
Game intel
Fellowship
FELLOWSHIP is a multiplayer online dungeon adventure set in an exciting fantasy setting, with endlessly scaling dungeon runs.
When I saw “Fellowship” pop up during Gamescom, billed as a “multiplayer online dungeon adventure” (MODA) from devs with serious MMO and ARPG pedigree, I perked up. It’s not every day you see a brand-new studio boasting resumes from World of Warcraft, Diablo IV, Helldivers 2, and more, promising an experience that supposedly skips the FOMO treadmill and drops you straight into the action. With an open beta running September 18-23, and early access following in October 2025, I had to dig in: is Fellowship really something new, or just another co-op loot grind in shinier clothes?
Let’s be real: We’ve heard “endless dungeons” and “easy to jump in” claims before, but Fellowship actually puts these front and center. The design pitch is refreshingly simple-skip the 20-hour leveling slog you get in typical MMOs and head right into what most of us care about: co-op dungeon runs with bosses, loot, and ever-escalating challenges. There’s a reason WoW Mythic+ and Diablo’s endgame grind keep people hooked, and Chief Rebel basically asks: what if that was the whole game?
The beta launch promises quick matchmaking (finally, someone tackling group-finder pain), seven unique heroes (including the new DPS Mara), and both Ranked and Quick Play dungeon options. Casuals can jump into 10-15 minute runs, while the hardcore can min-max builds and chase leaderboard glory in Ranked, with modifiers and scaling curses to keep things nasty.

Chief Rebel’s pitch hinges on trust. These aren’t random rookies—they’ve worked on everything from WoW raids to Helldivers’ chaos and Diablo’s loot binging. But industry cred means nothing if Fellowship falls into the same design traps: recycled mechanics, cosmetic drip-feeds, or meaningless “difficulty” that turns dungeons into spreadsheets. The open beta will be the first real shakeout. Smartly, Chief Rebel is pushing direct feedback as a pillar, with planned content tweaks based on what players actually say (not just what execs guess will keep engagement up).
It also doesn’t hurt that Arc Games is publishing—this is the team that’s handled everything from Remnant to Torchlight and the still-surviving D&D Online. My gut says this isn’t some flash-in-the-pan project, but if you’re burned by “community-driven” live services before, you’ve got every right to be wary.

Frankly, Fellowship lands at an interesting time. MMO dungeons are stagnating, and most ARPGs either take forever to get fun, or drown you in “live service” chores. A game that skips straight to what’s good—well-designed boss fights, clean team synergy, and loot that doesn’t bore you—could absolutely fill a void, especially for squads that want depth without the drudgery. If Chief Rebel can balance meaningful challenge, varied rewards, and co-op chaos (ideally with the war stories you remember years later), Fellowship might actually be more than the sum of its buzzwords.
My only real fear? Pace and polish. Too many new studios shoot for “endless replayability” and end up with repetitive content, clunky balance, or unfinished features. If Fellowship nails the basics with this beta (good matchmaking, fun builds, real boss variety), it could become that rare new IP people rally around. If not, it’ll go the way of a dozen other almost-greats.

Fellowship’s open beta is a legit shot for co-op and MMO fans to see if this “dungeons first” formula delivers. Instant action, team-focused runs, and accessible design could make it a breakout hit—or just another grind. I’m genuinely rooting for Chief Rebel, but we’ll find out if the hype matches reality when the beta doors open.
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