
Game intel
Fellowship
FELLOWSHIP is a multiplayer online dungeon adventure set in an exciting fantasy setting, with endlessly scaling dungeon runs.
As someone who still fondly remembers faceplanting in Shadowfang Keep pugs and parsing my heart out in Mythic+, the pitch for Fellowship lands clean: cut the MMO fat, keep the dungeon highs. Chief Rebel calls it a “Multiplayer Online Dungeon Adventure” (MODA), and that label made me raise an eyebrow and lean in at the same time. If you’ve got 20 minutes between life commitments and crave a tight tank/healer/DPS loop, this could be the antidote to queueing for a raid you can’t finish. But “first ever” and “endlessly scaling” are big claims-so let’s break down what’s real and what still needs proving.
Fellowship hits Steam Early Access on October 9, 2025 for $24.99. Before that, everyone gets a free test drive: an open beta from September 18 at 10am PT / 1pm ET / 6pm BST through September 23 at the same time. The beta adds a new hero, Mara, and opens a fresh dungeon, Urrak Markets-ideal for seeing how modifiers stack when the game ramps up.
Chief Rebel describes a party-focused experience built on classic MMO roles: one tank, one healer, two DPS, then toss in mutator-style affixes and chase progressively better loot. The team is talking up a “fresh take on matchmaking and group finding,” plus an “engaging progression system” spanning weapons, gems, talents, crafting, and legendary items. You won’t need to grind character levels to queue, which immediately sets it apart from the usual MMO climb. And I spotted familiar UI cues in footage-nameplates and damage meters—so WoW dungeon diehards should acclimate fast.
The 15-minute quick-play promise is the hook. I’m increasingly allergic to games that waste my time with chores before I can play the part I actually enjoy. If Fellowship can get me from queue to boss kill inside a lunch break—and reward smart play with meaningful loot—it fills a gap that neither traditional MMOs nor pure ARPGs quite nail. The no-level-gate philosophy is huge here: your “build” progress lives in gear, gems, talents, and craftables, not a leveling wall.

The skepticism: queue health. MMO history is littered with long healer waits and role shortages. Chief Rebel says matchmaking and group finding are getting a rethink, which needs to mean more than “we added a preferred-role checkbox.” Incentives for underrepresented roles, flexible encounter design, or smart AI assistance would go a long way. If the quick-play queue actually averages 15 minutes per run as claimed, they’ll have solved a pain point that’s plagued dungeon content for years.
“First ever MODA” is catchy, but the lineage is clear. Diablo’s Greater Rifts, WoW’s Mythic+, Lost Ark’s dungeons, even session-based co-op like Vermintide and Deep Rock Galactic—lots of games have flirted with the idea of distilled PvE runs. Fellowship’s differentiator is the explicit MMO trinity and a focus on dungeon identity over open-world fluff. If it threads the needle between MOBA-length sessions and MMO-style encounter depth, there’s a real audience waiting.

Endless scaling is only fun if it’s readable and fair. Mythic+ works because affix combos create a learnable language of dangers. ARPG rifts pop because you feel your build push a ceiling. Fellowship needs both: clear modifiers that reward mastery, plus leaderboards or milestone rewards to make climbing feel meaningful without devolving into spreadsheet hell.
The studio plans purchasable cosmetics during Early Access, while also shipping new customization options influenced by player feedback. That’s fine—cosmetics are the least controversial monetization—but progression hooks like gems, talents, crafting, and legendaries can drift into pay-to-win in less disciplined hands. The team should be crystal clear before launch: no power for sale, no loot boxes for stat items, full drop tables visible in-game. Respecting time also means respecting wallets.
The ~six-month EA window feels ambitious. If the core loop hits, the content treadmill starts immediately: new affixes, rotating dungeons, balance patches, and meta shake-ups. If it doesn’t, no amount of cosmetics will keep players queuing. The open beta is the right move here—stress test matchmaking, polish netcode, and gather data on role distribution before launch day.

If Fellowship threads these needles, it could be the go-to “one more dungeon” game for folks who’ve aged out of three-hour raid nights but still love coordinated PvE.
Fellowship is aiming squarely at the Mythic+-shaped hole in our schedules: fast queues, tight four-player runs, meaningful loot. The open beta (Sept 18-23) will show if the matchmaking, modifiers, and monetization respect both our time and our builds. Early Access lands Oct 9 at $24.99—promising, but it has to play as clean as it pitches.
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