
Champion Design, Exclusive Content & More
When it comes to designing Champions in Godforge, there’s a lot more to it than meets the eye. In the latest Fateless Podcast, hosted by Brad, he sits down with fellow developers Sham, Paul and Simon to discuss the complexities of Champion creation, balancing abilities, and the growing trend of exclusive content in hero-collector games.
Peeling Back the Layers of Champion Design
Champion design in Godforge isn’t just about creating cool abilities and throwing them into the game. As Sham pointed out early in the discussion, it’s a layered process—an onion that needs to be peeled back step by step. To create meaningful Champions, the team needs to understand every aspect of the game: boss mechanics, stat balancing, faction roles, and more. This means:
– Determining what buffs and debuffs should exist.
– Understanding how Champions interact with different game mechanics.
– Designing them in a way that fits the Godforge mythology.
Simon highlighted that one of the most important elements of making a Champion feel truly legendary isn’t just their base stats or abilities, but their passives. These are the unique traits that make high-rarity Champions stand out, allowing them to carve a niche in specific game modes or counter certain bosses.
Paul added to this by emphasizing the importance of visual design in the process. The philosophy from the start has been that Champions need to look as good as they play. If they don’t have that high-quality, eye-catching design, they won’t feel as rewarding to collect and use.
The Challenge of Balancing Champions & Content
As the discussion continued, the team reflected on a common challenge in game development: the order of operations. Should bosses be designed first, so that Champions can counter them? Should abilities be created first and then bosses tailored around them? The team found themselves constantly reevaluating their approach.
The balancing act doesn’t stop there. Simon pointed out the difficulty of making sure all Champions—whether common, rare, or legendary have a meaningful place in the game. He noted that some players in the community have expressed a desire for common and uncommon Champions to have unique skills that make them viable in certain situations, even if they won’t be as powerful as legendaries. This ensures that even lower-tier Champions serve a purpose beyond just being early-game fodder.
Sham reinforced that the key to keeping Champions relevant isn’t power creep (simply making newer Champions stronger than older ones), but rather creating new challenges that require different strategies. That way, players are excited to pull new Champions, not because they’re strictly better, but because they offer new solutions to emerging content.

The Debate Around Exclusive Champions & Content
One of the biggest topics in the podcast was the industry trend of exclusive Champions characters that are only available for a limited time through collaborations or special events. Simon noted that this isn’t just happening in hero-collector mobile games, but across the gaming industry. Magic: The Gathering has been leveraging collaborations with major IPs like Lord of the Rings, and games like Raid: Shadow Legends and Dragonheir have also introduced limited-time heroes.
While these events bring in huge numbers of new players, they can also create frustration among the player base. Paul admitted that his first reaction to these time-limited exclusives was outright frustration—why have a hero-collector game if you can’t collect all the heroes? Over time, though, he recognized that these collaborations are low-risk ways for companies to bring in new audiences and keep the game financially sustainable.
Simon and Sham agreed that a middle-ground approach could be the best solution. Some potential fixes include:
- Keeping exclusive Champions in the shard pool, but at a lower drop rate after their event ends.
- Making exclusivity tied to cosmetics rather than gameplay, so that players can still obtain the Champion but might miss out on a special skin or effect.
- Ensuring exclusive Champions aren’t overpowered, so that missing them doesn’t create an insurmountable gap for players.
The consensus among the team was that exclusivity, when handled right, can be exciting rather than punishing.
Ultra-Rare Items & Chase Mechanics
Beyond Champions, the team also debated whether Godforge should include super-rare items powerful weapons or gear with extremely low drop rates. The discussion compared systems from other games, like World of Warcraft’s legendary items and Diablo 4’s Uber Uniques. The key takeaway? It’s a fine balance.
- If an item is too rare, it becomes frustrating—players feel like it might as well not exist.
- If it’s too common, it loses its prestige and excitement.
Simon suggested a compromise: items that are difficult to get but attainable through persistence. Rather than a 1-in-a-million chance, there could be a system where if you put in enough effort, you will eventually get it.
Final Thoughts: Finding the Right Balance
As the podcast wrapped up, Brad asked each of the guests to give their final take on exclusivity. The general agreement was:
- Cosmetic exclusives? Great. They provide a sense of prestige without affecting gameplay.
- Time-limited Champions? Tricky. If done well, they can be exciting, but they shouldn’t break game balance or create frustration.
- Ultra-rare items? Exciting, but fair. If they exist, they should be obtainable through effort, not just blind luck.
The Godforge team is committed to ensuring every Champion in the game has a purpose, making strategic choices meaningful, and keeping the experience fun for everyone. Whether it’s designing visually stunning Champions, crafting engaging game modes, or ensuring that players have long-term goals to chase, Godforge aims to deliver a hero-collector experience that remains rewarding and engaging for years to come.

