
The Future of Gaming
Welcome to another exciting recap of the Fateless Podcast, where Brad is joined by Dirk (game designer) and Juho (community manager) to discuss the challenges of cross-platform gaming, balancing progression for casual and hardcore players, and the importance of community-driven tournaments.
If you’re interested in Godforge’s development and how it aims to cater to both mobile and PC players while fostering a thriving player community, this episode is packed with insights!
Cross-Platform Gaming: Challenges & Opportunities
With Godforge planning a release on PC and mobile, the team dives into the key differences between gaming platforms and how to cater to both audiences effectively.
PC vs. Mobile – The Eternal Debate
Both Dirk and Juho firmly declare themselves part of the PC Master Race, but they acknowledge mobile gaming’s massive appeal. Mobile games shine in their ability to be played in short bursts, whether it’s five-minute sessions on a bathroom break or quick progress during a commute.
Dirk notes how PC gaming allows for multitasking, especially in gacha games, where players often alt-tab while farming. He predicts that the future of gaming will be fully cross-platform, like Diablo Immortal, which allows players to grind for hours on PC or pick up quick sessions on mobile.
Juho adds that successful mobile games, like those from Supercell (Clash Royale, Clash of Clans), have mastered the art of catering to casual players. However, Godforge aims to strike a balance—offering meaningful progression for short sessions while still rewarding those who invest longer play sessions on PC.
The Rise of Handheld PCs
A key point in the discussion is the growing popularity of handheld gaming devices, like the Steam Deck. Juho notes how these devices are bridging the gap between mobile and PC gaming by offering a more ergonomic and powerful gaming experience on the go.
This shift could redefine mobile gaming as we know it, making portable gaming more PC-like rather than forcing players to rely solely on traditional smartphone controls.
Balancing Progression: Casual vs. Hardcore Players

One of the biggest challenges for Godforge’s design team is ensuring both casual and hardcore players feel rewarded.
How Do You Keep Both Sides Happy?
Casual players want to log in, do their dailies, and still progress, while hardcore players want long, rewarding grinds without feeling like their time is wasted.
Brad brings up how Diablo Immortal implemented an XP cap, where grinding was most efficient for the first 30 minutes of play, but then rewards diminished. While this helps casual players keep up, it frustrates hardcore players, who feel punished for playing longer.
The Solution? Separate Grind from Challenge
Juho proposes a two-part approach:
- Let casual players complete their “chores” (daily tasks, farming) in a short time.
- Offer unlimited, challenging endgame content (without resource restrictions) for hardcore players to enjoy.
He references Chimera, a new clan boss in Raid: Shadow Legends, as an excellent example of engaging content that rewards strategic thinking rather than pure grinding.
Dirk agrees, emphasizing the importance of having a “fun mode” that keeps players engaged even when they’ve finished their daily grind. This could be Godforge’s answer to making the game appealing to both types of players.
Community-Driven Tournaments: The Missing Piece?
Another exciting topic is player-hosted tournaments and leaderboards—something Brad and the team feel is missing in many gacha-style RPGs.
Would Custom PVP Tournaments Work?
Brad suggests an idea where community members, like Juho, could host their own tournaments with unique rules. For example:
- A tournament for newer players with a player power cap.
- A tournament where only certain hero types are allowed.
- Fun, creative formats where players are encouraged to experiment.
Dirk agrees, saying that giving players the tools to set up their own competitions could create more engagement and bring communities together. While competitive mobile gaming isn’t always considered an “esport,” he points out that games like Epic Seven and Hearthstone have successfully incorporated live PVP and tournaments.
Leaderboard Design – How to Make It Fair
One of the main problems in gacha games is that global leaderboards are often dominated by high-spending “whales”, making competition feel impossible for most players.
Juho suggests a tiered leaderboard system, where:
- Players are divided into brackets based on their account power.
- There’s an optional “open-weight” bracket for those who want to compete against the strongest.
- More players get meaningful rewards, rather than just the top 3 getting everything.
This would ensure newer and mid-tier players still feel like they have a chance to compete and win prizes.
Closing Thoughts & What’s Next
This Fateless Podcast episode provided valuable insights into Godforge’s development and how the team is thinking about platform inclusivity, progression balance, and competitive play.
As always, the Fateless team is open to community feedback, so if you have thoughts on Godforge’s future, be sure to join the discussion in their Discord or drop a comment.
Where to Follow the Guests
- Juho (Crouching Grandpa on YouTube) is currently streaming the Hellhades Free-to-Play Challenge, where he’s engaging with the community daily. If you enjoy real, unfiltered gaming discussions, check him out on YouTube at Crouching Grandpa.
- Dirk continues working on Godforge’s design, ensuring the game meets both casual and hardcore expectations.
- Brad hosts the Fateless Podcast and leads discussions about the game’s ongoing development.

