Yesterday Simon (HellHades) from Fateless posted a solo dev update video covering the Godforge Beta 2 Update. This one is packed full. It touches on Sanctum testing, phone performance, hero roster UI, hero art, and battle pacing, all in one sitting.
A few notes before we dig in:
- Simon addresses a common comment directly. Showing art work doesn’t mean the team has stopped working on core systems. Godforge has over a hundred people across many roles, and several tracks move at once.
- Simon also frames the constant iteration itself as normal. Studios ship a minimal viable product first, then refine it over time, even well into early access and live service.
- Expect a Beta 2 date announcement within the next couple of weeks, according to Simon.
Why So Much Is Changing at Once
After Beta 1, Fateless built a feedback board covering the areas players flagged most. UI and UX flow topped that list, alongside game speed and pacing. Performance, the early tutorial, weapons and imprints, and general art polish all made the board too.
This update touches nearly every one of those areas. Sanctum testing, mass hero actions, phone optimization, and faster battles all trace back to that same feedback board.
Sanctum Prototype: Testing the Feel First
This is a direct follow up to last week’s Sanctum redesign preview. The current build still lacks UI overlays. Simon says testing the core feel comes first. Does the camera work well? Does the flow feel natural? How many rooms does the space actually need?
One open question remains: should every room zoom the player in, or should some rooms jump straight to their screen instead? Simon has tested the camera movement on his own phone through the week and reports no discomfort so far. Once the flow itself feels right, the team will add UI elements like event buttons and profile info on top. Then they’ll test whether that clutters the experience.
Performance: Cooling Down Phones and Speeding Up Downloads
Fateless is running two builds side by side: a main build and a separate optimization build. The team is targeting phone specific bottlenecks, since PC performance already sits in a good place.
Phone temperature matters most. Devices tend to crash once they cross roughly 41 to 42 degrees Celsius. Keeping heat down is a real priority. Using a Samsung S21 as a benchmark device, Fateless is already seeing major FPS and temperature improvements. Scenes like the Sanctum and the team select screen show the biggest gains so far, with more optimization still ahead. Separately, the team is also working on download and update size, aiming to get new players into the game faster.
Mass Actions: Promote, Unbind, and Sell in Bulk
A recurring beta complaint was leveling heroes up one at a time. The new roster screen adds mass promote, letting players push a whole batch of heroes up a star level in one action. It also adds mass unbind, for converting duplicate heroes into Spirit currency in bulk instead of individually.
Gear management gets a similar upgrade. Right now, selling more than one item means leaving the gear screen entirely. The prototype adds a mass sell option directly on that screen, alongside quick filters for narrowing down what to sell.
Star Gaps, Ascension, and In-Game Guidance
The new promotion flow explains itself as you go. Trying to push a hero to 6 star, for example, now surfaces a clear warning if there’s a gap in their 5 star materials. From there, a player can jump straight to fixing that gap without hunting through menus.
Ascension works the same way. Info panels explain what a hero gains from ascending. If a requirement is missing, like 4 star materials or Ascension Stones, the game says so directly. It also offers an exchange option on the spot. Simon frames this as reducing how often players need to leave the game to look something up on YouTube.
A Streamlined Awakening Screen
The updated Awakening screen follows the same logic. Selecting a hero shows what awakening grants. It also shows what materials are needed, whether that’s a duplicate hero or a resource item. After awakening, the screen auto scrolls to the next available upgrade. A player with more materials can keep going without extra navigation.
Arena and Pantheon: Already Running Internally
Beta 2 is set to include Arena and Pantheon content, and both already function on Fateless’s internal servers today. That includes joining or creating a Pantheon, and fighting a daily Pantheon boss, currently a version of Kronos. A working reward flow rounds it out.
The team is actively playing these modes now. They’re adjusting details like how daily boss fights feel before opening them up more broadly. Nothing here is locked in yet, so expect changes before Beta 2 goes live.
Hero Roster Art Upgrades
The hero roster screen is getting a visual pass too. The camera now sits closer to hero models, and backgrounds are more blurred so heroes stand out. Several heroes already carry updated artwork, including King Arthur, Odin, and YDG. You can browse the current roster on our Heroes Database.
Lighting work remains unfinished. Fateless says the goal is improving visual quality and performance at the same time, rather than trading one for the other.
Faster, Tighter Battles
Several small changes aim to shorten and tighten combat. Camera panning now only plays on the first wave of a fight instead of throughout. A new POV camera option also puts the action more up close. The team is also trimming individual hero animations that run longer than needed, hero by hero.
Together, these changes could shrink an average fight from around 50 seconds down to roughly 35, per Simon’s rough estimate. A universal sound toggle is available on every screen, including mid battle. A one time only cutscene replay rule rounds out this batch of changes.
Bottom Line
Nothing here has shipped, and Simon frames most of it as testing in progress rather than a finished patch. Still, the Godforge Beta 2 Update shows real breadth. Sanctum testing, phone performance work, mass hero actions, in-game guidance, art upgrades, and faster battles are all moving in parallel. We’ll follow up once Beta 2 gets a confirmed date.
This article summarizes design concepts shown in a Fateless Games developer YouTube video. It reflects work in progress ahead of Beta 2. All systems, names, and mechanics described may still change, and may not appear in Godforge in their current form, or at all. This site is not affiliated with or sponsored by FATELESS Games.