Fateless Podcast Recap: From Alpha to Beta — Big Changes to Progression, Ascension & More!
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. This week, Brad and Rob (pwncakes) are joined by Vex and MrSneakyy to talk about Ascension, beta progression, and how the early player experience has changed since alpha.
A big part of the discussion focuses on how Ascension felt during alpha. Because alpha was built around the tower format, players had very different experiences depending on how quickly they progressed. Some players were pushing hard from day one, while others were moving more slowly and had to carefully manage resources. That made Ascension feel uneven at times, especially when key materials were tied to harder progression walls.
For beta, the goal is to make Ascension feel more meaningful at every step. Instead of feeling like a long grind before a hero becomes useful, early Ascension now gives access to important parts of a hero’s kit sooner. Passives coming online earlier should help players understand their heroes faster and make campaign progression feel smoother.
The conversation also touches on a bigger design question: where should we innovate, and where should we keep systems familiar? Ascension is a known progression layer in this genre, and that can be a strength. Not every system needs to be completely reinvented. The important part is making sure it has a clear purpose, supports the rest of the game, and gives players a reason to keep investing in the heroes they care about.
We also talked about weapons, imprints, and why getting those systems in front of players earlier matters. These are major parts of what makes Godforge feel different, so beta will give us a better read on whether players understand them, enjoy them, and find interesting combinations.
Beta will be a much fuller experience than alpha, with far more heroes, more systems, and more room for players to test, theorycraft, and break things in the best possible way.
Key topics covered in this video:
- Ascension feedback from alpha
- How the tower format affected progression pacing
- Why Ascension materials felt uneven for different players
- Beta changes to make Ascension feel more rewarding
- Unlocking hero passives earlier in progression
- Balancing familiar genre systems with Godforge’s own identity
- Weapons and imprints appearing earlier in the player experience
- How beta introduces more complete progression systems
- Larger hero roster expectations compared to alpha
- Beta rewards, Tokens of Valor, cosmetics, and player motivation




