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Fellowship News

Eternal Matchmaking is coming!

Hi Fellows!

You've been eagerly awaiting news on this new quality of life feature and today, Hamish is here to tell you all about the first iteration of the Eternal Matchmaking system for Fellowship, which will be available VERY soon!

[previewyoutube][/previewyoutube]

Upcoming Patch & Maintenance Notice - November 27 @ 7:00am CET

[h3]UPCOMING PATCH AND MAINTENANCE - PLANNED FOR NOVEMBER 27 @ 7:00am CET[/h3][p]Fellows! Thank you all so much for your continued feedback!

We wanted to give you all a heads up that Fellowship will be going into scheduled Weekly Maintenance tomorrow, November 27, at 7:00am CET, so we can go out with a patch. Reminder: Weekly Maintenance is at 7am CET every Thursday.[/p]

Maintenance Details:
  • [p]Start Time: 7:00 AM CET[/p]
  • [p]Servers: Offline during this time[/p]
  • [p]What’s This Maintenance For? This maintenance is for us to release a patch that will bring bug fixes, balancing improvements for heroes and dungeons, and more.[/p]
  • [p]Patch Launch: Immediately following maintenance tomorrow [/p]
  • [p]See below for patch notes![/p]
[p]Thank you again for your feedback and ongoing support!

[/p][h2]PATCH NOTES - FOR THE NOVEMBER 27, 2025 PATCH[/h2][p]
As we approach December and are getting very close to the Eternal Queue, the team is directing more focus on the winter update on the 11th of December, and ensuring the larger upcoming additions and changes are ready for that.

[h3]UI[/h3]
  • Updated the Rewards screen to highlight the next available, but not yet activated, nodes after receiving feedback that it was unclear visually.
  • Updated several loading screen tooltips, to reflect the changes to dungeon scoring.

[h3]PROGRESSION[/h3]

Due to the recent weeks of balance tuning to heroes and dungeons, we are making some adjustments to the scaling of enemies in Eternal. This is partly to prepare for the “Eternal Queue” and to solidify the current state of balancing as we direct more focus toward the patch on the 11th of December.
  • Eternal enemy scaling has been reduced slightly.
    • Eternal 5 enemy damage and health reduced by 0.5%.
    • Eternal 10 enemy damage and health reduced by 1.2%.
    • Eternal 20 enemy damage and health reduced by 2%.
    • Eternal 40 enemy damage and health reduced by 4.6%.
    • Eternal 50 enemy damage and health reduced by 17%.

[h3]HEROES[/h3]

Elarion
  • [Heartseeker Barrage] damage reduced by 10.7%
  • [Multishot] now deals reduced damage beyond 12 targets (was 15).
  • [Starfall Volley] now deals reduced damage beyond 12 targets (was 15).
  • The [Impending Heartseeker] Talent now increases the damage of each consecutive arrow of [Heartseeker Barrage] by 10% (was 15%).
Mara
  • The [Feed the Queen] Talent now increases the damage of your next [Queen’s Fang] by 9% per stack (was 10%) and stacks up to 5 times (was 6 times).
Tariq
  • The damage of [Hammer Storm] has been increased by 7%.
  • The [Square Hammer] Talent now increases the damage by 20% per stack (was 16%) - and the tooltip has been updated to the correct value (was previously incorrectly stating 30%).
  • The buff when triggering the [Schism] Talent is now shown on the "Important Hero Buffs"-bar.
    • The icon for the [Schism] Talent proc has been changed to instead show the [Skull Crusher] or [Hammer Storm] icon, depending on which one is empowered.
  • Due to performance issues, [Pneuma] now heals no more often than every 1.0 second. It accumulates the same healing amount as before this change.
Rime
  • The damage of [Ice Comet] has been increased by 5%.
  • The damage of [Bursting Ice] has been increased by 5%.
  • The damage of [Coalescing Frost] has been increased by 10% (this change is not reflected in the tooltips until our next localization update].
  • Due to performance issues, [Tundra Guard] now heals no more often than every 1.0 second. It accumulates the same healing amount as before this change.
Meiko
  • The damage of [Stoneshield] has been increased by 5%.
  • [Lashing Stormkick] now deals reduced damage beyond 8 targets (was 5).
Ardeos
  • The damage of [Searing Blaze] has been increased by 7%.
  • The damage of [Fireball] has been increased by 6.7%.
Vigour
  • The damage of [Soulbrand] has been increased by 6%.
  • The damage of [Radiant Blast] has been increased by 7%.
  • The damage of [Dawnbreaker Orb] has been increased by 10%.

[h3]Armor Sets[/h3]

  • Heart of Tuzari 2-set bonus [Dark Prophecy] no longer scales the Proc Per Minute (PPM) with Haste.

[h3]Weapon Traits[/h3]

  • [Sapphire Aurastone] has been redesigned. The Aurastone spawns next to your target and now accumulates 7% / 8% / 9% / 10% of all damage you do for 3 seconds upon spawning and then pulses that amount out as damage on all nearby enemies. The pulse empties the accumulated damage. This repeats for a total of 3 pulses every 3 seconds over its duration.
    • Healing functions the same as damage, but the first pulse occurs after a 2 second delay with 3 seconds between each pulse.
    • The tooltip in game is showing the incorrect accumulation percentages. This will be updated on our next localization round.
  • [Diamond Strike] now has a separate Proc Per Minute for its damage and healing procs, so that one does not "steal" procs from the other.
  • [Diamond Strike] now also gains increasing Proc Per Minute value for each rank it is upgraded (was a flat Proc Per Minute value on all ranks).
  • [Emerald Judgement] now deals 600% / 700% / 800% / 900% main stat damage (was 500% / 600% / 700% / 800%).
  • [Kindling] now has a separate Proc Per Minute for its damage and healing procs, so that one does not "steal" procs from the other.
  • [Grounded Spirit] now gains a stack every 1 second you stand still (was every 1.5 seconds).
  • [Stalwart Readiness] now gains a stack every 7 seconds in combat (was every 10 seconds).
  • The Expertise gained from [Patient Soul] has been increased by 20%.

[h3]Curses[/h3]

  • The damage dealt by [Binding Ice] has been reduced by 50%.
  • Enemies now take double damage from [Binding Ice].
  • Enemies are now Stunned for 2 seconds when taking damage from [Binding Ice].

[h3]DUNGEONS[/h3]

We are making an overall adjustment to most enemies and bosses throughout the game with the intent to slightly reduce the amount of time spent fighting bosses, and moving that time over to the other enemies in each dungeon. We are happy with the health pools of the larger enemies, so we are putting more emphasis on bringing up enemies with smaller health pools.

  • All enemy’s health has been increased by between 0% to 15%. The lower health they have, the larger relative increase in health they have gained.
    • Example: In Cithrel’s Fall the Ice shardling’s health has been increased by 11.3%, while the Eldrin Sentinel’s health has been increased by 1.16%, and finally the Arcane Scholar’s health has not been increased (0%).
  • We have not increased the health of Shackle Shot chains, Everdawn Grove totems, Empyrean Sand orbs, or similar - unless listed below.
  • The Spirit Point Value of most bosses has been increased by 50%.
    • The largest contributor to Spirit Point generation in boss encounters was previously due to the passive Spirit Point gain over time. We increased the amount generated from dealing damage to bosses to increase the active contribution.
    • There are a few exceptions to the above due to some bosses having had higher Spirit Point values than intended. The exceptions are listed below.
Note: Any changes to health mentioned in the below list of tuning changes are manual adjustments where we saw a need for it. The changes listed below are instead of the above mentioned global adjustments. 

Cithrel’s Fall
  • Ancient Koros’ health has been reduced by 2%.
  • Commander Noor’s health has been reduced by 7%.
  • Cithrel’s health has been reduced by 7%.
Heart of Tuzari
  • Cultist Initiate’s health has increased by 30%.
  • Invoker’s health has increased by 25%.
  • Invoker’s [Wither] no longer deals damage on application.
  • Moar’Gore’s health has been reduced by 7%.
  • Vun’Kahr’s health has been reduced by 4%.
  • Prophet Ez’rath’s health has been reduced by 2%.
Wraithtide Vault
  • First Mate Marrow’s health has been reduced by 7%.
  • Deathless Katrine’s health has been reduced by 7%.
  • Deathless Katrine’s Spirit Point Value was already high due to having “2 lives”, and was reduced in this patch to be in line with the other bosses’ new spirit point values.
  • Bael’Aurum’s health has been reduced by 7%.
Ransack of Drakheim
  • Nightmist Cutthroat’s health has been reduced by 7%.
  • Craven Hiisi’s health has been reduced by 10%.
  • Frenzied Looter’s health has been reduced by 10%.
  • Fodir Kaldur’s health has been reduced by 7%.
  • Fodir Kaldur’s Spirit Point Value was high and has now been reduced slightly to match other bosses.
  • Chilgar the Drowned’s health has been reduced by 3%.
  • Auga Handhafi the Blind’s health has been reduced by 2%.
Godfall Quarry
  • Godfall Wardstone health has been increased by 9.4%.
  • Dredge’s [Throw Stone] ability now properly blocks their [Auto Attack] while casting and for a short duration after the cast has completed.
  • Task Master’s Kill Score and Spirit Point value has been increased by 100%.
  • Quarry Stalker’s Kill Score and Spirit Point value has been reduced by 33%.
  • Nezari Bolter’s Kill Score and Spirit Point value has been reduced by 33%.
  • Godfall Wardstone’s Kill Score and Spirit Point value has been reduced by 50%.
  • Godfall Titan’s health has been reduced by 9%.
Everdawn Grove
  • Outrunner’s [Bola Throw] ability damage has been reduced by 25%.
  • Malgut the Fetid’s health has been reduced by 6%.
Urrak Markets
  • Outrunner’s [Bola Throw] ability damage has been reduced by 25%.
  • Drazhul the Fleshbroker’s health has been reduced by 11%.
  • Drazhul the Fleshbroker’s Spirit Point value has been reduced by 24.5%.
  • Slavetrader Brull’s health has been reduced by 11%.
  • Slavetrader Brull’s Spirit Point value has been reduced by 26.6%.
    • Drazhul and Brull were generating more Spirit Points previously than intended and have now been adjusted to be in line with the new, increased value of other bosses.
Silken Hollow
  • Rotheart Recluse’s health was not adjusted in the global tuning pass this patch.
  • Vexira, Mother of Nightmare’s health has been reduced by 7%.
Sailor’s Abyss
  • Hallowed Corsair’s health has been reduced by 15%.
  • Vengeful Shade’s health has been reduced by 20%.
  • Sinthara’s health has been reduced by 2%.
Wyrmheart
  • Frozen Remnant’s health has been reduced by 20%.
  • Apostate Veras’s health has been reduced by 4%.
Stormwatch
  • Warlord Brogg’s health has been reduced by 5%.
Empyrean Sands
  • Sandsworn Husk’s base attack speed has been reduced by 15%.
  • Sin-Magir’s health has been reduced by 9%.

Nominate Us for the 'Better With Friends' Steam Award!

Whether they've been companions from many years ago or newly found acquaintances on our official Discord, the endless 4-player dungeon run fun of Fellowship is best experienced together with friends.

It just so happens that the Steam Awards are around the corner, so if you've been enjoying playing Fellowship and you would like to support us as much as you can, please feel free to nominate Fellowship for the 'Better With Friends' Steam Award. We will forever be grateful!

Fellowship is now 20% off!

The Early Access journey of Fellowship is off to a fantastic start. With over 9 million dungeons cleared since our Early Access launch in October and our first exciting seasonal event just finished, now is a great time to join the Multiplayer Online Dungeon Adventure, because we’re just getting started!

For a limited time, Fellowship – and the Fellowship Supporter Edition – will be 20% off on Steam. And if you’ve also set your eyes on our Supporter Packs, which include exclusive armor skins and mounts, they are even 25% off. We can’t wait to see you in-game on some exciting dungeon runs!

Lastly, if you’d like to get up to speed on what’s next for Fellowship, check out our latest Dev Update & Interview with Community Director Hamish and Game Director Axel Lindberg!

[previewyoutube][/previewyoutube]

Dev Update – First Month of Early Access

Hi Fellows!

It’s been a little over a month since the Early Access journey of Fellowship started on Steam. It’s been nothing short of awesome seeing you battle your way through the dungeons, create content (livestreams, videos, guides, and more!) and chat plus share feedback in our Discord. Your feedback so far has been incredibly helpful for us in terms of bug fixing, game balancing changes, and what we should focus on next.

Today, Community Director Hamish is here to reflect on this first month of Early Access, to discuss what’s going well, areas of the game that need improvement, and what our next steps are in our effort to make Fellowship even better and the future ahead. So, without further ado:

[previewyoutube][/previewyoutube]
In case you’re in a hurry, here are the main takeaways from the video above:
  • Fellowship Early Access off to a huge start: 7.2M hours played, 9M+ Dungeons cleared, 49M+ player deaths.
  • Player feedback has helped drive rapid updates: performance, UI, balance improvements.
  • Eternal Queue / matchmaking fix in progress; targeted for Dec 11 patch (or earlier if ready).
  • Whispers fix coming in today’s patch; broader social tools improvements being worked on at the moment.
  • Long interview with Axel covering upcoming features:
    • December holiday event confirmed for December 11. More details to come – stay tuned!
    • Pre-Season reset moved to Q1 2026 to coincide with a large content drop, including a new Hero.
    • Reset wipes everything except Outfits and Mounts.
    • Resets let players start fresh and enable flexibility for our Game Designers to make meaningful changes.
  • New Heroes in development: a support-style Tank and a more technical Healer.
  • Broader roadmap areas mentioned in the interview:
    • More Weapon Traits, Legendaries, new Set Bonuses.
    • More Curses, Heroes, Dungeons.
    • Expanded social tools, matchmaking upgrades, titles, trims, account-wide expression.
    • Better onboarding, communication, and difficulty clarity for new players.
  • Early Access planned as a long-term evolving period; full 1.0 depends on substantial social tool improvements, roster expansion, and system refinement.