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Loot is too good in co-op RPG Fellowship, so its devs are trying to convince players why making it worse is better

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I don't envy the developers of early access co-op RPG Fellowship for having to convince its loyal players that the thing they liked was too good and needs to be made worse for the health of the game.

Although many players have enjoyed running its MMO-like dungeons without all the busywork of an actual MMO, the developers believe its loot system is holding back its true potential as an action RPG.

"We want to make sure that opening the chests at the end of every dungeon feels exciting all the time," game director Axel Lindberg explained in a recent video. "We want to also make sure that a lot of items have potential and are useful in the game."

Basically, items are too simplistic to foster creativity in the ways players approach Fellowship's World of Warcraft-like combat. You play the game, get your upgrades, and stop paying attention to loot once you've filled every slot with the best stuff you can find.

Part of the problem is that there's nothing else to do in Fellowship but run dungeons, so the time it takes to perfect a character is much shorter than something like WoW. Developer Chief Rebel wants items to expand the definition of what a character build can be and to give players more to chew on when it comes to picking their upgrades and setting up their characters.

Fellowship's "Loot 2.0" update will give items a couple bonus random stats whenever they drop. Basic stats, like health and armor, will always be there, but there will be a pool of secondary stats that won't be guaranteed. In addition to those, items will also randomly have ranks to traits in each character's skill tree, incentivizing you to chase after items with the same traits to increase their power.

I also understand the people who see this as a ploy to extend the amount of time it takes to reach the same goals as before. When a piece of gear that would normally have guaranteed useful stats on it suddenly has a few that suck, it's going to be a bummer. And if Chief Rebel doesn't nail it, the change will just turn the game into a grind for the items with perfect RNG. WoW players still complain about a now-removed system it had where items would randomly upgrade when you found them. But if there's just enough consistency in the drops and the value of the items, the game could support far more playstyles than it does now.

Linderberg said the goal is to also give players the ability to overcome threatening dungeon modifiers through their gear. A dungeon with tougher monsters might require stacking as much survivability as you can, but a dungeon where speed is king could push you towards prioritizing raw damage output.

"There's always going to be [best-in-slot items] but we want to try to open that up more," Lindberg said.

I look at all of this and get excited that the game is leaning into being an action RPG with the build variety of Diablo, or at least something closer to it. If you're going to have loot in the first place, it should meaningfully change how your character functions, and that seems to be exactly where Fellowship is headed. I also think it's a smart way to add some depth to the game's core loop of running the same dungeons over and over, and to open the door for players to find unexpected gear combinations that shift each season's meta.

Early access is exactly when you want to test these kinds of changes and find a solution that doesn't ruin the appeal of the game. To do this, Chief Rebel will be holding a playtest for all of these changes on May 20. Then, the big loot rework will go live for season 3 sometime in June.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together



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Jagmas
8 hours ago
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Round Rock, Texas
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Deep Rock Galactic: Rogue Core launch times and release date

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Deep Rock Galactic: Rogue Core is the meaner, shootier cousin to the standard DRG experience. As they are wont to do, the space dwarves have dug too greedily and too deep: mining teams are going dark, forcing the company to call in their heavily armed, hyper-lethal problem solvers—the Reclaimers—to apply a more forceful form of loss prevention. In a repeatable, roguelite format, of course.

If you're eager to deploy for a deadlier take on Deep Rock, I've got the Deep Rock Galactic: Rogue Core unlock times and release date collected down below.

Deep Rock Galactic: Rogue Core screenshot

(Image credit: Ghost Ship Games)

When is the Deep Rock Galactic: Rogue Core unlock time?

Deep Rock Galactic: Rogue Core launches in early access at 12 pm EDT / 5 pm BST on Wednesday, May 20. That gives the US and Europe a comfortable amount of daytime for dwarf activities, but if you're farther east, you might need to stay up a bit late for some roguelite rock and stone.

Here's that unlock time for time zones around the globe:

  • Los Angeles: 9 am PDT on Wednesday, May 20
  • New York: 12 pm EDT on Wednesday, May 20
  • London: 5 pm BST on Wednesday, May 20
  • Berlin: 6 pm CEST on Wednesday, May 20
  • New Delhi: 9:30 pm IST on Wednesday, May 20
  • Sydney: 2 am AEST on Thursday, May 21
  • Auckland: 4 am NZST on Thursday, May 21

If your time zone isn't one of those listed above and you are—as I often am—disinclined to perform the necessary arithmetic, head over to a convenient time zone converter to see when Rogue Core drops in your part of the world.

Does Deep Rock Galactic: Rogue Core have preloading?

It doesn't seem like it. Preloading is unusual for a Steam early access launch, and Ghost Ship hasn't mentioned it on social media or in any Steam news posts. Thankfully, its recommended system requirements only ask for 6 GB of storage space, so it'll be a relatively short wait before you can play once unlock time arrives.



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Jagmas
12 hours ago
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Round Rock, Texas
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Steam Players Rejoice As Lords Of The Fallen 2 Exclusivity Deal With Epic Games Store Goes In The Trash

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Lord Of The Fallen 2 Official Image From Ci Games

CI Games' CEO previously stated that Epic had been 'an incredible partner' in helping to develop Lords Of The Fallen 2

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Jagmas
16 hours ago
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Round Rock, Texas
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RuneScape Dragonwilds revamps runecrafting today, teases massive Umbral Sands update in June

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RuneScape Dragonwilds’ survivalbox early access marches onward today with the introduction of the May 0.11.2 update, though it’s not the biggest update ever. That’s coming next month. Today’s update, however, includes a new quest in Stormtouched Highlands, the big runecrafting revamp, a slashening of teleport costs (by half or so across the board), clarity for […]
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Jagmas
17 hours ago
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Round Rock, Texas
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PlayStation and Xbox have learned painful lessons about exclusives

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But now Sony has begun its retreat, and Xbox is also signalling a change of heart. New CEO Asha Sharma has promised to "reevaluate our approach to exclusivity." Forza Horizon 6 just launched as a timed console exclusive on Xbox and PC (a PlayStation 5 version is due later) and it's doing very well indeed. Are we headed back to the good/bad (delete according to preference) days?



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Jagmas
17 hours ago
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Round Rock, Texas
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Lord of the Rings Online takes action to reduce lag in raids

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Lag and latency issues are never far away from the discussion in Lord of the Rings Online, although it seems that things have become generally better in the past months. One of the exceptions to this is in raids, where players were complaining of severe lag that definitely gave the bosses an edge. Hopefully, this […]
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Jagmas
17 hours ago
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Round Rock, Texas
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