Fateless Podcast Recap: WE ARE CREATING AN AMAZING LIVE SERVICE GAME!

In this past Fateless podcast Brad, Simon & Sham welcomed Corey, Fateless’s Head of Product. Corey’s journey spans Sega (Sega Forever mobile classics), FoxNext → Scopely (strategy across RPGs like Marvel Strike Force, WWE Champions, Looney Tunes, Star Trek Fleet Command), and Netflix Games (central live-ops for internally developed titles with no monetization). The thread through it all: building systems players want to return to.

Podcast Summary

Corey was drawn to Fateless’s community-first approach—devs and creators co-building a game with the audience. He’s already running player surveys to “define the audience,” and early insights are shaping direction:

  • Motivation tilt: Collaboration and guild contribution matter more than pure leaderboard chasing.
  • Actionable feedback: Players want small, meaningful tweaks (clarity, buttons, flows) over flashy bloat.

Design Pillars You’ll Feel in Alpha

  • Combat with agency: Ultimates powered by Initiative, tactical timing, and multiple camera modes for cinematic feel.
  • Buildcraft depth: Weapon + Imprint system that can meaningfully reframe a hero’s role without requiring a full new roster.
  • Dark fantasy identity: Gritty, medieval aesthetic over cartoony or ultra-modern vibes.
  • Boss encounters: Multi-layered mechanics that reward team-building, not just legendaries.

Product Mindset: From “Good” to “Great”

Corey champions a data lens called Regularity—“Is this fun to play every day?”—to align the team on quality, retention, and feature decisions. Expect phased improvements through Alpha → Beta → Soft Launch, with QoL upgrades (faster upgrading, clearer UI flows) prioritized as feedback rolls in.

“Great games are made by great teams—and guided by their communities.”

Alpha is live and ramping. Join the Discord, share your feedback, and tell us what cavern you’ve reached. Your comments directly inform what ships next.