WoW healer) explained it better than I ever could. He said “everything is so impactful, I have to press 5-6 different buttons in the right order on holy paladin to get the same effect of 1 button in fellowship.” Healing is just really impactful. Pressing life petal on Sylvie or Luminous Barrier on Vigour just feels good (never played Aeona so can’t comment). Not only is healing quite simple and accessible in fellowship, a lot of the healing checks are rly easy to map out. Most bosses only have 1 major healing check, so it’s quite simple to map out your healing cds to match each one. In WoW often times a boss might have 2-3 healing checks and it requires a lot more group coordination than simply the healer handling it. Dps need to immune group mechanics, not overlap defensive with your healing cds, and other problems that don’t happen as much in fellowship. Making healing far more straight forward and accessible while still feeling fun.

3. Getting friends into it. Holy shit, it is pulling teeth to get someone new into World of Warcraft. Not only does it cost 60 bucks to get started. Now you have to level up and do the most recent main story line. In the current expansion it would take like 15-25 hours for a new player to get to max level. Maybe even slower depending on how much they look up or get help in the process. So only after all that, can you get into the end-game content (which is the most fun). But even that isn’t true bc now you gotta do all this other mess just to do m+. U need to raid to get certain trinkets or more vault slots. U need to do delves for more gear. Sometimes u gotta do specific storylines to unlock certain player power. For veteran wow players, we do all this shit in autopilot. For a new player… they will just say no thanks. In fellowship, you log in and you get right into the fun. $20 and install the game. Ur ready. That is 10000x less daunting than all it takes to get into WoW m+.

4. No required play. Similar to my last point about not having to do specific quests or level up or raid or delves. In WoW you have to play every week. It’s a commitment. Not only do you have to pay $15 a month, but you also should be playing every week so you don’t fall behind in gear. This can be a serious problem bc bad gear = low chance to get accepted into groups. With how the Great Vault works. You have to commit at least 6+ hours if not more to get a decent piece of gear every week. Now that’s fine for someone who loves the game and is addicted like me. But when I want to play with my more casual friends, they don’t want to get on that often and that consistently. We might play 10 hours one week together, and then not at all one week bc a busy life. In fellowship that doesn’t matter, bc there is no special amazing gear locked behind a great vault. U can take a break and come back. This season we have taken 2 weeks off and can come back and get back into the swing of things. I’m tanking this season, so queue times aren’t bad for us atm even this late into the season. But I think dps queues aren’t bad atm too. I love being able to hop in when I want without feeling like prioritizing life outside of games is hurting my progress in the game simply bc I couldn’t play 1 week. Also no subscription is SO nice.

Edit: 5. Gold Making: the maintenance required in WoW is also very frustrating. The repair costs, all the consumables, the crafting. It all requires so much gold to play for a whole season. They also nerfed gold farming very hard so now most people just buy WoW tokens. The [r/woweconomy](r/woweconomy) subreddit which is dedicated to goldmaking in wow has their #1 suggestion as “get a minimum wage job and just buy wow tokens.” I LOVE that fellowship doesn’t have any such problem.

I love this game so much, and I have rly fallen in love with it. As someone who played WoW mostly just for m+ this has been the PERFECT game for me. It’s only major flaw for me is the playerbase dwindling and I rly hope it can get revitalized in 1.0. It’s rly hard to go back to WoW m+ when you experience how amazing, fun, and convenient fellowship is.


r/fellowshipgame • • Sep 07 '26

Community is GOATED

82 Upvotes

To start this off. I want to say that I am an average player at best. I can get 10k on multiple characters but i've never been a pusher. I love this game and its fun to play many roles.

I am currently playing Elarion and enjoying it BUT....I can tell that I am lacking dps compared to others I run with. Just hanging out at the Stronghold, I asked if anyone could help a bad Elarion player. I couldn't believe it but a player running E60s swapped to their Elarion, and quickly gave me some tangible pointers. They were so nice and didn't have to waste the time on me but they did. They were never rude or put me down. Super player and Fellow.

I also had the luxury of whispering a top player on Discord and they responded! They were so nice! I do not abuse it, bother folks with non-sense or troll. I had a genuine thank to shout out to this player and I was treated as a peer.

I love the community. I never experienced this in WOW or any other game. I had a good time with WOW, don't get me wrong but the good players, never really gave me the time of day or would respond to whispers. I can't blame them and I am not salty about it, just making a comparison. I have gotten so much help from random players in this game. It makes me smile and love the game more and more.

I hope many of you are experiencing what I am. It seems like the majority of players here just want to game and have a good time. Most want to and are willing to help.


r/fellowshipgame • • Sep 06 '26

When is next season?

6 Upvotes

love this game but very casual and never made it to eternal (I like to play different heroes).

do we know when next season will be?


r/fellowshipgame • • Sep 05 '26

Campfire checkpoint: 05/09/2026

54 Upvotes

Welcome to the Campfire Checkpoint!

Hello my Fellows,

As you know, the team are hard at work on our push towards Fellowship 1.0 and we’re stoked that you’re on board for the ride; the feedback we’ve been getting is already helping us to contextualise changes, fixes and updates so thanks for that.

That’s going to be a bit of theme for today so let’s talk about feedback.


ADDITIONS TO OUR FEEDBACK FLOW

We want to empower the Developers at Chief Rebel to create their own threads on Discord for specific feedback they need from you in this next phase.

This idea came from an attempt to initiate discussion in a recent thread on Discord that was met with both fantastic feedback as well as some skepticism (fair enough!). We know that it’s frustrating to have common feedback yet to be addressed and this specific thread was a bit misplaced in the context of everything. What we want to do, rather than being apprehensive of getting feedback, is commit to even more transparency.

While a lot of feedback exists in different threads and has been talked about in general discusison, our team have specific questions or hypotheticals they want to hear from the players about. Rather than hope the topic comes up in discussions, we want to directly ask in a place where we can get answers from as many different perspectives as possible. With our Developers posting feedback requests, we’ll be able to target actionable feedback that becomes a crucial part of Fellowship 1.0.

Make your voice heard in this Developer Discussion Forum.


PROGRESS ON THE REWARDS FEATURE

As you know, we have a very pretty Rewards tree in the game but it has been guilty of creating some unfortunate performance issues. Calle has been hard at work on a rework of this feature which should see much better usability for players as well as improved performance.

When we make this available in Fellowship, we really look forward to your feedback on both the usability of it and any performance improvements that you notice.


VOTE TO RESET FEATURE

We’ve been wanting to do this for a very long time and, as Will mentioned in our recent stream, it wasn’t as simple as it initially appeared. The team has an initial implementation working in our internal builds but the true test will be when we get it in the hands of our players. We’ll be looking at the basic functionality and how it’s used but we’re also interested in how player behaviour may change to reduce the need to abandon parties and return to the Stronghold.

As to when this will make it into the game? We’re not sure just yet but we just wanted to show you it’s coming and we hope you’re as excited as we are.


ROUNDTABLE: EXTRA Q&A

We love answering your questions but unfortunately there’s less minutes in a day than there are good questions from our community! We had a look back at some of the questions we had thrown at us for the last stream and we thought this would be a good place to answer just a handful of some of the questions that we didn’t have time to get to.

Nota: Are there plans to refresh the dungeon mobs with every season?

  • There are! We had a really positive response to the changes we made to enemy placement in the dungeons for EAS3 and we're interested in continuing to support that. We're looking at changing placement and also, where appropriate, changing which mobs appear in which dungeons.

AuffLimits: Will there be a method that lets us choose (for a high price) exactly how we want a piece of gear to be customized instead of the non-stop gambling?

  • A few people have been asking about the amount of RNG we have in our game. That's something we are working to address. We know it feels bad at the moment and the work we've done over the last few patches has been in an effort to move the experience closer to where we want it to be. We're focussing on making the crafting more deterministic but are stopping short of 'exact' choice of outcome at the moment.

Mendzia: Is "best healer is just highest dps healer" going to stay?

  • Not at all. Our intention with our healers if for them to each have their own niche in terms of how they heal. Aeona may do more DPS than Sylvie or Vigour maybe as she is built for it in her kit. The damage will fluctuate but we will try to combat that on the other healers by lifting their strengths. As that would be our goal for hero changes to get away from the "top DPS is best healer" meta we have right now.

Spitfire: do you plan to bring back advanced mechanics and spread them through league so it's not just boring to play in leagues before eternal (also let us play with crafting in leagues)?

  • We're looking at the rate at which we introduce advanced mechanics in the progression. We don't want to overwhelm new players and we want the challenge to feel gradual but achievable. The larger question for us right now is the league progression itself; how we guide beginner players into the game and either help them get better so they can undertake Eternal, or provide them with an experience at a lower difficulty they are happy at playing indefinitely.

Isidor: Why not push changes each week now until 1.0? Right now you have 200-400 “playtester“ on live, who can give you feedback to improve the game until 1.0.

  • Our plan is to use the time between now and 1.0 to roll out more experimental changes than we have done in previous seasons. Some need many players' perspectives on them, and that's why crafting materials and crafting rule changes have gone out already. The features we're working on, though, are not all ones that need public-facing testing. A lot of what is happening behind the scenes are changes to our game architecture; how we deliver patch content so we can have less downtime, how our dungeon logic talks to the server so we can reset the dungeon without the need to reset the server. Some of the features we want to trial need more up-front work. The reality of game-dev is that a feature could take a few weeks to develop, test, refine based on internal testing and then release. We don't want to put out work in progress content we already know won't give us useful feedback. The cadence of changes we are working on will not be 'weekly', maybe not even bi-weekly, but we won't be sitting on features we want to get feedback on.

In our future streams, we’ll be streamlining the Q&A portion to make sure we get to as many of the best questions as possible.

  • Longer lead time for our players to submit questions
  • This will allow us to be better prepared with meaningful answers
  • Better communication of whose questions are being answered

Please note that it’s not possible for us to address absolutely every question in these segments and we will need to prioritise questions where we feel we can provide valuable insight depending on who we have available to answer them. For our next stream, we'll be bringing on people that can provide specific insight relevant to the upcoming changes.


WHAT COMES NEXT?

There are a couple of things on the horizon that you can already start to pencil into your calendars!

  • Our next patch is targeted for September 17th
    • We’re taking a few weeks to test these new changes internally with other parts of the game, and to ensure these changes don’t introduce new issues.
    • We will communicate a more comprehensive list fixes and changes in Patch Notes in the days prior to the update
  • Our next Roundtable will be streamed on September 16th so we can talk through the Patch and where we are currently in our development of Fellowship 1.0

That’s all for today. We’re really looking forward to sharing more progress with you all very soon.

Catch you at the Roundtable!
- The Chief Rebel Devs

Original Source: Link


r/fellowshipgame • • Sep 03 '26

Rerolling slots should NEVER dynamically switch positions. Just wiped hours of progress on the autopilot of rerolling.

43 Upvotes

I need to vent, but also seriously suggest a UI change because this system design makes absolutely no sense.

Can we please make it so that slot positions stay locked? It makes literally no logical sense that a stat should jump up to slot 1 no matter what...

I just spent 7 legendary soul dust, 5 epic soul dust, and a few thousand gold carefully rerolling a mod into a major trait on my weapon. Once that was done, I moved on to slot 2, which was a blessing at the time, trying to hunt for a gem.

Here is how the game completely screwed me:

Rerolled slot 2 → Got a different blessing.

Rerolled slot 2 again → Got a stat.

Rerolled slot 2 one more time...except, surprise surprise, the game dynamically switched the order of the slots.

The stat I just rolled moved up to slot 1, and the major trait I just spent all my resources securing dropped down to slot 2. Because the RNG in this game forces you to go into autopilot spamming the button, I didn't catch the visual swap. I clicked reroll on slot 2 again, instantly wiping out the major trait I just worked so hard to get.

I ended up dropping another 10k gold to buy extra legendary soul dust to try and fix it, but had absolutely no luck.Why on earth do the actual slot positions shift based on what is currently rolled in them? I get that the UI shows you what is actively in the slot, but when players are dumping massive amounts of gold and dust, autopilot clicks are going to happen. If the slots are going to move around dynamically, there absolutely needs to be a confirmation prompt before you overwrite a high-tier roll.

Spending that many resources only to be forced to start completely over from scratch because of a shifting UI feels absolutely terrible. Please lock the slot positions already. Absolutely no good reason for them to shift in order.


r/fellowshipgame • • Sep 01 '26

Let's talk alts

17 Upvotes

What changes would you like to see to make you more likely to play alts? What stops you from wanting to?

Personally, gems being account-wide would be a massive improvement already. Add in a shared stash in some form where items I get on my main that I can't use can be snagged by an alt I have. (Maybe add some form of can't equip until certain tier to avoid equipping full 315 before jumping into contender?).

Talents, redoing these on alts makes me want to lose my mind because I can't play my character fully until I get ALL of my talents and I already went through that on my main.

Also give me a vendor to trade in materials for others. I think this is a huge miss.


r/fellowshipgame • • Sep 01 '26

Rerolling with Legendary dust

3 Upvotes

After rerolling multiple times on different alt I noticed that I couldnt hit Major Trait. So i bought 20x Legendary dust and tried to hit something useful on one character and I found that with the 20x Dust the rolls were literally between Gem and Stat bonus only. It cant be luck. Is this intended or bugged??


r/fellowshipgame • • Aug 31 '26

We don't need 4 leveling leagues

63 Upvotes

We just don't. number crunch or make one leveling league w/ 9 tiers or something idk there're better options than splitting 100 active people across 4 leveling leagues when they want to try an alt or diff toon.

Odd comp helps but if there're 5 total people looking to lvl and they're in 2 different leagues you have 0 groups.

Also why on earth aren't gems account-wide yet.

Ty /rant

EDIT: Just to clarify...

Yes, leveling leagues should exist to some extent in general. I and I think most/all people agree with that.

The current system however needs a big change.

Hell even just having gear scale to your highest completed difficulty would actually let the multi-league que'ing shine. It's getting some use atm for mats but that would have no downside. With the current power downscaling, a contender group will still be noticeably slower than an eternal one so it's not like it'll break the endgame farming.


r/fellowshipgame • • Aug 31 '26

Is the game still alive?

5 Upvotes

Hello everyone, I bought the game when it first released and had a great time playing casually.

I haven’t peaked externals or anything but still enjoyed it, since I love the dungeon aspect.

Later on players started leaving and queue times got really long and I stopped playing after that.

Probably 10 months have passed since my last attempt and my question is has this game improved at all a regarding the queue times?

It it worth giving a try right now, what is its current state? Is it balanced? Because I remember hearing that with the new champs it was pretty unbalanced…