
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 942 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Интересная идея, но ломается об реализацию. Если вас 4 друга и вы хотите побегать плюс или минус подземелья с приятными механиками, то это ваша игра на часов 20-40, пока вам не надоест однообразный контент. Если вы один или у вас двое, то не рекомендую игру к покупке. Игра ведет себя как любая сезонная сессионка, на выходе нового патча люди будут первые 2-4 недели, потом онлайн упадет до 100-200 землекопов. Игра удовольствия не доставила, потраченных средств на это жаль.
就这个中文翻译我是想给你差评的,那么多技能都没翻译,纯糊弄人。但是我又怕你死,本来人就不多,因为游戏倒是还有点意思。大秘境启动器,不用练级不用做任务,上来直接开干,玩过魔兽的,副本机制,技能循环都很好理解。但是你的中文翻译真是让人想骂街。还有就是亚服匹配人慢的话可以去欧服。还有就是皮肤能做好看点吗?人物能好看点吗?可别来政治正确那一套,好好干
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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 944 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
**Not Recommended** ## TL;DR **Pros** * Fun cooperative dungeon gameplay. * Enjoyable combat and boss encounters. * Strong foundation with good PvE potential. **Cons** * Every character requires separate progression (gear, talents, gems, forging, crafting, etc.). * All progression is wiped every four months with seasonal resets. * Rare gear feels unrewarding because it's temporary. * No meaningful long-term or horizontal progression. * Clunky UI (can't simply drag and drop skills onto the hotbar). * Party UI doesn't clearly show when players leave. * No minimap, making it easy to lose your group. * Dungeon shortcuts- jumping platform sections can separate you from your party and become more frustrating than fun. --- I genuinely wanted to like Fellowship because the core gameplay is fun. Running cooperative dungeons, fighting mobs, and learning encounters with a group makes for an enjoyable experience. Unfortunately, the longer I played, the more frustrating the game's design became. The biggest issue is progression. Every character has multiple progression systems to manage: talents, gear, gems, forging, crafting, and more. If you want to play multiple classes, you're expected to repeat that entire grind for every single character. Normally, I wouldn't mind investing the time if I were building something permanent. The problem is that the game wipes your progression every four months with each new season. That completely killed my motivation. I prefer games with long-term, horizontal progression where the time I invest continues to matter. Here, it feels like you're renting your progress instead of earning it. Farming a rare piece of gear doesn't feel exciting when you know it'll be deleted at the end of the season. I simply don't have the time—or the desire—to rebuild my characters every few months. The UI also needs work. Something as basic as assigning abilities to your hotbar is unnecessarily tedious. I expected to drag and drop skills onto my action bar, but instead you have to click each individual skill into a slot. It's a small thing, but it made creating a new character feel far more frustrating than it should have. There are also several quality-of-life issues that made dungeon runs more confusing than enjoyable. If someone leaves your party, their party frame stays visible, so as a new player it isn't immediately obvious that they're gone. You get a brief text notification, but it's easy to miss, and the UI continues to suggest the player is still with the group. Finding your teammates is also harder than it should be. I frequently lost track of the other three players, and without an in-game minimap I often didn't know where to go. Instead of focusing on the dungeon itself, I was spending time trying to figure out where everyone had gone. One dungeon also had a series of platform jumps that appeared to function as a shortcut. I repeatedly died trying to make the jumps and was sent all the way back to the beginning. It became so frustrating that I left the dungeon entirely because it was faster to re-queue than to keep trying to catch back up to my group. If those platforms are intended as a shortcut, they shouldn't be punishing enough to separate players from the rest of the party. Fellowship has a solid foundation. The cooperative dungeon gameplay is genuinely enjoyable, and that's what kept me playing as long as I did. But the seasonal wipes, repetitive progression systems, and rough user experience ultimately outweighed the fun for me. If you enjoy seasonal games where everyone starts over every few months, you'll probably have a much better experience than I did. But if you're looking for a game where your progress lasts and your time investment continues to pay off, you may end up as disappointed as I was.
Just dungeons, and gear. Needs a bigger player base, and a punishment mechanic for people who leave or reject que.
Game used to be good when it first launched to EA. It offered months of progression to build your character stronger and climb harder dungeons. Unfortunately developers have terrible case of listening community too much, a community that finds every inconvenience a problem that must be nerfed. Instead of accepting concepts that in order that have lucky drops there also need to be equal amount of badluck, the playerbase have demanded badluckprotections and game feeds stash tab worth of legendary items in no time so no one feels left out. If you read forums you'll find threads like "I'm a single father and have 30 minutes a week to play, why shouldn't I be at same gear and ranks as someone who sinks hundred of hours to the game" and that's exactly what game have become to. Getting Bis gear takes barely a week at the start of season and after second week the playerbase is gone as there is no more character progression and the last 4 months of season game is unplayable due low numbers. In summary it have became like "taking lift to top of mountain and then pretending you conquered said mountain" For 4-5 months long season, there is only content for 2 weeks at the start of them and it's the players that demand to make it even less grindy and faster. The worst part is that there is no light in sight for this game as weekly notes often starts with "we heard your complaints and decided to make crafting materials more easily available"
Short review: This is a great game, for the reasons all the other reviews have pointed out. Do *not* buy this game unless you already have friends to play it with, however.
Ignore the negative reviews relating to season release issues/balance design, the devs are pretty locked in on resolving those issues and its an early access game with a smaller dev team so its to be expected that there will be SOME problems, and there are no other games of this type made by major companies that don't have them (looking at you blizzard). The game itself is quite good, class design feels very intricate without being too overbearing, there's plenty of room to min max your rotation and end game gearing, the dungeons are fun and have a lot of varied routing options depending on your composition/relics/cooldowns that you can sync up with friends, and late game content is adequately challenging even for advanced players, the game is very clearly made with love by people that care about and think deeply about the genre and have experience with playing raids/dungeons in other MMOs at a high level. Where the game lacks is mostly just in the nature of the genre, fellowship is ultimately a team based game where mistakes are highly punishing which means that solo q into random people is going to frequently result in a negative experience from people playing poorly or lacking coordination, this is strictly *unavoidable* and out of the control of the devs, they can do things to minimize it (changes like the routing assistant modifier which even blizzard adopted for mythic+ help some) but ultimately the devs can not remove it as an issue no matter what they do, if you enjoy this type of game it is fundamentally a part of the experience you will have to learn to either live with or find a group of friends to avoid the issue entirely. As for cons relating to the game beyond the inevitabilities of the genre, they get some things wrong sometimes with the seasons but it is ultimately, again, still an early access game and as such they haven't perfected their formula yet. If you don't want to play a product that while polished, is ultimately unfinished, then this isn't the game for you. Similarly to the previous paragraph, if you don't like MMO style combat with global cooldowns and the holy trinity of tank/dps/healer, if you don't like dealing with random people making mistakes while queueing as a solo player, if you don't like challenging grindy games where the reward is the experience of completing something challenging, or if you just don't want to invest your time into an early access product, then this game simply isn't for you and won't have an experience you are looking for, but if any of those things are points you can reasonably compromise on or accept then fellowship is a fairly fleshed out and enjoyable experience with at a MINIMUM dozens of hours of gameplay for you to enjoy and looks to be very promising for years to come content wise.
I've only played a little as of now buy I like the loop of dungeons and getting loot.
this game is honestly, just straight slop. dont waste your time.
If i had anything positive to say about this trash, it can cure insomnia, it's a real challenge to stay awake or not die from boredom after 30 minutes top, some people have no soul i get that but ♥♥♥♥♥♥♥♥ this cashgrab is so unoriginal that every single aspect and bad Mechanic is stolen from other known rpgs and somehow make them even worse no one needs this, i think the people who made this hate themselves so much they made this as some sort of payback on the human race
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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