It’s always exciting when game designers take a slice of a complex genre and build a game around it. It’s how we ended up with games like MOBAs, which distilled hero mechanics from RTS games. Now, we have Fellowship, a Multiplayer Online Dungeon Adventure. This game zeros in on team-based dungeon raids, a core element of modern MMOs, and trims away the cumbersome grind, letting players jump straight to the engaging action.
After spending some time with the development version of Fellowship, I can confirm it lives up to its intriguing promise. It offers straightforward, endlessly scaling dungeon runs with a team of four—a tank, a healer, and two damage dealers from a selection of unique classes. Whether you create your own team or use the convenient group finder, you’re right in the action. Choose to tackle quick one-boss Adventures or dive into more lengthy multi-boss dungeons, depending on whether you’ve got a few minutes or a full hour to play.
When you wrap up these runs, you score some loot, refine your character’s talents, ramp up the difficulty, and jump back in for more.
Initially, I was doubtful about having an authentic MMO-style dungeon experience without the MMO part, but Fellowship proved me wrong. As you progress, you’ll clear out hordes of enemies to face bosses, keeping the experience genuine. All the classic mechanics are present: managing your tank’s threat, keeping the healer comfortable, interrupting dangerous enemy abilities, and using your class’s skills effectively.
Playing as an elemental mage, I was tasked with managing several abilities, even at the starting level. My character could unleash hefty freezing meteors or channel icy blasts by accumulating charges. Our team’s healer, on the other hand, could summon plants with healing or damaging capabilities. It quickly became clear that each class had its strengths and limitations. And just a quick note: if my fragile mage drew the boss’s attention, survival was not guaranteed—my apologies to the tank!
The game features some truly engaging boss encounters. I faced four unique setpiece battles that mirror what you would expect from a modern dungeon experience. In one ghost pirate-themed dungeon, we battled a skeletal captain who threw our spirits in and out of our bodies, demanding quick reactions. In another, we encountered a giant treasure golem that our tank couldn’t engage traditionally; instead, he had to roll around collecting treasure pieces we broke off. Then there was a massive zombie that summoned tidal waves, forcing us to chain ourselves to anchors and dodge sharks.
Though gimmicky at times, the developers emphasize a balance between quick reflexes and mastering class-specific mechanics. One particularly challenging example was a warlock boss, who bombarded us with rapid-fire skills and summons. Our team had to constantly interrupt him, all while he created areas that demanded cohesive movement or a quick retreat.
Fellowship’s structure is particularly impressive. The dungeon difficulty adjusts over six levels, easing players into progressively more complex game mechanics. From there, it escalates into dozens more levels, each with individual curses that offer unique twists. One curse might add powerful minions to enemy groups, but defeating them grants a short-lasting buff, making it easier to clear up or face a boss.
The idea of a game centered on infinitely scaling dungeons, both familiar and rife with new challenges, is compelling. Couple that with the developers’ plans for competitive seasons, where players compete to achieve world-first kills on bosses, and it’s safe to say I’m eagerly awaiting the launch of Fellowship. I can’t wait to get geared up, fully spec out my character, and dive into the exhilarating challenges it offers.