Fateless YouTube Video Recap: Biggest areas of BETA FEEDBACK we are addressing!
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, Simon breaks down the biggest feedback areas from Beta 1 and explains how that feedback is already shaping the next few months of development.
The main message is simple: players gave us a lot of feedback, and the team agrees with most of it. We are seeing the same pain points internally, which means the next phase is less about guessing and more about acting on the right priorities.
The biggest area of work is UI and UX. That includes screen flow, selling items, leveling gear, promoting heroes, mobile sizing, button readability, and making the game easier to understand. Hero promotion was one of the clearest pain points from beta, and systems like quick promote and faster leveling were already planned, but did not make it into the first beta build.
Mobile performance is another major focus. Beta 1 had a much larger mobile audience than alpha, with around two-thirds of players on mobile. That is encouraging for a mobile-first game, but it also made optimization issues more visible. Better performance, smaller downloads, over-the-air updates, and improved device support are now high priorities.
Simon also talks about pacing, battle speed, and time spent in game. Some of the current friction comes from transitions, victory poses, wave cameras, and animations taking longer than they should. Before jumping straight to higher battle speeds, the team wants to make the whole experience feel snappier and more respectful of player time.
Weapons and imprints are also being pushed further. Players liked the system, and Fateless sees it as one of Godforge’s strongest unique features. The team is exploring ways to make weapons feel more meaningful, including weapon abilities, imprint extraction, and more flexibility around weapon stats.
There is still a lot of work ahead, which means Beta 2 will be several months away rather than just a couple of months. But that extra time is being used to make meaningful improvements before players return.
Key topics covered in this video:
- Major feedback areas from Godforge Beta 1
- UI and UX improvements as a top priority
- Hero promotion and quick leveling plans
- Mobile button size, text size, and usability
- Tutorial improvements for new players
- Game speed, pacing, and time spent in game
- Battle transitions, wave cameras, and victory poses
- Mobile optimization and device performance
- Smaller downloads and over-the-air updates
- Campaign and dungeon difficulty tuning
- Gold economy and resource balance
- Rifts not being a top Beta 2 priority
- Bugs, hero ability issues, and regression testing
- Weapons and imprints as a major Godforge USP
- Weapon abilities and imprint extraction ideas
- Summoning improvements and legendary reveal scenes
- New cinematic team members joining Fateless
- Hero model polish, portraits, and art upgrades
- Beta 2 being several months away due to added work




