Fateless Video Recap: Fixing the PAIN of Levelling & Gear!
Each week, we share a direct update from the team behind Godforge, so you can see what we’re building, what’s changing, and why we’re making the calls we are. Last week, Simon gave a behind-the-scenes look at some of the UI and UX work currently happening around the hero roster, gear enhancement, attunement, quick equip, hero promotion, and overall player flow.
This update was a direct response to feedback from beta. While recent videos have shown art improvements, the team is also working heavily on core game systems, player experience, and how the game feels to use day to day. With more than 100 people now working on Godforge, there are many areas being developed at the same time.
A major focus is the hero roster. In games like this, the roster screen is one of the most important places players spend time, so it needs to be clear, fast, and easy to use. The team is using tools like Figma to mock up flows before they are built in-game, which allows faster iteration on screens, buttons, layouts, and player interactions.
Gear is one of the biggest areas being simplified. The team is looking at removing archetype-linked gear types like cloth, plate, and chain mail, while keeping the idea of attunement. The goal is to preserve depth without adding unnecessary complexity. Players should still have meaningful choices, but the system should be easier to understand at a glance.
The update also shows ideas for quick equip, cleaner stat displays, gear rank-up changes, quick rank-up options, hero filters, and batch promotion. Batch promotion was one of the biggest beta pain points, and the new direction should save players a huge number of clicks when moving heroes from one star level to the next.
None of these designs are final yet, but the direction is clear. The team wants Godforge to feel smoother, cleaner, faster, and easier to play without removing the strategy and depth that make the systems interesting.
Key topics covered in this video:
- UI and UX improvements after beta feedback
- Hero roster flow and screen layout changes
- Using Figma to test designs before building in-game
- Gear enhancement vision and player flow goals
- Removing archetype-specific gear complexity
- Cleaner attunement screen and attunement stats
- Total stats versus base stats and gear stats
- Quick equip for newer players
- Future quick equip options for advanced builds
- Gear rank-up simplification
- Quick rank-up for multiple gear pieces
- Hero sorting, filters, and roster expansion
- Batch promotion for faster hero upgrades
- Reducing clicks and friction in hero progression
- Ability detail display improvements
- Leveling, promotion, and ascension flow ideas
- Ongoing work on game feel, summoning, and campaign improvements




