Occasionally, a video game arrives that feels tailor-made for me. While recent years have brought exciting titles like Deadlock, blending MOBA and shooter elements, and South of Midnight, with its stunning world, I’ve still longed for a truly engaging new MMO. The massive time commitment of games like World of Warcraft no longer fits my schedule. That’s where Fellowship enters the scene, and it might just be the perfect game I’ve been waiting for.
I had the incredible opportunity to experience Chief Rebel’s upcoming game firsthand at Gamescom 2025. Fellowship feels like World of Warcraft distilled into its purest essence: streamlined dungeon crawling without the overwhelming scale of a massive open world. The gameplay loop is elegantly simple: complete missions, acquire powerful gear, enhance your characters, and dive back in for more.
This game is described as a ‘MODA,’ or Multiplayer Online Dungeon Adventure. It masterfully combines features from popular titles like League of Legends, Dota, and Diablo. Players choose from a fixed roster of heroes, each with unique roles, and the core challenge lies in meticulously refining their builds to unleash their full potential. Truly, it’s a fantastical fusion of my favorite game genres.
An accompanying video highlighted key gameplay elements and character abilities within Fellowship.
As someone who primarily plays healers in World of Warcraft, I naturally gravitated towards Vigour, a luminous scholar specializing in both single-target and area-of-effect healing. His unique abilities, like resurrecting allies and even playfully “forcing” enemies to read with thrown books, immediately set a high-stakes tone. This was amplified when community director Hamish Bode revealed that our assigned dungeon, Sailor’s Abyss, was notoriously difficult. My earlier boasts about extensive WoW experience quickly turned into a silent gulp.
Our initial foray into the dungeon proceeded smoothly: Bode skillfully managed enemy aggression, our teammates dished out damage, and I kept everyone healed. As we progressed and faced larger groups of foes, I began to think the challenge was overstated. I was mistaken. Sailor’s Abyss lives up to its name. Descending towards the final boss, Sinthara, a colossal siren-like creature, Bode cautioned that no one had ever beaten her on their first attempt. Naturally, I saw this as an invitation to prove him wrong.
Things initially seem fine – Sinthara can interrupt spells, inflict bleed, and bind two characters together so that, as they move apart, they take more damage. Then, she unleashes her Siren’s Song, and each and every one of us noobs is yeeted off the side of the boat (willingly, of course). We run the boss again, and the same thing happens to almost all of us, but we notice that Bode has strapped himself to the ship’s rotting mast. Ah, understood. While Sinthara wouldn’t feel out of place in a WoW dungeon, the tether requirement is a fun little twist.
Despite its immediate World of Warcraft vibe, Fellowship clearly draws from many other sources. Bode, who previously worked on Diablo 3, holds the second game in that series as a personal favorite, and its impact is evident. Players can acquire gems that, while seemingly straightforward at first, evolve into intricate power sources as you advance. Unlike the rigid talent trees in World of Warcraft, abilities can be chosen in any sequence, offering true freedom. Certain items also bestow unique powers, but with a limited 14-slot roster, which includes a character-specific ultimate ability, strategic choices are paramount.
“We’ve always described our game as a mixture of our favorite parts of MMOs, ARPGs, and MOBAs,” Bode explained during our interview. “Initially, the game began as a PvE MOBA, but it’s heavily infused with ARPG inspiration. Many on our team are huge fans of games like Path of Exile and Diablo. Players who dedicate significant time to Fellowship often comment that the combat leans more towards ARPG than traditional MMO, particularly due to its more concise ability menu.”
Bode shared how players are already experimenting with and pushing the boundaries of their character builds, uncovering “unexpected power.” I asked him if this creative freedom brought a sense of joy, and if developing a PvE-focused game, rather than a PvP one, allowed the developers more flexibility in balancing. He responded, “That’s the beauty of a PvE game; you have more leeway with things being potentially overpowered or underpowered – the main goal is simply for it to be fun. In PvP, an imbalance quickly leads to frustration for others. However, we also don’t want to trivialize the entire game by making players feel obligated to use specific overpowered strategies to succeed.” He added that their small, agile team can quickly address unintended imbalances, often within a day. “This is something we’ll manage dynamically,” he continued. “Once the game transitions into live service, we’ll need to assess if any element negatively impacts the community’s overall enjoyment. If so, we’ll take action. But if it simply adds to the fun of a particular season, we might adapt it for the next. Ultimately, player enjoyment remains our top priority.”
Naturally, like many games of this genre, there’s a degree of progression tied to effort. Bode showcased a wide array of character customization options and various mounts, ranging from traditional horses and tigers to a charming rat with a bomb on its back, affectionately named ‘Sir Bombastic’ (with the ‘Sir’ being incredibly important, I was told). While some cosmetic items will be available through in-game currency and others via real-world purchases, similar to established titles, many will be unlockable through specific achievements. Conquering the game’s Leagues, which feature increasingly challenging dungeons and epic boss battles, will reward players with exclusive items. Those who ascend to the top of the leaderboards can anticipate even more prestigious prizes.
I asked Bode how they aimed to balance progression in a game that sought to differentiate itself from the extensive grind of titles like Diablo or World of Warcraft. He pondered, “We want players to experience a fulfilling power fantasy – that’s what makes these games so enjoyable. However, we’re careful not to make that journey feel drawn out or frustrating. While I personally appreciate a good grind, that’s not the primary experience we’re cultivating here.” He further explained, “We’ve implemented personal loot, ensuring that every dungeon completion rewards you with something that propels your character forward. There’s a consistent sense of momentum; if you play, you will always progress. Achieving peak gear levels is also significantly faster compared to many other games in the genre.”
Another video offered more insights, likely showcasing additional gameplay or developer commentary.
He then elaborated on their dedication to accessibility. “We’ve been discussing the concept of a lower barrier to entry and ensuring the game is accessible to a wider audience,” he stated. “I’ve given this a lot of thought, particularly recently, as accessibility encompasses so many different needs. We are committed to making our game truly accessible; for example, members of our community council face challenges such as vision or mobility issues. Having personally experienced limitations, like my own diagnosis with multiple sclerosis affecting hand dexterity, I can confirm that full controller support is a high priority for us.” He added, “But accessibility also extends to financial considerations. We decided against a subscription model, and I believe our game’s pricing makes it attainable for a broader player base. With games becoming increasingly costly, many individuals hesitate to spend large sums. Here, players will only ever need to invest the initial purchase price, if that’s their preference.”
For me, Fellowship truly hits all the right notes. As someone with limited time for the lengthy questlines of World of Warcraft or Final Fantasy XIV, it offers a quick, satisfying dungeon-crawling experience without the pressure of falling behind. More profoundly, Fellowship feels like a genuine homage to its community and its legendary inspirations, skillfully weaving together the best elements from gaming giants to forge something truly innovative.
Mark your calendars: Fellowship is slated for release on Thursday, October 16. However, an open beta has just launched, allowing you to jump into the action immediately. Don’t forget to say hello to Sir Bombastic for me!