March of Giants Discord: How to Join, Talk to Devs, and Get Playtest Keys
The March of Giants Discord is the fastest way to grab playtest keys, share feedback with devs, and find teammates. Here's how to join and what to expect.
FAQ
Do I need the March of Giants Discord to play the playtest?
Are the developers really in the server every day?
Can I get banned for criticizing the game?
Will there be a ranked mode and competitive scene eventually?
Is the server worth joining if I only play casually?
Why the March of Giants Discord Is the Real Home Base
Most studios treat a Discord server as a side channel — a place for memes and patch-day panic. The March of Giants Discord works differently. The official March of Giants page on Ubisoft routes players toward both Discord and the r/MarchofGiants subreddit, and it says plainly that the developers are active on those platforms daily.
That closeness matters for a game that is still early. There is no ranked ladder yet, no finalized monetization system, and no replay tool. What exists instead is a playtest, a genuinely invested team, and an open invitation for players to weigh in on how the game should feel. For a title that has been in development for roughly five years, that feedback loop is the whole point.
Community reports from creator summits in Montreal back this up. One content creator who attended two separate summits described developers who engaged with criticism directly — explaining their intent, debating trade-offs, and adopting ideas instead of defending decisions. That is the culture the server is built on, and it is why the March of Giants Discord is worth joining even if you have not touched the playtest yet.
What the server actually gives you
| What you need | Where it lives | Why it helps |
|---|---|---|
| A playtest key | Announcement and playtest channels | Keys and signup windows are posted before anywhere else |
| Answers about mechanics | Q&A and theorycraft rooms | Players test builds, items, and giants daily |
| A squad | Looking-for-group channels | 20–25 minute matches make short sessions easy to organize |
| Direct dev contact | Feedback threads | Devs read and reply, they do not just broadcast |
| Patch context | Patch-note channels | Explains the “why,” not only the “what” |
How to Join the March of Giants Discord (Step by Step)
Getting in takes about two minutes, but a few small steps prevent the most common headaches. Newcomers who skip verification often wonder why half the server looks empty — it is because most rooms unlock only after you accept the rules.
Here is the process most players follow:
| Step | Action | Pro tip |
|---|---|---|
| 1 | Pull the invite from the official Ubisoft page or the subreddit sidebar | Avoid random third-party invite links |
| 2 | Link your Ubisoft account if prompted | Unlocks playtest-related roles and pings |
| 3 | Read the rules and complete verification | Skipping this leaves channels locked |
| 4 | Set notification roles | Follow playtest and patch pings, mute the rest |
| 5 | Post in the newcomer or introductions channel | Fastest route to finding a duo partner |
| 6 | Sign up for the playtest separately | Discord membership does not equal playtest access |
That last row is the one people miss most often. Server access and playtest access are two different things. Playtest signups run through the March of Giants playtest listing on Steam, and the window is limited. Community reports suggest signing up early, because invites roll out in waves rather than all at once.
Also worth knowing: the server is a mobile-and-PC-adjacent community, but March of Giants is being built with mobile-first sessions in mind. Expect discussion about touch controls, session length, and onboarding, not just hero stats.
What Actually Happens Inside the March of Giants Discord
The daily rhythm of the server is predictable in a good way. Patch days produce a wave of theorycrafting. Playtest weekends produce match reports and bug repros. Quiet stretches produce build sharing and lore talk.
| Channel type | What it is for | Best time to check |
|---|---|---|
| Announcements | Playtest dates, patch timing, events | Once a day |
| Patch discussion | Number crunching and hot takes | First 48 hours after a patch |
| Feedback threads | Structured criticism the devs actually read | Anytime — devs reply in bursts |
| Looking-for-group | Finding teammates for a session | Evenings and weekends |
| Theorycraft / builds | Item, augment, and giant combos | All week |
| Bug reports | Repro steps and clips | During active playtests |
Two habits separate useful contributors from noise. First, be specific: “the Colossus objective feels unrewarding because it dies too fast” beats “this game is unbalanced.” Second, bring a clip or a match ID when possible. A timestamped moment is far easier for a designer to act on than a general impression.
The server also functions as a soft competitive hub. A creator-run tournament was organized around the end of a recent playtest, and matchmaking chatter in the looking-for-group rooms naturally spills into scrims. If you want to see what March of Giants looks like at a higher level of play, that is where to look.
How Devs Use Feedback: Inside the Playtest Pipeline
This is where the community angle gets genuinely interesting. A creator who played multiple builds across several months reported that each iteration felt smoother and more fun, and credited specific changes to player feedback.
| Player feedback theme | What changed | Reported status |
|---|---|---|
| Laning felt static | Merit camps, extra shops between lanes, more objectives to fight over | Implemented |
| Matches needed more action | More reasons to roam and brawl between lanes | Implemented |
| Augment pacing felt off | Ability augment points moved to a new acquisition system | Reworked |
| Surrender option debate | Team leaning against a surrender button for 20–25 minute games | Undecided |
| Griefing and intentional throwing | Systems hinted to detect and punish deliberate ruining | In progress |
The surrender conversation is a good example of the server’s tone. Arguments against a surrender button include team conflict, players giving up before comeback mechanics kick in, and a general misunderstanding of late-scaling builds. Since matches target 20–25 minutes, the case for toughing it out is stronger than in a 45-minute slog. Nothing is final, but the discussion happened openly rather than behind closed doors.
Balance philosophy is another recurring theme. Community reports describe a team that wants to balance around high-level play and then teach everyone else how to improve — a “mobile game for adults,” in the words of one attendee. That mindset shows up in the theme too: a World War I meets Attack on Titan aesthetic, with giants, controllable soldiers, and buildable structures layered onto lane combat.
There is still plenty missing. Ranked mode, monetization, replay tools, and build sharing are all either absent or unfinished. The devs have been upfront about that, which is exactly why the current feedback window matters so much.
Tips for Getting the Most Out of the March of Giants Discord
- Verify first, lurk second. Read pinned messages in each channel before posting. Most repeated questions are answered in pins.
- Use the search bar before asking. The server has months of archived discussion about giants, items, and augments.
- Report bugs with repro steps. Include the build number, what you did, and what happened instead.
- Separate opinion from evidence. “Felt weak” is a conversation starter; “died in 4 seconds with full HP” is actionable.
- Do not treat Discord as a key dispenser. Playtest access comes from the official signup, not from asking in chat.
- Follow the tournament and creator content. Community-run events are the best preview of competitive play before ranked arrives.
- Give the team credit where it is due. Positive, specific feedback (“the new shop placement increased my roaming”) helps as much as complaints.
If you are coming from other MOBAs or from the mobile RTS scene, you will find plenty of fellow travelers. The server skews toward players from hero brawlers and strategy games, which is reflected in how people talk about lane pressure, soldier control, and objective timing.
For a wider view, our playtest sign-up walkthrough, creator program guide, Reddit community buzz round out the picture from different angles.
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