
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.
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 948 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'm 30 hours in, starting with S3 rollout. It is like doing WoW M+ except without all the other chores. Just queue for dungeons and reroll/upgrade your gear using approachable systems. Dungeons are mostly under 10 minutes long with a few exceptions. I haven't had many negative experiences in terms of community, really just people leaving occasionally for various reasons. Several times people were willing to talk about mechanics for new players which was nice to see. Great game especially for those with shorter gaming periods available!
S3 and "odd comp" feature in particular is awesome Huge potential in this game i see Just try it)
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.7M | 14.1K | 61% | $29.99 | |
| $10.7M | 10.7K | 79% | $29.99 | |
| $10.6M | 10K | 88% | $59.99 | |
| $10.6M | 20.1K | 86% | $19.99 | |
| $10.6M | 13.4K | 80% | $29.99 | |
| $10.6M | 28.7K | 95% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 5.8K | 61% | — | |
| $0 | 30 | 43% | Free | |
| $1.6K | 5 | 60% | $14.99 | |
| $0 | 0 | — | Free | |
| $0 | 0 | — | Free | |
| $0 | 0 | — | Free |
Reviews, worldwide (the counter carries no country): 3.75/day in the week to Aug 3 → 5.29/day in the week after.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 18 day-to-day chart moves that followed a price cut, against 2,498 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
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 950 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Concept is interesting, execution is clunky. The game is pretty, the characters feel good, abilities seem nice on paper. But it doesn't *feel* good to play. The feedback when attacking or using abilities is practically non-existent. It doesn't feel like I'm hitting monsters, it feels like I'm managing a spreadsheet while, in the background, my character is animating, and numbers are popping all around (I can't tell what those number correspond to). Same thing for taking damage, the only tell is that my life is going down. Even at lower levels, it seems players are just rushing past most of the dungeon to get to the boss, so you can't really get a good dungeon experience unless playing with friends.
awesome
Bon jeux
Excellent take on the team-based dungeon grind sub-genre. Fellowship compresses the fundamental elements around repeatedly running dungeons to improve one's own performance and equipment into an easily digestible loop without the time sinks in between. The game employs a "dungeon finder" mechanic to accelerate the rate at which one is able to play dungeons. Naturally, this chips away at the social interaction in-game, but without this tech, the game would slow down it's core gameplay idea too much. And since the community uses Discord to organize groups after a certain level - which is necessary due to the rising difficulty - the dungeon finder is virtually a non issue, if one develops the ambition and drive to push past a certain entry-level difficulty. The rising difficulty does, however, also mean that the game highly encourages a permanent team of four, which constantly plays together and learns to interact like a well-oiled machine. There is a certain soft-ceiling one can reach with purely random teams. During early access, there are and will be balancing issues between classes/heroes - after all, its a work in progress. Sometimes this hero might be the undisputable best at a job, next patch it will be a different one. The vastly different playstyles and mechanics between heroes (which is a large fun factor), however, outshines - personally, for me - the need to pick the "best" hero. What's there in the game - right now during EA season 3 - is already amazing. The plans for the future, even if the roadmap is still very dynamic, sound extremely promising and exciting. 5/5 recommend
good
Könnte mein neues Lieblingsspiel werden!
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Extremely fun with a premade.
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.