Fateless Video Recap: FIRST LOOK AT TOWER OF CHAOS & PVP!
In our latest YouTube video, Simon dropped a fresh Godforge update — this time zooming out for a wider look at features, polish, and how things are tracking toward Early Access.
Living Sanctum & New Systems Coming Online
Behind the scenes, the Sanctum is evolving almost daily. New systems are now functionally in place, even if they’re still using placeholder art, including:
- Reward screens & calendars – the logic is working, and items can be collected.
- Overflow hero handling – if you pull more heroes than your roster allows, there’s now a system to send them to a separate claim area.
- Improved summon / hero reveal scenes – updated panels now show skills, awakening, and lore in a more cinematic way.
Tower of Strife: Choose Your Side
The Tower of Strife is shaping up to be a major recurring PvE pillar. Each rotation (monthly or roughly every 45 days):
- You can choose Tower of Order (use only Chaos heroes) or Tower of Chaos (use only Order heroes).
- A matching limited-time summoning banner helps you decide which path to commit to.
- The climb features milestone bosses at stages 30 and 60, leading up to a final fight at floor 150 vs Apuk, the Tower’s big bad.
Each tower has its own aesthetics, rewards, and strategic considerations, encouraging different team-building approaches each season.
Arena PvP: MVP Mode & Visual Polish
PvP is already live internally in its MVP (minimum viable product) form:
- Working leaderboards with rank-based rewards
- Defense team setup that saves correctly
- Custom 3D arenas (like the Order Hall) that players will eventually be able to earn
- Full visibility of enemy awakening, weapons, and imprints before you attack, so you can make informed team picks
Simon also gave a fun peek at flying the camera around the arena in Unity, showing off just how much detail the art team has baked into the environments.
Are We Still on Track?
Yes — the team is still tracking toward a February–March Early Access, with core functionality expected to be complete by the end of December. From there, the focus shifts to full playthrough testing, tech and load tests, optimization for mobile devices, and polishing animations and transitions. There’s still plenty of work ahead, but progress remains strong and on schedule.




