
Venture into a handcrafted world where ruins whisper of past cataclysms. Master the art of sword and sorcery and forge your path with relics, spells and choices that shape who you become in this first-person RPG.
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Venture into a handcrafted world where ruins whisper of past cataclysms. Master the art of sword and sorcery and forge your path with relics, spells and choices that shape who you become in this first-person RPG.
While Fatekeeper follows a focused narrative path, the world invites exploration. From ancient battlegrounds, vast underground caverns and serene forests to crumbling sanctuaries forgotten by time, each area rewards curiosity with hidden lore, forgotten relics, and unexpected encounters.
Battle a wide variety of foes, each with distinct patterns, strengths, and weaknesses. Success demands both skill and preparation. Engage in reactive melee combat, unleash spells with precision, and adapt your tactics on the fly. Your build matters—but so does how you wield it.
Fatekeeper offers rich progression mechanics that go far beyond surface-level stats. Build and refine your character with meaningful choices across combat styles, attributes, and spell schools. Whether you lean into raw strength, nimble precision, or devastating sorcery, the game supports a wide range of viable and unique builds.
Discover, loot, and master a wide variety of weapons, armor, and artifacts. Customize your loadout to suit your playstyle, and experiment with powerful combinations to overcome increasingly challenging enemies. Every item matters—and the right gear can be the difference between victory and ruin.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 293 reviews with recorded playtime.
Reviews
Themes across 293 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
Super fantastic game I love the combat its really fun I wonder what they will do with spellcasting in full release I was a little sad you couldnt catch projectiles with the telekinesis but I like the idea of it I frost magic was defenitely the best magic sense it could freeze people although it was really annoying in fights when it would leave a mess of icicles in the air but obviously thats not meant to happen I Had an absolute blast up until I got reminded I was only playing early access Super excited for the full release
Very awesome game for being on Early Access.
Slow and tactical. Perfect for old man like me. I love the ability to throw heavy punches with my trusty two handed sword :D
Very good looking game with high potential. keep up the great work and this will be a great game.
регдол фізика клас, пацюк маскот також лайк, дженерік середовище норм, дерево пасивних вмінь - дізлайк.
Do not buy this. don't let my hours trick you I went out shopping and eating and left the game running. this is 10 dollars for a DEMO. a buggy janky DEMO. there is maybe MAYBE an hour and a half of gameplay here if you suck. you don't even get to complete the first actual area of the game. it just cuts off at a random point through it and tells you that is the end of the early access. Never have I seen something so clunky that it's actually just anti-fun. this game has more delayed controls than 200 ping in a fighting game. also nice to have monsters hit you while the are stunned, facing away from you. or literally after they already died
For the price, it is a crazy good game. Combat is physics based and rewarding, hitting enemies feels heavy and satisfying, and the scenery and traverse is beautiful and fun. Really really curious to see what the full release looks like! One thing I will say, camera movement needs smoothing, it makes me a bit dizzy to be honest. On top of this, one of the reasons you can appreciate so much the environment is because the camera uses a fish eye setting. Nothing intrinsically bad, I appreciate being able to see more of the environment, but combined with the clunky mouse and camera movement, it makes me feel VERY dizzy at times. Skill tree is basic, but so far I have no complains with it. Really a game with a lot of promise, keep the good work! Hopefully see controller support soon!
There is a kick button There are spikes on the wall There are holes in the map I enjoyed Sparta kicking almost every enemy into the abyss while yelling "THIS IS SPARTA" For $10, I wholeheartedly enjoyed my roleplay as a Spartan solider in the comfiness of my underwear Jokes aside, as it stands in EA, this is a short game, it took me about 2 hours to get through. This game has incredible potential and its well worth the $10 that is it currently at. There are a lot of things that are done really well for an early access game. The map is beautiful, the models are detailed, there is weight behind each swing of your weapon, and while the gameplay is linear in nature, the meandering of the walkways and little areas to explore here and there don't make it seem like its too linear. Criticism: Knowing this game is in early access, there are a few things that could use improvement. None of these would make me drop the game or return it, just some things I felt could use improvement - Predefined save points. I don't really understand why the save points are predefined. It sort of takes away the enjoyment of exploring as there were a few times where I died and had to backtrack the same route. Maybe I skipped a save point, I'm not sure, but overall it kind of annoyed me that I needed to cook all the stuff again, and then explore the same areas that I already did. I would understand the save points being predefined if exploration wasn't a thing, but I'm thinking the final product is going to reward exploration and having to backtrack everything you did between saves would be a massive annoyance. Let us save anywhere. Maybe the campfire can serve as a predefined save point or and also be the the alchemy pot/quick travel instead of just removing it outright. - Stamina drain outside of combat. Maybe I'm just being nitpicky, most games only drain stamina in combat. Stamina always being drained regardless of combat state is a bit annoying. Not so much an issue, but it would be a quality of life improvement for the sections where there is a long walkway between areas (e.g., start of game, campfire to first boss) - Meh Magic. Might just because its early access, but I felt a bit underwhelmed with the magic. I always love going pew-pew in any game that has magic, but this one kinda made me never use it. There are maybe two or 3 areas where you need to use the telekinesis spell, but outside of that and perhaps the first 10 min, I didn't really use the magic unless the game required it. I see that the magic skill tree is pretty fleshed out and looks like it could do quite a bit of damage, the only issue is that you need significant investment (15ish points?) where it starts to be effective. I don't see why I would do that when the starting mana pool is low, you can't exactly kill an enemy with your starting magic and the only way to get mana is either through mana potions (which seems excessive at the start) or killing enemies...which makes just using the melee weapon more effective.
No controller support. They claim it's "planned", but don't have an ETA or any urgency around it. Absolutely ridiculous. It's 2026, not 1998. Other than that, the game is janky and extremely generic. Don't bother, there's better games worth your money.
A pesar de ser tipo oldschool en avance lineal tiene su reto, recomiendo bastante fijarse en el entorno y explorar, buena ambientación y potencial. Tienen que revisar el hitbox porque parece anticipado algunas ocasiones, me ha pasado con enemigos con espadas y hachas, el gas debería afectar a los enemigos también, telekinesis no siempre detecta las armas aunque tenga full mana.
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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.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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