
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 941 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
honestly not that good if you are playing with randoms. might be more fun if you played with only friends. everyone tends to run it so damn fast you can't keep up if you are new, die and they are kinda toxic about it. not everyone granted but still.
A standalone MMO-dungeon-like experience made by people who seem to have never played any MMO other than World of Warcraft. Re-implements questionable decisions that WoW made with seemingly 0 thought as to why. Doesn't look at decisions other games in the genre made and takes roughly no inspiration from them. Recommended, but only barely and only because there is no other game trying to offer a MMO dungeon experience without all the timesinks those games add.
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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 2,400 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 943 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fellowship is marketed as a WoW Mythic Plus alternative. I would encourage you to view it more like a dungeon simulator. The gameplay is exactly as advertised, tab target combat. Select a hero that you like the look of, take them out on an adventure to get a grasp of how they play and queue with 3 other players to take on a dungeon instance. Complete dungeons to earn gear and materials to make said gear more powerful. Take your rightfully earned (gear)power and challenge the Capstone to progress to harder dungeons. This is the Gameplay loop of Fellowship, and the game does an excellent job of scratching that Dungeon Queue itch. The heroes provided each play differently enough that no matter who you pick, you will have a well established playstyle. Spells you unlock as you progress are static and you will have enough buttons on your bar to allocate them freely. I have tried every Hero and I can say that there is enough variety to satisfy those interested. Talents are expected to help support the playstyle you like. I think some talents are damn near mandatory for some heroes to feel good and some are not as impactful as I would want. The next level of customization is gear. Yes, there is 'Best in Slot' gear pieces that may compliment the core of the Hero more-so than other pieces of gear, within each piece of gear is room for modifiers. Blessings, Traits and Gem Power is where you find more Player Expression with your Hero. There is of course 'meta' builds for each hero, there is enough wiggle room in most builds that encourage more player preference. After completing Paragon Capstone, you will be encouraged to push through Eternal Ranks. Eternal is meant for End Game progression to show how far you can go with a Hero. I would say Eternal is challenging and engaging enough to be fun. After you have progressed enough through Eternal you will have the option to queue* for Pinnacle (yeah no you will not find anyone queueing for Pinnacle, that requires Discord for both LFG and Coordination via Voice Chat). Pinnacle was definitely worth the grind and the wait, hard enough to justify overcoming social anxiety to get strangers together to beat it. I was encouraged to pick this game up after watching my friends play it on stream. Of course, after I bought it I was left to queue with others through the Matchmaking system (I might of gotten like 2 nights of gaming w/ them ((yeah they're ♥♥♥♥♥♥♥♥ for that))). This is where the Negative reviews of the game stem from, and rightly so. Matchmaking is not a pleasant experience, as people are too quick to leave and be pissy after simple mistakes. Example given: We start a dungeon and the tank begins going thru packs, trying to get as many as they can take before it gets too much. During this initial pull, both the Tank and the Healer need to be on the same page on how many groups they can take. Most of the time, the Tank overpulls and the Healer cannot keep the tank from dying. This will end in a wipe and typically means someone will rage quit and go back into the queue. You don't get any gear and have to take your sorry ass back to the Dungeon Queue. The players responsible for the crash out? They get to go right back into the queue with zero consequences. At one point, I was sympathetic to this. I understand people make mistakes and might need time to re evaluate their gear or their talents. All of my sympathy disappeared when this exact example plays out so many times a day. I cannot believe this game is so close to releasing that there hasn't been any Leave or Rage Quit punishment implemented. I am certain I would have a 1/3rd of my playtime 'recovered' had it not been from people making simple mistakes then just leaving. This is the community you have to interact with if you wish to push into harder content. The developers seem to be aware of this issue and are working on improving Matchmaking and Leaver punishments. I will have to wait and see how it plays out before I change my view on Matchmaking. The Dungeon Queue timers are getting longer, and it seems not everyone is finding groups to play with. The developers have created an Official Discord server that tries to help with this issue. I don't know why it was so hard to find this server, I had to 'discover it' through Discord (like who the f**k does that? just put a link on the website or put something in the game to take you to it). The Discord server is an absolute wealth of information and a semi active LFG chat that you can reasonably try to get people together to play (this is how I found some nice people to play with and do Pinnacle). As Season 3 concludes, the player population is in a very poor state. Most people have gotten what they wanted and logged off. This means the game looks more dead than it really is. As of writing this review, it is not a good time to come into this game and expect to experience the game in full UNLESS you bring your friends with you. If you have friends willing to play with you til the end, this game is absolutely fun. Bar none, I love it. As it stands, I can't recommend it. This game desperately needs a Dungeon Codex, I don't fully understand how its close to releasing into 1.0 and players aren't fully taught what to expect in the dungeon. Matchmaking isn't always bad, when someone decides to have a fit its an absolute waste of time. The dungeon variety is smaller than what I would want, which is why my friends ditched me here. It pains me greatly to leave a negative review on something I really enjoy. I have faith that the developers will address the Matchmaking issues and will add more content variety for people to enjoy. Currently the game has too many issues to recommend it with good intentions.
Avoid this at all costs. The absence of a penalty for leavers, and no mid-match backfill mean this game inadvertently captured the true essence of WoW dungeons: toxic matchmaking. You'll have someone quit every run if you don't speed run fast enough, or if you (*gasp*) haven't already memorized the map and have the audacity to ask how to work a boss. And may the light help you if you actually die during a dungeon, instant quit with no backfill, so the run is lost, and you may as well just alt+f4.
I love the premise of the Fellowship as a WoW vet and have been playing Fellowship since the first beta test. This is a great co-op game and it will be a lot of fun if you have friends to play it with. However, as a mostly solo pug player I can't recommend it. At this point I do believe that if you want to play solo it's not worth any time investment at all. You might still have some fun, but in my opinion there are a lot of design choices that are holding this game back and after 8 months of early access we can see that devs are not going to address them. For example: You can only choose what dungeons you want to run if you have a 4 pack. You can’t choose what dungeon to run if you are playing solo and you can’t even get a normal random queue like in wow. You get some sort of random queue combined with a vote system and if someone in your party doesn’t like the vote pool, they will simply leave the party and now you have to queue again and again. You can go through leagues without seeing some dungeons at all. Combine it with the system where the core character progress (talents) is tied to completion of said dungeons and you can see how the game is punishing you for playing solo. If you are not playing a demanding role, get ready for a 15+ minute queue for the runs where someone just leaves after a first wipe on the boss and it's gg, 30 minutes of your life down the drain. This happens again and again and slowly it accumulates in hours of time wasted on literally nothing. No loot, no progress, no skill improvement, because you can't learn in this environment. Yeah, I know that this game is much better with a static party, but why should it be designed to punish solo players? I have no idea. Sure you will find players that had great solo experience, I was just like that in season 1. It’s a survivor bias. I was happy to play something else aside from wow and was ok with overlooking the game’s flaws, because I believed that game would get better. It didn’t and now I’m too tired to tolerate all the bs that game throws at me for a glimpse of progress. When the honeymoon phase is over all I see is the devs and community that is passionate about the Fellowship, but lack a clear vision of its future. GG, no heals.
Удачно вернул деньги за это гавнище. Еще и удалили русский язык
It's truly embarrassing that you brick the servers each season and make it unplayable... EA should not be Alpha testing your servers.
Слишком долгое ожидание, маленький онлайн, теперь ещё минус русский
I really want this game to succeed, I had a blast in the first two EA-Seasons - the concept of a M+ style game without the need for leveling, questing, preparing for hours is really good, I also like the fact a lot that dungeons are short (12-15 Minutes). Unfortunately the current season completely turned me off. The new ARPG-style loot system feels overly complicated and just not rewarding at all. The fact that after progressing into the higher leagues still can drop green gear that's basically an instant dismantle - just feels unrewarding. Identifying at first glance what is an upgrade is basically impossible with the amount of affixes, effects or stats every single item has. With how much "trash" you get from your 1 item (2 if capstone) per dungeon run, its really frustrating not getting a single uprade for 8-10 dungeons while in the middle of gearing phase. If you want to go in an ARGP-style loot system, you can't just do it with the itemization and stack RNG on RNG on RNG - there needs to be an increase to the amount of items you get. In the current state I just cannot recommend the game for anyone looking for an experience that is respecting the time they invest into the game.
World of Warcraft Mythic+ dungeons with ARPG type loot, but you don't have to do any questing. You just jump right into the dungeons and start getting loot. 10-15 min dungeon runs feel amazing after slogging through 30+ min WoW keys.
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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