
FATE fans! You asked for it and we delivered. FATE: Undiscovered Realms, the dungeon crawl-ier sequel to our classic dungeon crawler, is now available! Take up the quest to find a mysterious tome. Import your characters from the original FATE and start a new adventure today!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I remember being at Walmart when I was younger randomly grabbing this pc game and asking my mom if she would buy it for me and she did, I spent hours playing it when I was younger its definitely an interesting game you can find some fun in, definitely give It a try
A solid follow-up to the first FATE (you can even carry over your original character!). There’s a good amount of new content, with extra realms, monsters, quests, weapons, and arenas, and the story continues in new areas like Druantia and Typhon, each with their own hubs and quests. It keeps that same familiar, enjoyable gameplay while giving you more to explore, plus it adds a hardcore (permadeath) mode, a few new quest types, and more pet transformations. That said, it doesn’t really try to change things up much, so it mostly just feels like more of the same—for better or worse.
[h1]Diablo Junior: Swampy'n'Frosty[/h1] [b]"Судьба: Неизведанные королевства"[/b] - это прямое продолжение светлого по виду, но не по натуре преемника первой Diablo. 99% нового сюжета вываливают изначальным пятиминутным чтением в закадре, но суть всей игры остаётся неизменной - остановить зло с глубинных троп. В этот раз спускаться придётся не в одном месте, а аж в трёх! Сначала победи 2 боссов ~27 уровня в двух независимых регионах, потом - спустись в обычное Подземелье уже за главным исчадием. Опять прохаживаемся в компании своего кото-пса по случайно строящимся туннелям-этажам, выкашивая не сильно устрашающий сброд монстров и получая за это опыт. С поднятием уровня улучшаем характеристики тела и разума, навыки владения оружием/магией, открываем заклинания пяти силовых школ. Подбираем плохо лежащее золотишко, а также расходники и экипировку из разбиваемых урн-стоек или с падших врагов. Хочется чего-то определённого - идём к торговцам/кузнецу/зачарователю/камневыдерателю/лутбоксеру/менестрелю, телепортируясь с зоны. В качестве врагов под заснеженной горой - крабы, хищные птицы, крысы, кристаллиски, моржи с щупальцами, стандартизированные орки. С другой стороны на болоте - грибы, улитки, пчёлы, рептилоиды. Драконы-факи(е)ры не будут давать жить везде! Есть возможность загрузки нашего героя из первой части, но ещё не ушедшего на пенсию (официально). "Качание" облегчилось благодаря возможности сменить "подземку" на непройденную при трудностях. Но и так на 3-м этаже, будучи героем 5 уровня, я был атакован монстром с 28-м. Задания от местных поселенцев (которые теперь мирные враги из первой части) чуточку разнообразили - сопроводи NPC / собери N штуковин на уровне / обороняй-круши святилище, пока тебя атакуют монстры. Но вновь на пройденные уровни никто заказов не даёт, а кармического воздаяния за сокрытие семейных реликвий в своём кармане как не было, так и нет! Сбор и обмен новых редких карт таро ничем не выделяется. Тут снова можно "сохраняться/загружаться", дабы получить приемлемые результаты. Как и с зачарователем. Как и с учебными алтарями. Как и со святилищами с волшебными камушками... Большой минус, что сундук для схрона находится не в каждом мире, а только на севере - предстоит долго гонять с другого конца! С пенсии внукам вновь можно оставить лишь ОДИН предмет, который они могут не надеть ещё очень много уровней. Это - просто гомерическая смешилка, если играть на новой сложности "Hardcore" с одной жизнью! Графика всё так же стремится вернуть нас в 2003-й, а не в свой 2008-й. Но всё-таки беговая укладка может затянуть, хотя она и не лишена всех героических страданий из первоисточника. 6.5/10
First, let me say that this is the weakest in the fate franchise. While it is nice to have multiple realms, they did it in a way that worked against them. To start, You can chose either realm to begin, while it is nice to have the option, The problems add up fast. The beginning is extremely difficult as it feels like hero mode. Then it becomes very easy the next realm, because they do not adjust the difficultly. This creates an imbalance, which correlates to the xp that comes in. It becomes difficult to level up. After the two realms, a third opens up. Not only is there no town, but the levels are insanely easy, beginner level, until lvl 20. After that, the difficulty increases a lot until the final boss. Its way overpowered considering the little opportunity to lvl up due to no quests for the final realm and no adjusted difficulty going into the final realm. There is also little opportunity to get better equipment. In addition to all this, the game is glitchy. Lots of problems in the forest realm. Some areas do not render in. You are honestly better off getting "The Traitor Soul" or "The Cursed King" as both installments are far better, Rating: 4.5/10 Pros: 3 realms New monsters More content than the original A lot more "Shrines of Learning" A lot more "Fate Statues" Cons: Glitchy on quite a few lvl's in the forest realm with areas not rendering in. Very hard beginning No difficulty adjustment for starting new realms, very easy, little xp No town in final realm Some mobs are way to overpowered for the lvl they are on. Final boss is far more overpowered than the equipment allows. (Expect to die a lot)
This review is written with achievement hunting in mind. There is nothing significantly different or better about this game vs the original Fate game. In the original to quickly finish the game you could purchase items from a shop, enchant them, and sell them for profit and eventually get good gear for yourself. In the previous iteration of Fate this was fairly quick to become overpowered. However, in Fate Undiscovered Realms you must complete the game on Hardcore mode, which has ridiculous levels of scaling, and you must delve through three dungeons. There are only minor variations between the three dungeons and overall they are not much different. The scaling on Hardcore almost requires that you use the "cheese" method of save scumming for good gear and resetting shops to enchant your gear. I'm sure it is entirely possible to do it without any "cheese" but it will take many more hours than I could ever justify playing this game - the dungeons get boring fairly fast and there isn't much strategy outside of just getting OP gear. You're constantly spamming the same 3-4 spells to maximize your DPS. I set out to complete all achievements in the game, and overall I would give this game a tepid positive review if the Hardcore mode wasn't so tedious and frustrating. There's a reason people glitch their saves to maintain the "Hardcore" status but still allow them to die. There were two instances where I was one-shot *by my own attack* because an enemy cast "Reflection" and my ludicrously over-powered character set his own health from max to 0 because the damage I dealt was so high that the reflection damage the enemy dealt me caused me to die. The scaling of your damage, your health, and enemies health is so out of whack it can just happen that way. You were better off ignoring all enemies that could cast Reflection - luckily I don't think any of the bosses are capable of casting it so they are skippable. You can just get caught out not realizing it was cast and poking an enemy and immediately die.
First of all, play Torchlight 1, it's much better and has the same vibe. Positive points: Runs perfectly, nothing like Fate 1, no lag, nothing. Many new and cool monsters. Great variety of places and dungeon designs. Several new and cool items and spells. The warnings for Hero equipment and the map marker are great, even if the equipment has the same color as normal items. Negative points: Your pet is still made of paper. For some reason, you need to complete 3 dungeons that don't scale, so you start at lower levels even if you need to be above the recommended level for having completed the previous dungeon. Why don't they scale? The progression is even worse than Fate 1. Why the heck are level 80+ monsters on the twentieth level of the dungeon, and why the heck am I only on level 9? The level design has also worsened, there isn't a decent city in Druantia like in the first game, although Typhon is great. The achievements aren't nearly as organic as in the first title. The quests are even worse, and the nonsensical level progression with multiple Realms that this game adds only makes the situation worse. Furthermore, in an attempt to add variability, they've become unnecessarily complex, and the pillar protection quests are a bad idea with terrible execution. Possible solutions (not that this game will receive updates, maybe in the remaster): Make all levels linear: Level 5 dungeon with level 5 monsters, your character AND PET level 5 with level 5 equipment. Very easy to follow. A way to do past quests, for God's sake! That way, if I'm level 3 and level 7 monsters are killing me, I could go back and gain experience with early-level quests. Add a main city; the Temple should have at least one chest to store items and maybe some socket, enchanting, and fishing merchants, so that not all cities in all kingdoms need to be complete. Creating an organic way to teach players to switch between Realms instead of quickly focusing on just one and falling behind. DISABLE MONSTER COLLISION, it's very annoying when you can't do anything but wait to die surrounded by giant beasts in a narrow corridor.
This game is not enough, I need the nostalgia to be intravenously administered
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FATE: Undiscovered Realms is a classic action RPG dungeon crawler developed by WildTangent and published by WildTangent alongside gamigo group, and it stands as a thoughtful expansion of the original FATE formula rather than a radical reinvention. Designed during a period when hack-and-slash RPGs emphasized accessibility and replayability over cinematic spectacle, the game embraces a deliberately old-school philosophy focused on procedural exploration, steady character growth, and the addictive pursuit of ever-better loot. It is a title that values comfort and familiarity, offering players a dependable loop of dungeon delving that feels welcoming while still leaving room for challenge and experimentation. The premise is straightforward but effective, centering on the recovery of the mysterious Book of Fate, a powerful artifact whose pages have been scattered across multiple dangerous realms. Rather than confining the player to a single ever-descending dungeon, Undiscovered Realms broadens the scope of the adventure by introducing several distinct regions, each with its own visual identity, enemies, and environmental tone. This structural change gives the game a greater sense of journey and progression, as venturing into new realms feels like a meaningful step forward rather than simply another floor beneath the same location. While the narrative itself remains light and functional, it serves its purpose by motivating exploration without distracting from the core gameplay. Gameplay is built around real-time combat viewed from an isometric perspective, with a pace that strikes a balance between deliberate positioning and satisfying action. Characters are not locked into rigid classes; instead, progression is shaped organically through stat allocation and skill investment, allowing players to define their own hybrid builds over time. Strength, Dexterity, Vitality, and Magic all meaningfully influence playstyle, and the freedom to combine melee combat, ranged attacks, and spellcasting makes each character feel personal. This flexibility encourages experimentation and reduces the frustration of early mistakes, as builds can often be adapted rather than abandoned outright. Procedurally generated dungeons form the backbone of the experience, ensuring that each expedition feels slightly different even after many hours of play. Layouts, enemy placements, traps, and loot drops shift with every run, creating a sense of unpredictability that keeps exploration engaging. While the visual tilesets themselves are reused, the constant variation in encounters and rewards helps maintain momentum and curiosity. The game excels at delivering that classic “just one more run” feeling, where even a short session can yield a surprising piece of gear or a memorable close call. Loot design is one of the game’s greatest strengths, with a steady stream of weapons, armor, gems, and magical items that meaningfully affect combat effectiveness. Equipment often comes with randomized modifiers that push players to evaluate trade-offs rather than simply equipping whatever has the highest raw numbers. The gem socketing system adds another layer of customization, letting players fine-tune gear to better suit their chosen build. This emphasis on incremental improvement makes progression feel tangible and rewarding, even when advancing through familiar territory. The town hub acts as a grounding element between dungeon runs, offering shops, quest givers, and services that break up the action. One of the most charming features is the pet companion system, which allows a loyal animal ally to fight alongside you, carry items, and even transform into more powerful forms depending on what it is fed. This mechanic adds personality and light strategy to inventory management, turning what might otherwise be a purely mechanical feature into a memorable part of the game’s identity. Difficulty scaling is handled in a way that accommodates a wide range of players. The standard experience is forgiving enough for newcomers to learn systems and experiment without constant punishment, while optional Hardcore modes introduce permadeath and harsher consequences that dramatically raise the stakes. In these modes, preparation, situational awareness, and cautious decision-making become essential, transforming the familiar dungeon crawl into a tense and highly rewarding challenge for experienced players. Visually and aurally, FATE: Undiscovered Realms reflects its early-2000s origins, favoring clarity and functionality over detail or spectacle. The graphics are simple but readable, ensuring that enemies, items, and hazards are easy to identify during combat. Sound effects and music are understated, supporting the atmosphere without dominating attention. While the presentation may feel dated to players accustomed to modern ARPGs, it carries a nostalgic charm that aligns perfectly with the game’s design goals. Ultimately, FATE: Undiscovered Realms succeeds by refining a proven formula rather than chasing innovation for its own sake. It offers a relaxed yet engaging dungeon-crawling experience built on procedural variety, flexible character progression, and a satisfying loot loop that remains compelling even years after release. For players who appreciate classic action RPGs with a gentle learning curve, strong replayability, and an emphasis on personal build experimentation, it stands as a dependable and enduring entry in the genre—one that values longevity and comfort just as much as challenge and discovery. Rating: 8/10
Если вам было мало страданий в основной игре или вы всё же умудрились перенести своего прокачанного персонажа сюда, то вот вам еще 3 разных данжа на зачистку подземелий, изменения только визуальные и по здешним мобам.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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