
Game intel
Fellowship
FELLOWSHIP is a multiplayer online dungeon adventure set in an exciting fantasy setting, with endlessly scaling dungeon runs.
Fellowship grabbed me at Gamescom because it targets a very specific itch: I miss MMO dungeons, but I don’t miss raid schedules, gear treadmill FOMO, and sprawling maps that eat entire weekends. Chief Rebel calls it a MODA-a multiplayer online dungeon adventure-and, for once, the acronym fits. Think WoW’s dungeon teamwork, Diablo’s build tinkering, and a MOBA’s defined roster, but condensed into fast, focused runs with personal loot and low friction.
At its core, Fellowship cuts the “massive” out of MMO and keeps the good stuff: role clarity, party coordination, and boss mechanics you learn by wiping together. You pick from a fixed roster of heroes-more MOBA than MMO—and slot abilities and effects into a 14-slot loadout. The twist is build freedom: there are no prerequisite chains, so you can prioritize the skills and synergies you actually want instead of climbing a talent tree just to reach that one node you care about.
The Diablo DNA is obvious, especially in the gem system. Early boons are simple, but they interlock into complex setups as you push into harder content. Some items add unique powers that can redefine your kit, and because this is PvE-first, the team isn’t afraid to let players find “unexpected power.” That matters: overpowered in PvE is often “fun,” while PvP turns it into salt. Chief Rebel says they’ll tweak quickly when builds trivialize content, but otherwise, the season-by-season cadence will let them experiment.
My hands-on run ended at Sinthara, a siren-style boss that interrupts casts, links players with a damage tether, and blasts the arena with a Siren’s Song that punts the team into the drink. The trick? Strap yourself to the mast before the pushback. It’s the kind of encounter WoW vets will read instantly—an environmental solution baked into an otherwise familiar pattern—and it delivered a satisfying “aha” instead of a 20-minute lecture on boss mods.

That’s the design ethos Fellowship seems to chase: readable mechanics, short time-to-fun, and enough failure states to keep groups honest. You’re still managing aggro, triage healing, and DPS checks, just with a slimmer bar of abilities and a loadout that does most of the depth work.
Here’s where I get both optimistic and cautious. Fellowship promises personal loot at the end of every dungeon and a much faster journey from fresh character to gear cap than the usual suspects. Seasonal Leagues escalate difficulty, culminate in a capstone fight, and feed leaderboards with unique rewards. That loop could be dangerously moreish if the dungeon roster stays fresh and the seasonal modifiers actually remix runs rather than just inflate numbers.

The studio’s “we’re small, we move fast” line on balance is encouraging—nothing kills a co-op meta faster than leaving broken combos untouched for weeks—but live service is a marathon, not a sprint. The big question: how many dungeons, mutators, and hero kits are in at launch, and how quickly can Chief Rebel ship new ones before repetition sets in? If Leagues drift into pure FOMO with must-have, time-limited power, the goodwill evaporates fast. If they keep power permanent and reserve time-limited stuff for cosmetics, they’ve got a shot at a healthy cadence.
Fellowship is a $25 one-time purchase with no subscription, which is refreshingly straightforward. Some cosmetics are earnable, some will likely cost real money, and a chunk of rewards sit behind in-game achievements and League milestones. None of that sets off sirens yet, but clarity on what’s monetized—and a hard line against pay-to-win—needs to be front and center before launch.
On accessibility, Chief Rebel isn’t just box-ticking. Controller support is on the roadmap, UI options are being built with players who have vision and mobility needs in mind, and the team talks about “financial accessibility” just as seriously. As someone who’s watched too many ARPGs treat controllers like second-class citizens, hearing that commitment is a green flag. Now deliver robust remapping, UI scaling, colorblind modes, and aim assists that actually feel good, and you’ve got the rare co-op game that welcomes more players by design, not accident.

Fellowship’s pitch hits where I live: it’s Mythic+ energy without the weekly chores and “raid or be left behind” social pressure. If the studio keeps the content rolling, respects players’ time, and nails accessibility, this MODA could carve out a real niche between MMOs and ARPGs. The release date is set for October 16, with an open beta on Steam right now—smart timing to pressure-test balance and servers before the big day.
Fellowship trims MMO fat and doubles down on co-op dungeons and ARPG builds for a clean $25. I’m in—cautiously. Seasonal variety, monetization clarity, and launch scope will decide if this is a new staple or a short fling.
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