
Darth Microtransaction Talks Gaming Crossovers
In the latest Fateless Podcast episode, host Brad from Fateless Game Studio is joined by studio co-founders Simon and Sham, along with a special guest who’s no stranger to the gaming scene—content creator Darth Microtransaction, better known as DM. This episode is a goldmine for anyone interested in the evolving intersection between gacha games, ARPGs, gaming communities, and the mindset behind content creation. Whether you’re deep into Path of Exile, hyped for Godforge, or just love a good gaming discussion, this one’s worth your time.
Let’s dive into the highlights and biggest takeaways from this lively, insightful conversation.
From Raid to Path of Exile: DM’s Genre-Jumping Journey
DM has been a staple in the gacha content scene for years, covering everything from Star Wars: Galaxy of Heroes to Raid: Shadow Legends and Diablo Immortal. But more recently, he’s made a name for himself in the ARPG space, particularly with Path of Exile.
So how did that transition happen?
According to DM, it wasn’t as dramatic a jump as you might think. Gacha games and ARPGs both tap into the same primal gaming instincts—collecting, optimizing, gambling mechanics, dopamine hits. Whether you’re chasing a legendary drop in PoE or pulling a top-tier hero in Godforge, that thrill is universal. “The whole gambling aspect of video games has always been a thing for me,” DM admitted.
And while the audiences for mobile gacha games and hardcore PC ARPGs may seem worlds apart, DM’s community surprised him. “I still get people in chat like, ‘Hey man, been watching you since the Raid days.’” There’s more crossover than you might expect—especially among gamers who’ve grown up with both genres.
Steam Isn’t Always the Answer (And That’s Okay)
The discussion also touched on a hot topic for any modern game launch: platform choice. The Fateless team confirmed that while Godforge will be playable on PC, they’re steering clear of Steam—for good reason.
As Simon explained, Steam’s user base tends to lean toward traditional PC titles and often views mobile-style monetization with skepticism. “The PC community on Steam hates this type of game,” he said bluntly. And while that doesn’t represent every gamer, it’s loud enough to matter.
Instead, the Godforge team is focusing on a direct launcher approach, similar to what games like Raid: Shadow Legends have done, allowing players to get bonuses and better integration—without the Steam stigma.
The Modern Gamer Has Evolved

One of the most insightful parts of the episode was the crew’s breakdown of player demographics and behavior. Spoiler alert: the average Godforge player is likely a former MMO grinder turned full-time worker who now plays during lunch breaks or on the couch at night.
“Most gamers who are still gamers? They were MMO players,” DM said, echoing a sentiment shared by the entire panel. The days of 16-hour WoW sessions are mostly over. Instead, we’ve entered an era of strategic, accessible gaming—often on mobile or cross-platform.
That said, hardcore ARPGs like Path of Exile still demand a different level of investment and time. “There’s no such thing as a casual PoE player,” Brad joked—accurately.
But there’s still significant overlap. Whether it’s watching Twitch streams at work, playing mobile games on the side, or keeping tabs on game launches just to stay in the loop, today’s gamers are multi-platform, multi-genre, and motivated by different needs at different times.
Pay-to-Win, RMT, and Competitive Integrity
The podcast didn’t shy away from the thornier topics either—like the pay-to-win debate. Diablo Immortal served as a central example of how monetization can derail a good gameplay loop. DM admitted that while Diablo Immortal was mechanically solid, the resonance system and pricing structure alienated players fast.
The conversation then pivoted to how Path of Exile avoids that perception, despite allowing trading and having a robust in-game economy. The key difference? PoE’s developer, Grinding Gear Games, draws a firm line against RMT (real money trading) and enforces it, even if black markets still pop up.
In contrast, when a game bakes power into its monetization from the get-go, it becomes almost impossible to reclaim the narrative—even if a free-to-play mode is added later.
Creator Collaboration Done Right
Marketing came up near the end of the podcast, with the Fateless crew discussing how crucial it is to find the right creators for the right game. DM, for example, has a genuine passion for the types of games Godforge represents, making him a perfect fit for collaboration—not just a paid shill.
He even shared a fun anecdote about a recent sponsor game, Go Go Muffin, which he thought he’d hate but ended up enjoying. “After about half an hour, I was like… you know what? They’ve done a good job with this.”
Authenticity, both from the developers and the creators, came across as a recurring theme throughout the episode.
A Peek Behind the Curtain of Game Development
Toward the end, Simon and Sham opened up about the realities of building Godforge—from managing production pipelines to balancing deadlines and quality.
“There’s a reason games get delayed,” Simon noted. “We’re not going to release a crap game. You only get one shot.”
Whether it’s building tools to speed up future development or making hard calls on features, the team is clearly invested in doing things the right way—even if it means longer nights and shifting timelines.
Final Thoughts
This episode of the Fateless Podcast was packed with real talk, laughs, and deep dives into the modern gaming ecosystem. From player behavior and monetization to development struggles and content creator culture, there was something for every kind of gamer.
DM brought sharp insights, strong vibes, and plenty of authenticity—making it clear why his community has followed him across genres.
If you haven’t already, be sure to check out DM’s content, and hop into the Godforge Discord to leave your own thoughts on the game’s direction.

