Fellowship Season 2: Where This Dungeon Game Heads Next

Author: Łukasz Grochal

Fellowship is a co‑op online dungeon adventure that mixes MMO style roles with tight, instanced runs instead of an open world grind. You build classic trinity parties of tanks, healers and damage dealers, then push through endlessly scaling dungeons packed with trash mobs and bosses that rely on positioning, interrupts and coordination rather than simple stat checks. Structurally it leans closer to repeatable Mythic Plus dungeons from World of Warcraft than to a traditional story driven RPG, with leaderboards, time pressure and difficulty modifiers that keep experienced groups chasing cleaner, faster clears. At the same time, progression systems, loot and build crafting give it a light roguelike and ARPG flavor, encouraging players to theorycraft parties and synergies instead of sticking to a single rigid meta.

Season 2 is positioned as the first big step toward a long term seasonal model while the game is still in Early Access on Steam. The update adds two new heroes, Aeona and Xavier, designed as a time bending healer and a paladin‑style tank, which opens up more experimental comps and clearly aims to deepen support play rather than just adding another damage dealer. A new starting zone called Woodland Glade lets people learn their hero in a low pressure environment with no timers or bosses, which directly addresses earlier criticism that the game throws new players into stressful, success‑or‑fail runs too quickly. There is also a full competitive reset that wipes the leaderboard, effectively giving everyone a fresh season race and a reason for lapsed players to return and test the new builds. On top of that, the developers are rolling out a leaver penalty system and priority requeue, both meant to reduce frustration from players dropping mid‑run and to keep dungeon groups more stable.

Opinions around Fellowship are generally positive but not uncritical. Many long term players praise the core combat loop, the feeling of executing clean runs with a well coordinated group and the way the gearing and talent systems offer room to min‑max without daily time gates. At the same time, complaints show up around grind, uneven loot drops and the frustration of needing to farm talent points or gear before certain builds feel good. Queue dodging, early leavers and pacing issues between difficulty tiers are recurring topics, something Season 2 systems try to soften but probably will not remove entirely. Overall, the direction looks fairly clear: Chief Rebel and Coffee Stain seem to be building Fellowship as a long tail, seasonal co‑op dungeon game that keeps layering new heroes, systems and quality of life tweaks on top of a competitive, skill based foundation rather than pivoting toward a casual looter or large scale MMO.