
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
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.
What the hell man we paid already for the game why is there still in game real money purchase, people will say maybe they need to make money but that is why this game isnt free.. 19,99 for a skin not normal.. Upadte: Good and fun game but the queue time is like hell..
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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 2,402 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
scam
I've only played a little as of now buy I like the loop of dungeons and getting loot.
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
People randomly leaving dungeons and not being penalized. Insane wait times for anything but tank. Que times in Eternal are 10+ minutes, game turns into a dungeon que simulator within a day of gameplay waiting for some potato tank who leaves after dying on first pull. You designed a game entirely for dungoens, yet expect solo players (the base of the community) to wait 10-20 minutes PER run. Also the community is trash towards anyone that hasnt been playing since launch. They straight up will flame, verbally abuse, and then leave dungeons if you're not a brainrotted weeb that sinks their entire day into this game. Wish i could refund this bag of Dih
So i'm just going to preface this now that if you have three friends to play this game with or if you're not able to get a consistent party you're going to have the worst possible experience of the game Adept tier onwards. Before I get further into those specifics, let me talk about the game itself as i've been playing on and off since the open beta and beginning of Early Access. [h2]Core Gameplay:[/h2] If you have experience with mainstream MMOs on the market (WoW, FF14, ESO) the concept of the game should be pretty straight forward, if not then here's a quick explanation. Fellowship is a MMO-Gameplay styled team dungeon crawler where the core loop is killing a certain amount of enemies in a dungeon then going for the boss, with there being special capstone dungeons that include three bosses, but most of the time you're going to be doing the one boss dungeons to gear up and progress. Depending on the difficulty your dungeon run can have different modifiers that affect player abilities, stage hazards and enemy abilities as well as possibly altering requirements for completing the dungeon. The game focuses on three core rolls which are the holy Trinity of MMOs: Tank, Healer and DPS. At the moment there are 3 tanks to choose from, 3 healers to chose from, and 6 DPS (Ranging from Melee characters, to Casters, to Ranged) One thing I really like about how this game handles classes/heroes is the unique identity and mechanics each character has, making no two characters feel like they play similarly which is something MMOs often struggle with where even with some unique mechanics class rotations would be incredibly similar. In Fellowship the way you go about best playing each character is different from others in the same role and it gives some nice variety for replaying through the tiers as different characters. The dungeons themselves are simple in terms of routes but still interestingly themed and designed that it makes it a treat to go through them time and time again, and the boss fights have enough interesting mechanics to make them an enjoyable challenge. [h2]Story:[/h2] At the moment story is essentially non-existent in Fellowship, characters have little lore blurbs on the character select, there are various different factions that you face in the different dungeons and there's some descriptions here and there but overall there's nothing really there to make you attached to the world or characters. Comparing this to another hero based action RPG, Elden Ring Nightreign, in that game you at least had personal character stories to better flesh out each character's motivations and history, at the moment there's nothing that exists there for Fellowship. Hopefully there's plans to address something like this down the line but if there are none then it's tough to justify this being a hero focused game rather than a class based game. Here's hoping something comes down the line for that. [h2]Performance:[/h2] So this is going off of all i've experienced so far throughout all the months i've played. When the game first came into EA there were severe performance issues, from frame stuttering to server issues, however where it is now at least from my perspective the team has really ironed out a lot of rough edges and has made a more polished game. My PC specs aren't too remarkable so the fact that I can run this game well on my device is a good sign for it's stability. All in all everything i've said has been pretty positive, so you might be asking yourself "Why is this review marked as 'Not Recommended'?" And the reason for that is due to the major key part of the game that I truly believe is the thing that is going to kill this game: [h1]The Community[/h1] So the community that this game was made for was those who enjoyed dungeon content in MMOs, however there is a key lean in target audience being more towards WoW than other MMOs, and unfortunately, a game centered around speed MMO dungeons catered towards WoW fans means you're attracting the Mythic Dungeon community of WoW, which from first hand experience is rancid. In Contender Tier everyone is learning, everyone is gearing up, and for the most part everyone is working together and progressing. However once you start going through Adept tier that starts fading away, the dungeons get tougher but for the most part they can be handled if you queue up right and aim to get yourself geared up, but the moment you begin to quality for the Adept capstone dungeon then that's where the fun ends when it comes to public queuing. At that point unless you're pre-forming a party before hand you are going to get stuck with groups who have suddenly adopted a mindset of "if this isn't going 110% perfect then the run is ruined", and you will begin noticing that if hitches are encountered in a run, people will begin abandoning dungeons. And since this game has no mid dungeon party replenishing system you are forced to abandon the dungeon entirely, thus forcing you to go back into the queue. And this isn't just for wipes, if no one has even died yet but the kills aren't happening fast enough someone will complain, get hostile, and then ditch everyone. Now in most MMOs when something like this happens and someone ditches a dungeon they're hit with an abandoning penalty, either racking up a mark on their current play session that if marked up more will lead to disciplinary action, or will outright be locked out of queuing for dungeons altogether immediately after abandoning. Fellowship does not have this, so you're free to ragequit out of a dungeon at the drop of a hat and immediately jump back into queue and most likely ruin another group of player's progression should they not meet your 100% standards. This leads to an issue where those who are just trying to aim for a clear to get their dungeon rating up and get new gear are forced to wait in queue after queue after queue, thus killing any interest in continuing the game. And from what i've seen from community discussions, there's a sect of the player base that WANTS this to stay as it is, claiming that if they were to begin getting punished for ditching others in dungeons then it would kill the game altogether. So now the game is in a bit of a death spiral, do you allow players to keep ditching non 100% perfect runs and forcing others to go back in queue thus leading to players giving up and abandoning the game, or do you punish those trying to ruin other people's games and then risk them getting mad that they're getting timed out and quitting? All in all I will say this, the game is fun, the dungeons are neat, the characters are all unique and bring their own flavor of gameplay to the three roles, but DO NOT get this game unless you can also get three other people to play with you or if you can get yourself into a consistent group to play and progress. This game is not good for those who intend to play it solo as you will have a miserable experience.
Solid game. S3 is a significant upgrade over S2.
could be way better with controller support for people with accessibility problems, hope the devs will add controller support in the future.
if you want to spend the money so bad, just give it to a homeless person. it will satisfy you way more than this game ever could...
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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