
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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About
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.
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Reviews
Themes across 1315 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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jogo bom porem eu senti falta de suporte para se jogar no controle
Gioco bellissimo, grafica assurda e idea fantastica, ha delle grandissime possibilità di diventare un gran gioco! Le ambientazione sono fantastiche, era da un pò che non ne vedevo di così belle, forse è renderizzato un pò male ma essendo in accesso anticipato ci può stare. Migliorate quel poco che c'è da migliorare e il gioco sarà una delle più belle uscite da 3/4 anni a questa parte.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dude this game is sick, it's already arguably worth your $10 as is, the visuals are gorgeous, the physics are fun, the combat is satisfying, I know there's no way you could ever have a project of this intricate level of detail be size of sandbox Dark Messiah of Might and Magic was but if you were a fan of THAT you've been waiting for THIS. As an aside, I wish there were way more weapons, I've wanted the freedom to run around with a broom stick and a fork to sweep my foes away at the same time as sticking it to them since Oblivion and the OG Dark Messiah of Might and Magic from Arkane. You probably want a half decent video card to run it, IDK about these CPU system requirements I'm basically running it at 30fps on an Xbox One tier CPU.
Honestly not a bad game at all. The scenery is extremely beautiful (5070Ti: Ultra Settings 55-80 frames). With how demanding this game is graphics wise I expected this frame output though. Areas for improvement: 1. Combat is stiff and clunky which I hope will improve with time. Also there could be better indication that you killed an enemy, as I found myself staring at dead minions waiting to see if they got back up. 2. Item/chest glow could be brighter when hovering curser over it. 3. Minions sometimes go through concrete barriers without breaking it or interacting with he obstacle in combat. (will be fixed over time hopefully) 4. Not sure if intentional, but I was able to go down only one path in the skill tree despite having points to spend, but that may be just early access feature. 5. Images for created potions could be a little more clear to understand what was put into those potions. Overall great game (Final rating: 7.2/10) and look forward to what this team of 13 devs produce with this game.
По антуражу и атмосфере очень похоже на Dark Messiah of Might and Magic. Некоторые части уровней визуально будто списаны 1 в 1, но в плане геймплея не совсем оно. В тёмной мессии две трети игры были интерактивной песочницей, где каждый уровень - набор физических ловушек для врагов и интерактивных объектов для нанесения урона противникам (кувшины с маслом для поджога, вода для ударов электричеством, коробки и бочки для бросков, и тд). Здесь же основа геймплея - тягучая мили-боевка, а интерактивность с окружением и системный геймплей являются лишь дополнительной частью игры, а не её основным элементом. Здесь гораздо больше влияния на геймплей имеют цифры прокачки и скилл игрока в боевом кор-геймплее, а не активация ловушек на уровне или закидывание врагов бочками. Дальнейшее развитие игры зависит от целей гейм-дизайна. Либо вы делаете более интерактивный и системный мир как в Dark Messiah и Alkahest, что снизит сложность и добавит физическую песочницу, либо продолжаете точить ролевую систему и боевку, выдерживая баланс в сторону более высокой сложности геймплея и зависимости от стат. Важно самоопределение: иммёрсив-сим это (где враг, для примера, станится и умирает от огня в любой момент времени) или Action-Rpg, где урон по врагу будет зависеть только от прокачки той или иной статы игрока. Вне зависимости от того, каким путём пойдёт разработка далее, нужно улучшать: - Мили-боевку. Ей явно не хватит запаса прочности на планируемые 20 часов геймплея. Можно добавить комбо или directional combat как в Chivalry, Mount & Blade и опять же в Dark Messiah. - Исследование и левел-дизайн. Уровни сейчас больше похоже на техно-демку UE, из лута только травы и лишь несколько типов оружия. И тут не обязательно делать открытый мир (его делать даже вовсе не желательно), можно сохранить линейную структуру, но важно добавить больше секреток и опциональных путей, которые внесут локальную нелинейность и повысят ценность исследования. А если планируются квесты и бэктрекинг, то подойдёт структура мира из прародителя тёмной мессии – Arx Fatalis. Только вместо переходов между ярусами подземелий будут перемещения между мирами через портал, что уже обосновано нарративно, то есть не создаст никаких проблем. - Арсенал. Как минимум не хватает оружия дальнего боя, и щитов для защиты от стрел и камней. В данный момент без прокачанной магии множество врагов-лучников заставляют тебя носиться по арене как сумасшедшего, что точно не является чем-то приятным, особенно с таким тяжёлым и медленным мувментом как сейчас. - Босс-файты. Обязательно фиксить нечестные автодоводку и хитбоксы атак боссов по игроку прямо во время уклонения. - Количество механик. Сейчас кроме мили-боевки, магии и алхимии нет ничего. Варианты на выбор классические для выбранного сеттинга: кузнечное дело, зачарование оружия, дальний бой, стелс и скрытные убийства, торговля, квесты от NPC, поиск сокровищ. - Usability UI. Зелья и масла для оружия нельзя использовать из инвентаря, а только из 4 заранее заготовленных слотов. Оружие и магические способности во время геймплея листаются одной кнопкой по кругу, это непрактично и отнимает лишнее время. Нужна реализация Weapon Wheel. На данный момент оцениваю ранний доступ положительно. Графика шикарна, атмосфера тёмного фэнтези убедительна, кор-геймплей импактный и сочный, rpg элементы продуманы и имеют заметный геймплейный вес(пока я не начал качать магию во втором прохождении, импакта от неё не было). Разработчикам удачи и успешного завершения проекта💪
Just when I was getting hooked , early access ended :( World looks great . More sync in between combat and abilities would be cool (pulling light enemies then kicking and slashing them is fun but no other abilities clicked like that for me). Skill points generated fast but skill tree felt like a filler . did not mind it though. I want to see more. Waiting for the full release.
Very good for a small team though I'd let it cook a little longer because although its good there isn't much game to play at the moment and the performance is not great. That's probably just on my end I don't know.
There is a BUT to my recommendation, but let's start where it's fun. Fatekeeper is, without a doubt, a very stunning and beautiful game. The world design is breathtaking, from the sweeping, picturesque landscapes to the intricate details woven into every scenic vista I explored in my short time. I desperately wanted to lose myself in its story, wander through its lush environments, and uncover every secret this gorgeous world has to offer. Unfortunately, for a casual gamer like me, the beauty is overshadowed by the sheer difficulty. I completely respect that Fatekeeper is designed to be a tough, punishing experience, but as it stands, it’s simply unplayable for my playstyle. I spent more time struggling to survive than actually taking in the breathtaking atmosphere. That said, the issue lies with my own playstyle rather than the game itself; Fatekeeper clearly succeeds at what it sets out to do. I’m stepping away for now, but if the developers ever introduce customizable difficulty options, I’ll be the first in line to give it another shot. I recommend this game for players who thrive on intense challenge and punishing combat, but I cannot recommend it for casual gamers who just want to relax and explore a beautiful world.
Horrible mechanics, clunky, repetitive, dash sometimes has a delay, enemy melee weapons have crazy hitboxes
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