Fateless Video Recap: Godforge’s Sanctum & Summoning are Getting a MASSIVE Redesign!

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 gives a behind-the-scenes look at work being prototyped around the Sanctum, summoning, and cinematic cutscenes.

A major focus of the update is the Sanctum. Simon explains that the current version works, but it does not fully communicate what the space is meant to be. The original idea was that the central structure acted like a portal to the Godforge, but that connection has not really landed clearly in-game.

The team is now exploring a different Sanctum direction: something closer, more cinematic, and more useful as a hub for the player. Instead of a distant 3D scene with many buildings always being rendered, the new prototype uses connected rooms and focused spaces. That could make the Sanctum feel more alive while also helping performance, because the game would only need to draw the area the player is currently viewing.

This new Sanctum concept also ties more strongly into the game’s “metal and magic” identity. The team is exploring spaces like the Godforge, Bazaar, Smithy, Crucible, Pantheon halls, and future expansion rooms, all within a more cohesive environment.

Simon also shows early prototype work for summoning. Instead of treating the aetherstone as the main visual focus, the Godforge itself would become the source of power, feeding energy into the stone until a hero bursts out. The team is also exploring how rarity should be hinted during the summoning sequence, whether heroes should land directly inside the Sanctum, and how 10-pulls should still move quickly.

The final part of the update covers cinematic cutscenes. The team is working on shorter story moments with still characters, animated environments, voiceover, and a stronger visual identity. These scenes are now being set up to autoplay, and once a player has seen one, it can be replayed later instead of interrupting repeated stage clears.

None of this is final yet, but the goal is clear: make the Sanctum feel more connected to the world, make summoning more exciting, improve performance, and deliver story in a way that feels polished without slowing players down.

Key topics covered in this video:

  • Sanctum, summoning, and cutscene prototype work
  • Multiple Fateless teams working in parallel
  • Why the current Sanctum is being revisited
  • Performance concerns with the existing 3D Sanctum
  • Exploring a closer, room-based Sanctum layout
  • Metal and magic as a visual direction
  • Godforge, Bazaar, Smithy, Crucible, and Pantheon spaces
  • Testing Sanctum movement and mobile feel
  • Event theming possibilities inside the Sanctum
  • Summoning directly in front of the Godforge
  • Aetherstones being empowered by the Godforge
  • Hero reveal flow and rarity ramp-up ideas
  • Whether heroes should land in the Sanctum or their realm
  • 10-pull pacing and card-style reveals
  • New cinematic cutscene presentation
  • Autoplay cutscenes and replay options
  • Story delivery without repeated interruptions