Fateless Podcast Recap: Risk, Reward & Rethinking Your Team — Godforge Round Table Special Episode
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 and Sham sat down with OddOneGaming, Romsy, and Raven Pyros to dig into one specific system: Rifts, how they work, and what needs to improve before they feel right in the live game.
The core idea behind Rifts is strong. We want them to create a real risk-versus-reward moment inside normal dungeon farming. A Rift can appear during a run, and players choose whether to take on the extra boss fight for double dungeon rewards and book-related resources, or skip it and bank a key for later. On paper, that gives players flexibility. In practice, the discussion made it clear that most players will usually bank the key instead of taking the risk immediately.
That became the big theme of the conversation. The system has a good foundation, but the incentives are not quite aligned yet. If banking keys is almost always the smartest option, then the excitement of a Rift appearing starts to disappear. The creators pushed on that from a few angles. Some liked the idea of keeping keys but limiting how many players can hold. Others suggested removing keys entirely, or only giving double dungeon rewards when a player clears the Rift right away in that exact moment.
We also talked through how often Rifts should appear, how often Rift bosses should rotate, and how much pressure players should feel to rebuild teams around them. There was broad agreement that the system should stay exciting without turning into a chore, especially for newer players still building out their rosters. That balance is what we are trying to find now.
What matters here is that this is exactly why we have these discussions. We are not just showing features. We are stress-testing the thinking behind them. Rifts are close to being something really engaging, but they still need tuning. That kind of feedback helps us shape Godforge into a better long-term game.
Key topics covered in this video:
- What Rifts are and the risk-versus-reward idea behind them
- Why banking keys may currently be too strong of an option
- Concerns around losing energy versus delaying the reward
- Whether double rewards should only apply immediately
- Ideas for removing keys or adding a cap to stored keys
- How Rift rewards fit into the broader book economy
- How often Rifts should appear during dungeon farming
- How often Rift bosses should rotate
- The challenge of keeping Rifts exciting without making them a chore
- Why community creator feedback matters in shaping features




