
Choose your hero, form your group and battle through dungeons together in a Multiplayer Online Dungeon Adventure. Progress through Leagues, endlessly scaling Dungeons and chase new rewards with every fresh season. With a growing roster of Heroes and content there’s always something new in FELLOWSHIP
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 3.75/day in the week to Aug 3 → 5.29/day in the week after.
About
FELLOWSHIP is a multiplayer online dungeon adventure set in an exciting fantasy setting, with endlessly scaling dungeon runs. Players must focus on working together as a team, with an emphasis on skill, cooperation, and strategy to defeat bosses, collect loot, and work together to overcome ever-present challenges.
Jump in through matchmaking or team up with friends to take on challenging Dungeons. Choose from a growing roster of Heroes spanning Tank, DPS, and Healer roles, and freely swap between them to tackle each Dungeon your way. Cooperation and strategy are key as you face enemies with unique, complex mechanics.
Every run rewards you with personal loot and account-wide resources, ensuring each victory pushes you toward greater power. As FELLOWSHIP grows, new Heroes encompassing classic archetypes and bold new designs will expand the roster so every player can find their perfect playstyle.
Unlock new Abilities, Talents, and powerful gear as you climb through Contender, Adept, Champion and Paragon Leagues.
Core League Dungeons feature a single Boss and take 10–15 minutes, perfect for fast, focused runs while Capstone Dungeons challenge you with three Bosses and must be conquered before advancing to the next League.
Each League introduces fresh twists with new enemy abilities, added Curses, and tougher encounters. The greater the challenge, the greater the reward: higher-level gear, Legendaries, Set items, Gems, and account-wide upgrades that fuel the progression of all your Heroes.
For players seeking the ultimate test, Eternal offers endlessly scaling Dungeons where strategy, teamwork, and mastery decide how far you can push.
Compete on FELLOWSHIP’s in-game Leaderboards and prove your place among our greatest players.
Every Season brings major content drops with new Heroes, Dungeons, features, and gameplay. Seasonal resets place everyone on a level playing field; perfect for jumping back in with friends.
All cosmetics, mounts, and account flair you've earned across previous Seasons stay with you permanently, letting you showcase your accomplishments throughout the lifetime of FELLOWSHIP.
Engagement
Reviews
Themes across 941 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I enjoy Fellowship when I'm playing with friends. The combat is fun, the encounters are engaging, and there's a solid foundation here for players who enjoy cooperative PvE content. Unfortunately, the biggest obstacle to my continued play isn't the gameplay—it's the community. I've spent a lot of time pugging Fellowship, and I've been surprised by how quickly routine mistakes in learning-level content turn into hostility. Constructive feedback is one thing; that's a necessary part of any team-based game. What I've encountered far more often is players using mistakes as an excuse to be rude, condescending, or outright toxic. The strange part is that much of this occurs in content that is explicitly designed for players to learn, I.E. Contender/Adept content. New players are expected to make mistakes. Experienced players should be expected to help them improve, or atleast say nothing if you have nothing nice to say. Instead, many interactions feel like people are more interested in finding someone to blame than completing the *checks notes* 11 minute dungeon run. None of this ruins the game when I have a full group of friends online. But when they're not available, the pug experience becomes difficult to recommend. A multiplayer game lives and dies by the quality of its community, and right now Fellowship's community is the single biggest factor pushing me away from playing. I hope the developers take community health seriously as the game grows, because the gameplay itself deserves better than the environment that currently surrounds it.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Russian, Simplified Chinese, Traditional Chinese, Korean, Portuguese - Brazil, Japanese*languages with full audio support
Hours played at review time, across 943 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Мошенник-разработчик обманул меня на деньги, потому что в игре был русский язык, а потом он его удалил, когда я уже заплатил денег. Теперь у меня в игре всё написано странными буквами и нет денег. Но я не унываю, ведь счастье не в деньгах, а в том, что я Максим!
Queue up for a dungeon, wait 5-10 minutes to get queue pop, get to the dungeon select interface. Tank leaves without even selecting a dungeon. Queue up for another dungeon, wait 10-15 minutes to get queue up, get to the dungeon select interface. Tank leaves because he wanted to play one dungeon and someone else selected another dungeon he didn't want to play. Queue up for another dungeon, wait for 3 minutes to get queue pop, get to the dungeon select interface. Dungeon starts?! Oh my god it's happening. 5 minutes into the dungeon, near the end of the dungeon about to fight the boss. Tank doesn't think we can time the dungeon anymore and leaves. Mind you, you don't need to TIME the dungeon to still get FULL loot from the dungeon and the only way to gear up in this game is, guess again, to FINISH dungeons. Tank just deprived 3 other players of loot to save a whopping 2 minutes of his time. I just spent nearly half an hour either in queue or progressing a dungeon just for it to fall apart and not be finished. All because of selfish players. Mind you, these dungeons are not like WoW dungeons where each dungeon takes 20-30 minutes. These dungeons are bitesized and take a maximum of 10 minutes to complete. Even delves in WoW can take longer than the dungeons in this game do. These players would rather screw over 3 other players and save a measly 2 minutes of their life than to simply finish the damn dungeon so that everyone can get some resources and gear. And there is zero punishment for this behavior. It's neither reportable, nor is there a debuff that penalizes this behavior. They just get to queue up again IMMEDIATELY after leaving the dungeon, likely getting an instant queue so they can subject all other players to this exact behavior again. If you're a player who reads this, have fun with your game. You're destroying it but I guess you get to save those 2 minutes at the very likely cost of losing 30+ hours of your life after this game shuts down its servers as a direct result of your behavior.
Cool concept, absolutely awful community, had zero fun playing it.
Playing Fellowship as a solo player is frustrating because of the low player count and the queue system at end game. If you have a group of 4, definitely try the game out. If your friend group doesn't play fellowship, don't bother. The queue system in Eternal mode sometimes requires you to have more luck and perseverance than it does actual skill to complete the dungeons because there are a bunch of hurdles to get into the 'correct' dungeon on your push to 10k. Most players drop group immediately after timing a dungeon, even if you all do well and ask to stay grouped. Communities are a nice addition, but there are too few people using them such that I never find anyone who wants to group up through them so I have been pushing to 10k solo through the queue. If you are a solo player you have to: hope you get into a group at the correct Eternal level, hope people don't instantly quit and look for another group, hope the group leader gives you time to type out which dungeon you need before they pick a dungeon. Hope someone doesn't quit when you finally get into the correct dungeon. Sometimes, I wait in queue for 5-10 minutes only for someone to instantly quit. Or the group leader drops down to a low eternal dungeon because they want to farm while I want to push. Or both you and someone else in the group need a different dungeon from each other. I love the gameplay and I was able to get to 10k rating in both Early Access Season 1 & 2 but I am quitting EAS3 early due to the frustration of essentially 90% of my time being spent in the Stronghold hoping I get to actually play the game. I will try again when 1.0 releases and hope more people are playing so I have a smoother progression to 10k, but I am not optimistic. Much love to the devs, this is a wonderful game that I have enjoyed the gameplay of immensely, but my time is better spent elsewhere sadly.
i love the core of the game almost 900hrs played but honestly loot 2.0 is the worst change they ever made by far just leaving everyone's progression Entirely up to 5 layer RNG system that only rewards mindless grinding with zero satisfaction or just be the lucky one shame i cant bring myself to spend another 80 hours this season for it to reward me with garbage loot from this terrible loot 2.0 was a 5 star game now is unplayable
Купил игру за 1000 , просидел 5 часов ожидая загрузки в Стронхольд , после 5 часов ожидания решил взглянуть на страницу игры и вижу что игра уже стоит 600 , 10 инвалидных колясок из 10.
season 3 is cooked, adept ransack feels at least twice as hard as an eternal 20 in season 2, To put that into comparison adept is the second easiest difficulty while eternal is endgame. WHY would you purposely balance the game around the hyper sweaty people knowing its going to push away any new players that might want to try the game? you bottomed out at barely 100-150 people playing a day at the worst of season 2 and I guarantee you will get lower numbers than that if you continue this horrendous balancing scheme you have going on.
Opted to put season 3 launch on a Monday (like why?). They don't give the release hour until 3 hours before. Then two hours into the release window the servers still aren't up because they are "waiting for the steam sale to start". Fast forward four more hours, completely unable to login (except for the lucky few that slip in), they're keeping their community manager borderline in the dark, and giving the community zero transparency. They have said they will take the servers down for a maintenance, then they said there will not be a maintenance and they will test it live, then said the servers are coming back down for a maintenance. TL;DR: 6 hours into my Monday morning I've got a lot of thumb twiddling done and it's been great for my hand strength, 10/10
honestly not that good if you are playing with randoms. might be more fun if you played with only friends. everyone tends to run it so damn fast you can't keep up if you are new, die and they are kinda toxic about it. not everyone granted but still.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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