
Balancing Heroes and the Future of the Caverns
The latest Fateless podcast was a trip back through Alpha 2 feedback—from infinite damage exploits to weapon farming mysteries, one-shot metas, and even dream mythological heroes players want added. Content creators Raven Pyros, TMIB, and Ragewood joined the discussion, bringing community insights and first-hand experiences from the Caverns. Here’s a condensed breakdown of the biggest talking points.
Infinite Scaling and Broken Leaderboards
Alpha 1 had infinite shielding. Alpha 2? Infinite damage. A bugged Duelist set combined with stacking bleed effects let players scale Fafnir into oblivion. Heimdall paired with Lady Xoc’s passive pushed damage into the trillions and quintillions, breaking the scoreboard completely.
The takeaway? Alpha testing is doing its job. Players are finding the limits, and Fateless is gathering the data to fix it before launch.
Awakening: Exciting or Disappointing?
Players praised awakenings at levels 1, 3, and 5 for unlocking powerful new effects. But 2 and 4 felt flat, offering only initiative or stat boosts. As TMIB put it, “Really? That’s all I got?”
The devs acknowledged the issue. While raw stats are useful, they don’t feel exciting. Expect tweaks to make awakenings more consistently rewarding without diluting the thrill of the big upgrades.
Rares, Epics, and the Balancing Act
Are rares too strong? Opinions were split:
- Pro-rare: Raven and TMIB loved that rares stayed viable, giving free-to-play players real options.
- Skeptical: Ragewood felt rares sometimes outshined epics, making him skip the middle tier entirely.
Fateless noted that accelerated alpha progression (with too many legendaries) skews results. In the live game, epics should have more relevance when legendaries are far rarer.
Stage 142: The Infamous Roadblock

Alpha 2’s biggest difficulty spike was Stage 142. Players slammed into Heimdall’s pre-emptive shield, Sphinx’s Vanish, and Aphrodite hiding behind layers of protection. For many, it was the first “brick wall” stage.
Solutions included speed-tuning heroes like Mordred for control or buff-stripping strategies, but the stage exposed how punishing specific setups could feel.
Weapons, Drop Rates, and Signature Gear
Weapon farming became a major talking point. Players tracked drops across floors and noticed inconsistencies, such as stages 108 and 128 offering fewer weapons. Fateless promised clearer drop tables in Alpha 3.
There was also a call for signature weapons—like Mjölnir for Thor. Devs agreed iconic synergy is tempting but want to avoid forcing “must-have” gear. Attunement bonuses may strike the right balance.
Caverns, Roguelikes, and Event Modes
The community pushed for more roguelike content, with branching paths and randomized encounters. Fateless revealed this is already on the table.
The Caverns of Chaos, originally built for testing, could return as a seasonal event mode with faction restrictions or even clan competitions. It’s a strong candidate for Godforge’s long-term live ops.
Combat Balance and UI Fixes
Two final pain points stood out:
- Combat Balance: The one-shot meta is too dominant. AoE basics from Zeus, Shamash, Hercules, and Sphinx clear waves instantly. Fateless confirmed multipliers will be tuned in Alpha 3.
- UI Frustrations: Players hated upgrading weapons without seeing their stats. Fateless promised this will absolutely be fixed before launch.
Final Thoughts
From broken damage exploits to dreams of roguelike dungeons, this podcast proved one thing: the Godforge community is shaping the game in real time. Alpha 3 promises fixes to awakenings, weapon farming, and balance—all while paving the way for future content like signature gear and seasonal Caverns.

