
From Sega to Godforge: Meet Corey, the New Head of Product
The latest Fateless podcast episode dropped a bombshell of insight, nostalgia, and vision for the future of Godforge. This time, we’re introduced to Corey, the new Head of Product at Fateless, and his journey through some of the biggest names in gaming. From Sega to Scopely to Netflix, and now Fateless, Corey brings with him a mountain of experience and a passion for building RPGs that actually speak to the players.
Let’s dive into the highlights of the episode, including Corey’s incredible career path, why he joined the Godforge crew, and what the team is hoping to learn from the alpha launch.
From Classical Music to RPG Mastermind
Before stepping into the gaming world, Corey was performing experimental classical music across Europe. Yes, seriously. He lived in Belgium, ran an ensemble called Ensemble Discord Workshop, and eventually realized that what he really loved, beyond the music, was the business and production side of things. That led him to pursue an MBA and make the bold leap into the gaming industry.
His break came at Sega, thanks to some good old-fashioned networking and persistence. From launching Sega’s classic titles on mobile with the Sega Forever initiative to shaping game strategy at FoxNext and Scopely, Corey honed a sharp eye for what makes games work, not just for studios, but for players.
A Journey Through Gaming Giants
Corey’s resume reads like a who’s who of mobile and live-service gaming. At FoxNext, he dissected what made games like Marvel Strike Force tick. At Scopely, he helped build a product strategy team that took a deep dive into RPG systems, from PvP tournaments to market teardowns of hits like Lords Mobile.
Then came Netflix. There, Corey worked on internal game strategy with a twist: no monetization. That meant thinking outside the box to deliver high-quality, engaging games purely for player enjoyment. And while he loved the creative freedom, Corey admits it’s much easier to build polished experiences when your game can actually generate revenue to support development.
Why Fateless? Why Now?
So what made Corey leave Netflix to join an indie team with big dreams?
For him, it was Fateless’ community-first approach. He saw a team where influencers weren’t just marketing partners—they were developers. Everyone at Fateless, from Brad to Hades, had deep roots in the community. That connection, combined with an openness to feedback, created something special.
As Corey put it, “It feels like almost everyone in a design position here at Fateless is also an influencer… It’s a unique opportunity to create a game that’s actually what the community wants.”
Alpha Launch: What the Team’s Watching For

With Godforge’s first alpha phase rolling out, the excitement is palpable. And Corey’s laser-focused on how players respond to the game’s fresh takes on classic mechanics.
Some of the big areas the team is watching include:
- Weapon Imprint System: A feature that dramatically alters your hero based on weapon and imprint pairing. Corey calls it a “next level of customization” rarely seen in mobile RPGs.
- Combat Depth: While autoplay might look familiar, hands-on play reveals deep strategy through ultimates, initiative building, and mechanical synergies.
- Character Progression: It might look traditional at first glance (stars and upgrades), but it’s structured in new ways to keep things interesting.
This isn’t just about fun. It’s about validation. Corey wants to see if players feel like this is the game they’ve always wanted, built by the very people who understand their gaming DNA.
Community Feedback That’s Already Shaping the Game
The friends and family alpha test already gave the team valuable insights. With about 50 active players in a private Discord, the channel was buzzing with builds, epic drops, and strategy swaps. So much so that it rivaled HellHades’ massive server in activity.
One standout lesson? Competitive leaderboard climbing isn’t the top motivator for this crowd. Instead, players were far more driven by cooperative play and guild success. That insight is already influencing design direction.
There’s also a clear desire for quality-of-life improvements, especially around hero upgrades and in-game progression clarity. Many of these are in the pipeline already, and the beauty of the multi-phase alpha rollout is that each wave will offer a better and more refined experience than the last.
Everyone’s Favorite Feature So Far
Each team member has their favorite part of Godforge so far, and the answers show just how much variety the game already offers:
- Simon loves the cinematic combat and the strategic power of the ultimate system.
- Corey is all about the mythology-rich characters and imprint customization.
- Brad is here for the gritty, medieval fantasy aesthetic and dark, grounded world.
- Sham finds joy in how boss mechanics and team comps create satisfying layers of strategy.
Whether you’re into team-building, aesthetic immersion, or raw combat mechanics, there’s something already hitting in Godforge.
Looking Ahead: What Makes a Game Truly Great?
Corey shared one final insight from his past mentors. Great games come from great teams. And great teams align on one thing: making games people want to play every day. Not just once in a while. Not just for the meta. Every single day.
That’s what Fateless is building toward. With community feedback, constant iteration, and shared passion, the team is laser-focused on creating something long-lasting, meaningful, and fun.
Final Thoughts: Join the Forge
Godforge’s alpha is just beginning, but the vision is clear. This is a game being built by the community, for the community, with a team that has both the credentials and the heart to deliver something truly special.
If you haven’t yet, now’s the time to join the Discord, check out the streams, and start getting your feedback in. Your voice is what’s shaping this world.
Let us know what caverns you’re conquering and what comps you’re crafting, because this is only the beginning.

