
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 1299 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Nachdem ich einiges positives über Fatekeeper im Netz gelesen habe, habe ich es nun für ca. 30 Minuten gespielt, um mir einen ersten Eindruck zu verschaffen. Meine Aussagen beziehen sich auf die Early Access Version 0.1.3, die noch sehr weit vom eigentlichen Release entfernt zu sein scheint. Wer jetzt bereits einen Blick auf das Spiel werfen will, kann es sich kaufen, besonders da der Preis von 10 Euro für den EA absolut niedrig angesetzt ist. Ich erwarte einen Preis für das fertige Spiel im Bereich von 50 Euro. Für alle, die ein Spiel erwarten, das jetzt schon richtig Spaß macht, muss ich ein 'nicht empfohlen' aussprechen. Wartet einfach noch eine Zeit, bis das Spiel gereifter ist, es hat das Potential für ein tolles Spiel. Das Spiel wirft einen recht unvermittelt in den ersten Level: einer toll anzuschauenden Klamm, bei der es zunächst gilt, den Weg zur eigenen Heimstatt anzutreten. Die Szene macht einen tollen Eindruck. Lichter sind schön gesetzt, der schmale Schotterpfad über dem rauschenden Wildbach macht eine tolle Atmosphäre. Allerdings: im Netz fand ich mehrere Aussagen, dieses Spiel hätte eine nahezu fotorealistische Grafik. Davon ist das Spiel weit entfernt. Wer die Grafik so empfindet, sollte mal wieder raus gehen und sich das echte Leben anschauen. Zum Beispiel mit einem Trip in den Süd-Schwarzwald, der durchaus vergleichbare Gegenden aufzuweisen hat. Das Spiel hat seine Einstellungen bei mir gleich auf Ultra gestellt. Ich spiele mit einer RTX 5060 TI in UWQHD. Dennoch waren die Lüfter meiner Grafikkarte sehr ruhig. Der Benchmark im Settings-Menu hat an den Einstellungen auch nichts ändern wollen. Vielleicht macht diese Einstellung derzeit aber noch nichts, denn außer ein paar Sekunden ohne Reaktion hat sich auf meinem Rechner nichts getan. Nach den ersten Drehungen im Spiel fiel mir gleich ein starkes Tearing auf. Hier hatte das Spiel einfach VSync nicht eingeschaltet. Sollte man vor dem eigentlichen Spielstart selbst mal überprüfen. Vielleicht setzen die Devs diese Option auch gleich als Default. Gleich zu Beginn rennt einem eine Ratte über den Körper. Woher die kommt, wird nicht erklärt. Sie will einem wohl irgendwie die Vorgeschichte oder die Motivation erklären. Leider hat sie eine raue kratzige Stimme, was zwar zum Charakter passt, aber zusammen mit der Hintergrundmusik dann schwer zu verstehen ist. In den Sound-Settings kann man sich aber auch Untertitel einschalten - die Einstellung gehört imo in die Game-Settings. Leider ist der Font für Untertitel sehrklein, was ihn schwer zu lesen macht. Man sollte ihn unbedingt noch vergrößern können. Gleiches gilt auch für das HUD, wo die gleiche Font-Größe verwendet wird. Es sollte in beiden Fällen unbedingt möglich sein, ihn noch auf mindestens 250% zu vergrößern. Leider laufen die Untertitel derzeit noch nach - heißt, sie werden oft erst dann eingeblendet, wenn der Text schon aufgesagt wurde. Manchmal fallen die Texte dann auch ganz weg. Ich glaube, ich habe eine ganze Menge von dem was mir das Spiel mitteilen wollte, dadurch einfach nicht mitbekommen. Auf dem recht langen Weg die Klamm entlang passiert leider quasi nichts. Man kann ein bisschen auf Holzbretter am Wegesrand einschlagen und ein paar Blumen oder Pilze sammeln, das wars dann aber auch. Hier verpasst das Spiel die Chance, den Spieler schon ein bisschen über Steuerung oder ähnliches vertraut zu machen. Schade. Wenn man schon Sachen sammelt, schaut man auch mal ins Inventar. Die Tasten für das Spiel (Tab) kann man in den Control-Settings nachschauen und verändern. Im Inventar kann man auch gleich seine Ausrüstung, sowie auf einem weiteren Tab den übergroßen Skilltree sehen. Mir kam der Wechseln ins Inventar und in den Skill-Tab sehr träge vor. Ich fürchte, das wird mich im richtigen Spiel schon bald sehr nerven, da man ja wohl doch recht häufig auf diese Fenster zugreifen muss. In der eigenen Hütte steht eine Kreatur an der Schmiede. Vielleiht soll die so hässlich sein, aber wirklich menschlich wirkte sie auf mich nicht. Leider kann man mit ihr auch nicht interagieren und sie wird auch nicht von Schlägen mit der Waffe getroffen. Nach einiger Erkundung der eigenen Hütte, fand ich dann auch einen großen Spiegel, von dem mir die Ratte erklärte, ich müsste hindurchgehen, was mir aber große Schmerzen bereiten würde. So richtig verstanden habe ich das nicht, aber dann einfach gemacht. Die Sequenz mit dem Schmerzensschrei des eigenen Chars war sehr unangenehm und für mein Empfinden zu lange. Was auch immer einem damit erzählt werden soll, geht an mir vorbei. Für das fertige Spiel könnte man das vielleicht noch streichen. Hinter dem Spiegel ist man dann in einem Gebiet, in dem man den Kampf beigebracht bekommt. Dazu stapft eine hässliche Kreatur auf der anderen Seite aus einer Höhle, die einen dann angreift. Das Spiel blendet am rechten Rand dann immer ein, was man tun soll. Leider sind diese Einblendungen nur knapp eine Sekunde und durch die kleine Schrift für mich erst mal schlecht zu lesen. Daher habe ich lange nicht verstanden, was ich den machen soll. Ich knüppelte daher eine ganze Zeit auf den Gegner ein und blockte auch seine Schläge. Kämpfen fühlt sich im Moment sehr träge an. Gerade fürs Blocken hat man daher viel Zeit, den Schlag des Gegners zu erkennen. Der Gegner stand aber immer wieder vom Boden auf, so dass das Spiel hier für mich nicht erkennbar weiter ging. Die Treffer mit der eigenen Axt haben übrigens sehr eindeutige, aber hässliche Bluteffekte beim Gegner erzeugt. Das könnte man aus meiner Sicht einfach ersatzlos streichen. Insgesamt hoffe ich, dass der Kampf keine große Rolle im Spiel haben wird, denn so viel Spaß machte er mir einfach nicht. Jetzt lasse ich das Spiel erst mal eine Zeit liegen. Vielleicht ist es in ein paar Monaten gereifter. Dann werfe ich gerne einen neuen Blick darauf und aktualisiere dann vielleicht auch meine Review dazu.
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Languages: English
Hours played at review time, across 1.3K reviews with recorded playtime.
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i missed DMofMM. This game captures that itch perfectly. at the moment is nothing more than a tech demo, but i'm loving it for the same reasons i loved the its predecessor. hope to see more :)
great gameplay and graphics also the early access can be finished in 1h i did that after fully roaming around and finding everything and checking everything out
Still getting through the game but oh my goodness are the graphics incredible! Im not a big fan of Unreal engine but this game really makes me love the way things could and CAN look
imagine dark souls meets cod. fun game. Wish there was more to it. definetley will continue to play if the dev completes the game. 10/10
Ich bin absolut begeistert. Abgesehen davon dass Grafik, Sounddesign und Atmosphäre wirklich unglaublich gut gelungen sind ist auch das Gameplay für dieses Entwicklungsstadium 0.3.1. wirklich herausragend gut. Im Kampfsystem gibt es noch die ein oder andere Macke zu beheben und auch der Skilltree wirkt noch sehr lieblos. Aber gerade auf letzterem muss in diesem Stadium der Entwicklung auch noch nicht allzu viel Wert gelegt werden. Das Spiel macht mehr richtig als mancher AAAA-Titel nach dem Launch und wenn es so weiter geht kann das ganze ein riesen Hit werden. Ich hoffe es fliest weiter so viel liebe rein!
I actually liked the game at the start, but the more I played, the more frustrating it became. I don't really like complaining about difficulty in games, but there's a huge ramp up in it right around the first boss. You do not regenerate health passively. Nor do you mana from what I could tell, at least not without the proper skills obtained after 10 or so levels. The more I'll explain the game, the more you'll understand why this decision hinders the game at every turn. There's a weighty-ness to everything you do, while it doesn't hinder the gameplay per say, it doesn't contribute the weighty impactful melee combat feeling to the game that I think the developers were intending for it to, instead it feels like everything is underwater. You start the game as a melee focused warrior with some minor magical abilities that felt pretty inconsequential to everything you do. While the telekinesis ability is used for some 'puzzles', it feels like it's not needed for much else. Or at least, that is the impression it gave. The actual magic attacks are these wide-swinging, fast moving spells that do basically the bare minimum amount of damage to an enemy. Your mana pool is incredibly small and does not regenerate, meaning after 3 fireballs, you're unable to cast another, and the base enemy you have managed to hit with all three might still be up and kicking. That is unless you landed 2 in a row and got lucky enough for him to catch on fire, which won't happen if your second fireball decides to go wide and slam into the ground cause someone on the development team thought the visuals of the wide-swinging proton torpedoes looked cool and didn't account for how that actually functions in gameplay. (Sorry for the strays whoever you are, sure it's visually cool, but I guess now you know how that wall felt.) The number of swings it takes you to kill enemies with your melee weapon, and the number of swings it takes for them to kill you, feel roughly the same, somewhere in the 4-6 hit range. Sure, you can block, dodge, and kick, all at the cost of stamina, and even when you get ganged up on, which you WILL, you can still come out on top most of the time as long as you're smart, careful, and concise. Which would be great, however... Maybe 40% of enemies will actually try to fight you in melee, in this seemingly melee-focused game. Most of them throw rocks with shocking accuracy, shoot bows at you, with infinite arrows, which do very high, unblockable damage, OR they hurl stink bombs at you which leave behind a cloud of poison and by the time they dissipate, they've already hurled another into the exact same spot, forcing you to pass through them to proceed. Taking basically unavoidable damage... With non-regenerating health. Do you see the issue here? You don't start with a shield and I'm not sure how, when, or even if you get one, which might stand a chance at blocking incoming arrows and rocks, but you basically have to be spamming your dodge button as long as you're in the open, or taking unnecessary damage that will not regenerate on its own. And dodge of course, takes up stamina, along with every other physical action, meaning you can't do it forever, and you especially can't do it while also fighting. But you're not totally helpless, you have potions you can craft, with finite resources. Potions that, depending on the situation, you might get stunlocked out of being able to use in the most dire moment you NEED to use it in. Because yes, despite the enemy already having such clear, numerous edges over you, you can still be affected by stun. Which has a way of leaving you open to more attacks, and kind of sending you quickly into a damage > stun > damage > stun death spiral. Meaning if you get surrounded and hit even once, there's a chance can very quickly find yourself from having control of a situation into restarting from your last save point. But, speaking of potions. There are also vials of weapon coatings you can craft and deploy, which, on the surface, sounds very cool. But when should I use them? On the enemies that die in 3-4 normal hits? On the rare boss enemies that don't show you their health bar so you don't know how much damage you're doing or NEED to be doing? What are their weaknesses? Why do I need to cover my melee weapon in poison when I can just kick enemies in melee range into these convenient walls of spikes for an instant kill? I don't see ever spending my finite alchemical ingredients on making these things. Ideas that don't get overly considered like this is how you end up with feature-bloat. 'Difficulty' is a very tricky thing to handle in a game. You have to get the rules just right, and make sure they stay consistent, as it can very quickly feel more like blatant sadism if not handled precisely and correctly. Finally, I'm aware that this is still an early access game and as a fan of Dark Messiah and other similar games, I will say this game does have potential, so I do genuinely hope they improve it down the road.
after playing like 120 hours of crimson desert it's awesome to see a game that put way more time and effort into the quality of the game and story. gameplay is sick.
If you've played Dark Messiah the controls of this game will feel very familiar, there are of course some things that fell a bit unfinished about the mechanics, as you can not pick up any thing other than by telekenesis and you are not able to duck or crouch. so far though there do seam to be som fundamental implimentations that make i hope doesn't follow the game onwards: - Enimies throwing rocks are too OP and too un balanced, if they can throw rocks that fast then either so should you be able to or neither of you, they can pick up rocks seamingly out of thin air and trow with a extreamly accurate toss really far as well. - It would be nice to be able to pick up loot from the NPC's that have been killed even if it is worse than what you already have. - INVENTORY, since this thus far is for computers it would be nice to be able to select weapons and spells through number bindings, i guess this is done in the game as to be adaptable to console which i respect and really do hope the game gains the recognition it should have. The game mechanics are the best thing about this game, but since it seams like it's a continuation of what Dark Messiah was care should be taken to try to fill in where Dark messiah was lacking. I remember starting to play Skyrim after having played Dark Messiah and just remembering how trashy and underwhelming Skyrims mechanics felt compared to Dark Messiah, what skyrim did have on the other hand was an expansive world to explore, something it felt like Dark Messiah was lacking, there was no way to trade your items, there was no way to try out all the weapons that you had gotten after winning the game, Dark Messiah ends so suddenly that you start to wonder why you spent so much time looking for those rare and powerful items when at the end of the game you barely get any chance to use them. If Fatekeeper is able to make a world that can be enjoyable even after the main story is finished i think they will be able to overtake Skyrim, they are already well on their way, if all they do from now is expand the map and fill the game with interesting loot characters and stories this game is well in it's way to be a finished product. and i also hope they implement something similar to the rope bow. to summarise there are so much more things to like about this game than there are to dislike
Played the 0.1.2 version, 2-3h of playable content. It looks wonderful and promises to scratch the 'Dark Messiah' itch. The beloved physics are back with powerful kicks, rolling barrels and fragile platforms (some wood fragments still rotating at blinding speed, as expected in EA). I had a great time and played the whole early acess two times. There is little lore but I have high hopes for the [spoiler] charming evil raspy rat [/spoiler] companion. The world -exterior- looks stunning. Landscape, caves and far away structures are as good as they can be. Dungeons are bit of a mixed bag: I like the feel and general structure, but low prop variety make them feel both generic and sometimes difficult to navigate. There are secret rooms that make exploring rewarding and add to the adventure feel, not sure if I am very fond of all that jumping with heavy-looking armor tho. Combat wise I feel that weapons are effective against mobs. The hit effects look good and even had an enemy trying to fight me after losing an arm. Stamina management is tricky the first minutes of gameplay, not much of an issue later. Archers, at the current state, feel unfair. Very good aim and damage. Sometimes you have to make a run for it or use the environment or magic against them -which is interesting- but you always pay the health tax. I guess that we'll get a shield in future patches. Magic feels underwhelming (llow level, at least) -Fire magic consumes a lot of mana for low damage. The DoT is also very low damage. -Ice magic is good to slow some mid-tier enemy. Many interactions cause FPS drops, so I try to avoid it. -Wind magic takes a bit of time to cast, but can be a good opener for big groups of enemies. I feel it should disperse both poison clouds and enemy projectiles, to be fair. -Telekinesis is the utility/fun tool. I feel that launching a spear against the most basic mob should kill it and that most mid-tier enemies just ignore it, but I have not tried the specialization. Boss fights are boring. Slow, clunky animations with heavy damage that knocks you to the ground. Easy with potent vials, slow and boring if not. The skill tree and leveling system looks generic. While you can specialize heavily in one combat style. Most upgrades look like '+1 damage/mana/hp'. Other games opt for very specialized upgrades and/or three different skill trees that reduce decision fatigue, I hope they would go for it. [hr][/hr] I really look forward for the game to be completed and have a blast with it. Best of luck!!
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