
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
Игра с потенциалом: есть уникальные механики и ранее не виданные мной способности у аддов и боссов, которых у аналогов нет. Однако, разработчики все пропукали в первом сезоне (самая убогая оптимизация и отсутствие контента), потом оттолкнули остальных игроков во втором сезоне (новые персонажи: Ксавиан и Аеона), то уже никто почти не пришел на третий сезон (5к в пике). Помимо банального плохого онлайна, когда ты мог найти данжик попушить только ночью (на steamdb пик онлайна приходится на 23:00 по МСК), добавления лута как из АРПГ - не делают игру твинко-френдли. Тебе НУЖНЫ некоторые сеты, т.е. гринд только определенного данжа или двух данжей. Потом тебе падает шмот с сетом, но с ущербными афиксами - рерол через легендарную пыль (она очень редка). А ещё по всему этому бьёт эта ужасная сложность данжей - Paragon. Просто мусорный и ненужный дивизион. Это и не энд гейм, но и требования к нему слишком высоки для пивозавров, которые только закрыли первые три сложности без апгрейда шмоток, сокетов и т.д. И происходит закономерная ситуация: есть люди, которые хотят уже попасть в Eternal (энд гейм), но им надо попасть на пачку людей, которые хотят пройти Capstone dungeon на Paragon (финальный данж на той или иной сложности, чтобы продвинуться в следующий дивизион), но они попадаются с людьми, которые только первые три сложности прошли без апгрейдов, не знают страт на боссов в данжах. И после нескольких недель в каждом сезоне образуется пропасть на этой почве: онлайн сосредоточен, либо в Eternal, в который они проскочили на пике онлайна в начале сезона, либо на Contender/Adept/Champion, когда пропустили начало сезона, Тем самым люди застревают в этом убогом Paragon. Кстати, из этого и вытекает то, что в игру невозможно играть на середине/конце сезона - весь прогресс обнуляется в начале сезона =) В условном WoW, если ты пропустишь сезон аддона - ты можешь наоборот просто через профы быстро доодеть персонажа и поиграть. Тут - просто опускаются руки Моя мечта для данной игры - переход на полный синглплеер в будущем, потому что серваки так и так у них 50/50, а вот эта полная зависимость от онлайна и фазы сезона - убивает желание заходить и ждать данжи по 20+ мин. Так и игра будет выглядеть интереснее на фоне конкурентов
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Spieler gehen aus der Gruppe und erhalten keine Strafe. Absolut dummes Gruppenspiel so
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...
game is good people are ♥♥♥♥ ..but people are ♥♥♥♥ everywhere..
First off, I want to start that it deeply pains me to leave this negative review. The game at its core is great, but I have to review the game as it is, not what purports to be, and or what it can be. TL;DR - if you have a 4 stack, disregard this entire review. Please play the game! You'll have a blast. Where to begin? I've played the game every season, and got every character to eternal and got every seasonal mount and enjoy the gameplay loop a lot! Why the negative review, then, after 600hr+ on record? That's simple - the community. Put succinctly, The game is great when I get to play it! "When" is doing insanely heavy lifting in that last sentence! As many others in the reviews have stated, this game has a nasty incentive problem - there's no punishment for leaving, so people leave for any reason if things go south for even a moment, and that's even if you get into a dungeon. As I said before, I enjoy getting each character into eternal - here's a window of what that looks like this season: Wait in queue for 30m, people leave at dungeon select. Wait 20m again, get in, healer makes small mistake in a pull, instant disband. Wait in queue again, end up with group that is new and learning, don't time, people leave immediately after the dungeon clears so I can wait in queue again for an hour. Trying to clear the paragon capstone without a carry with randoms in queue, I spent unironically 6 hours before giving up and asking outside communities for assistance getting some of my alts into eternal. This is not a healthy gameplay loop - and it's unfortunately not uncommon at all. There are some really chill cool people in this game, but it gets overshadowed by the complete apathy others show by not even talking at all, or the complete and utterly unhinged people I've run into. I'm aware this game is WoW M+ simulator and that community is... troubled, to say the least, but it degrades the player experience significantly. I've gotten some high-key comedic moments from people's complete insecurities, some that will live rent-free in my head for years, so it doesn't bother me too much, personally; however, when I want to play the game, not interact with lulcows, it's a real bother. It makes it excessively difficult to recommend this game to my friends - unless we 4 stack, people's toxicity leaves no room for mistakes or for them to learn the ropes, which is a disgusting incentive structure when the game bleeds players every season immensely - at the end of S2 it literally hit 100-200 peak players a day - the game is just non-functional at that point. If you're willing to sit on discord and many other "external" communities the game is a lot better! But it ends up with what I like to call the "discord" problem: Games where people just play on discord makes people not in their voice calls literal "outsiders", and significantly degrades their experience. You'll just get kicked for literally no discernable reason from 2/3 stack groups, and they tend to be the most toxic - husband and wife combos in this game seem to be the absolute worst. Either way, it makes the game solo-que or duo queue experience especially toxic. I think the key take-away from my review would be that while the game is stellar, fun, and great, none of that matters when the average player experience without a 4stack is so utterly abysmal. The amount of times I've spent 4+ hours without a single dungeon clear because of absurd queue times and people leaving the dungeons for the most miniscule of reasons tips the scale in the negative immensely, and for my friends who are interested in playing but need to learn the ropes, I wouldn't let them ANYHWERE NEAR the game's community without a 4 stack. I genuinely have no idea how the developers can fix this community problem, because most solutions would cull the player-base, which is already too small. I am genuinely pained to leave this negative review, but seeing as most of my time playing the game has been starkly negative, I have to. If you do end up playing wanting to play this game, your best window is during the first 2 weeks of the season drop. But if you're solo-queue, expect immense friction. People will expect you to know the mechanics and routes since this game has been out for a year, and will be super toxic at you if you if you don't know these off-hand for "wasting their time". Just play the game with a 4-stack; if you don't have that, I wouldn't touch the game. It didn't work out for me, it probably won't for you either, unless you have an external community you can heavily lean on.
The game itself is good, but after a week, solo queueing as a DPS means the queue can take up to an hour. It's horrible.
Character power/progression is atrocious, the weapons drop VERY rearly and all of your power is in the weapon. The maps are too few, they become repetitive very fast. Match making is a joke, you try to do your cap stone and the game gives you a healer THAT DOESN' KNOW the mechanics and THEY ARE 2 K POWER UNER YOU and you as a TANK heal 30-50% more THAN THE HEALER. The characters are uninspired, their rotations are wow's shaman levels of buttons. The transmog is a bloody pay wall, if you have a weapon and you realy like how it looks but is not BIS you can't have it as a transmog. This game feels like a bootleg wow that doesn't understand player expression, player choice or RESPECT FOR A PLAYERS TIME AND MONEY. Better play WOW than this sorry excuse of a game! Now, recommendations for the devs: 1 increase map pool/ randomize the pool.per dificulty slot 2 get rid of holly trinity, you don't heve enough of a player base, every one plays odd comp. You can mitigate this with builds, every one can be a tank or a healer (you have skill trees let players play what they want) 3 let players unlock customisations directly on item received not with your idiotic season rewards. 4 capstones can be played only by players that have a certain power level. 5 Add mega doungeouns (min 6 bosses) as final tiers ( because you LOVE your season system). This give players a a goal to work towards. 6 AND HEAR ME OUT! if a player received an item BIS let them upgrade it's item level. For the following reasons: 6.1 The player get's emotionaly attached by the item and your current system is almost perfect for this. 6.2 if the player gets a new item on that slot the player hase choises: keep playing with the first item/ build or try a new build frictionless. 6.3 item collecting/ willingness to try new things. The player is not forced to switch the item based on its ilvl but by willingness to try new thing's with their favorite character. 6.4 the current rewards are not sustainable for a player, the loot is too sparsely given, many runs finish with the same slot with the same power lvl. 6.5 look at looter games for your drop rates/ items for meaninfull play sessions, every run pushes the player towards something. 7 you wnat to give the mythic plus feeling with a system that resembles Warframes but with none of the benefits ex: you load in a 4 man instance you have ony 1 thing to do (defat the boss) and you don't reward the player enough).
The game will give you a detailed explanation of what a mirror is for, but you want to know what your skills are actually doing, good luck you get one sentence. Honestly the community might be the worst part of this game. because there are so few new players, even going to the easy mode dungeons you get treated like ♥♥♥♥ for not really understanding everything about the game. It reminds me of playing Vet Dungeons on ESO. Where one tiny mistake makes you vilified by your team. If you are like me and just wanting to get into a new game this is not it for you. Play any other MMO or co-op game. I can see the appeal of the game, if someone has been playing wow for awhile and is looking for wow but different, this is honestly probably a great game for you.
do you like M+ on WoW? You're gonna love this game for a season. But the dungeons they have get stale REALLY fast. You're only going to run the same 5 or 6 of them constantly, the capstones aren't bad, none of them are bad, but it gets boring REALLY fast
Game can be fun. Def a little more grindy than what Id like. Community is HORRID. I went into the capstone dungeon from Champ into Paragon for the first time. Psyched myself out and played poorly. We still timed it. Got flamed the whole way by 2 people. Reported them but have been informed that most reports do nothing. Community needs work before I ever try it again.
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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