
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.
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 314 reviews with recorded playtime.
Reviews
Themes across 314 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'm not recommending the game with the caveat that I do think it's good and you should play, just not now. The game is SUPER rough around the edges, the performance of the game is really bad. It needs a ton of optimization. It's so bad that it effects the mechanics of fights, causing imputes to not register. I initially thought the game was just clunky until i realized this. After cranking my graphics down just to see how it feels without the graphical load, I realized the game actually runs pretty smooth. But with my specs and build i should not have to play on low to play this game. High minimum should give me 120 frames and high with shadows off just struggles bad. I've never had a game do that before. The controls are not intuitive on PC (M&K). I didn't try this with a controller but I imagine it's how it was intended to be played. On PC, you always consider Right Click to be block, but it's heavy attack which is crucial in this game, and R of all things is block. Why isn't Left Click Hold heavy attack??? Even after rebinding everything to try and make it comfortable, I just could not find a solution. The main issue is, they don't give you the freedom of binding every action as you see fit. Worse still is 1,2,3,4 is dedicated to 4 different potions, meanwhile magic is dedicated to X for swapping between the spell, and then Q to activate. This is horrid. I would so much rather it be flipped. Hell stop with the limitation and just give PC the ability to fully customize, let 1,2,3,4 cast each different ability or let me change it to take out my weapons. This is another terrible design, H puts away weapons, T is for Torch, C swaps between weapon 1 and 2, with no weapon out, left click punches. It goes against all other first person melee high fantasy games. If no weapon is out, left click would have you draw your weapon and ready it in ANY other game. This game fights the muscle memory so hard. R is ready weapon in a ton of games as well but here because they for some reason decided to not do the staple Left Click Hold for Heavy Attack, it's cluttering up the work space of the keyboard. THERE IS EVEN AN ANIMATION TO WIND UP YOUR HEAVY SO WHY WOULDN'T IT BE ON LEFT CLICK HOLD?! On top of this they have a mechanic where you can hold your heavy attack to use it an an opportune time. I really like that.....it would work on LEFT CLICK HOLD RELEASE! The magic is super cool but i have to beat this dead horse again...why is X cycle spells. Is this 2001? I thought we solved this ages ago. When in the last 20 years have we cycled a spell in a video game. It's HORRID! I want to get to the spell fast and in the moment god forbid I hit X one too many times and go past, now i have to go all the way back through the list to get back to the spell i missed. Again, freedom of keybinds. The skill tree. This could be a skill issue and i could be dumb, but at least for my game, when you start on a path (They have the typical Health, Attack damage, Stamina, Magic set up) you can't then go and start any other path. If you start on health, you have to full commit to that and use the branching paths to go to any other path, which is tens of levels and points dedicated to wrapping it around to another skill. So if you go Magic, and want to go Stamina which is on the other side, tough. You can't. Not without about 100 levels to wrap it all the way around. Even then you'll have to go through health or Block (this isn't exact, i actually think Stamina is next to magic). But you get the point. Why would this be a design? Again is this 2001? What game doesn't let you split up your points to different trees. I hate this system. Outside of that the whole spec tree is really cool. The good: The game is beautiful, the combat, when working, is insanely satisfying. The magic gives you so many different ways to approach a fight so no 2 people will take a room the same way. The build paths are great. The alchemy is really really REALLY good. I like the level of potion customization. The Rat is peak, love his voice acting and personality. Can't say the same about the main Dwarf character. His voice sounds strained like the voice actor is trying to act out of his range. Can't put a finger on it but it's ok. Anyways the game will probably be a 9/10 or more in the future if they just fix everything I addressed, if not and they only fix the optimization then it's a solid 6/10.
I didn't play for that long, however the one thing I noticed very fast was that the response time to my actions were VERY slow. The game looks absolutely amazing, and I do look forward to what comes of this game. For now, I will wait and watch until it comes out of early access. For the price of early access though I would recommend giving it a try, or possibly just buy it and wait until more work as been done to the game.
IT'S WORTH YOUR TIME AND MONEY, fighting enemys actually feels like they have a brain besides see player character run at player character attack player character. I have tried luring them into chokeholds away from their ranged buddys and they will simply not, they try to flank you, it's ♥♥♥♥♥♥♥ amazing to fight something with somewhat IQ in a game like this I can't glaze this game enough. If you buy this and have a hard time sorry bud I hope you live well in life and bless your heart.
Good visuals finished in 8 hours Good potential but no depth at base, trading, or forging in the early access.
About an hour and a half into the game, I'm a huge fan already. Needless to say, the environment is breathtaking and I often times found myself just gawking at the scenery for a few minutes at a time. The combat is a fun experience, I do throroughly enjoy kicking enemies off cliffs when the time presents itself and using my various magic abilities. I also love the weapons, I love how the developers of the game made the weapons feel heavy and powerful. Between using an axe and a sword, the hits I landed on the enemies felt awesome, like I was doing some real damage. I love the ragdoll physics too, watching enemies fall over after a strong attack is pretty funny. I love how styalized each different area of the game is, the developers really put a lot of care into making certain areas of the game look run down and abandonned, and paired with the amazing graphaics, I may as well feel like I'm there in person. For an early access game, I'm already sold. The game ran decently for me too with 1080p high settings and dlss quality, I had a relatively smooth experience albeit with certain areas being more taxing on my frames. I can't wait to see how this game moves forward as development continues, I'm looking forward to playing the full release of Fatekeeper.
very good games,wonderful graphics,good combat but a little weird not bad tho its just hard to understand. cant wait for full release
Ofc there are things to be fixed yet. But oh my... This is my first rewiev on a game. Because the game deserves it even at this state. I would disregard the negative comments. I dont understand whats to dislike apart from the obvious bits that I'm sure will be taken care of by the devs in time. The first thing that happened when I began the game was that I laid my head on the chair to take a deep breath. Because the visuals are amazing! The game makes you wish you lived in this world. I only hope the endgame is long hours away so I can enjoy this as much as I can. And the price??? How is this so cheap?? Totally worth it!!
Много писать не хочется, потенциал у игры есть, буду ждать обновлений. Если не забросят проект, исправят кучу проблем и недочетов, как технических, так и геймплейных, то вполне хорошо будет, а пока не могу рекомендовать.
Steam Review – Fatekeeper This is, without a doubt, one of the most beautiful games I've ever played in terms of graphics, atmosphere, and attention to detail. I explored every single room because I didn't want to miss any secrets or easter eggs. Finding hidden paths, secret areas, parkour routes, and powerful end-game weapons was incredibly rewarding. Exploration felt meaningful, and I had a great time discovering everything the world had to offer. The combat was also a lot of fun. I tried different weapons, including the knife, axe, sword, and mace, and each felt satisfying to use. I also spent time learning the alchemy system, which added another enjoyable layer to the gameplay. The magic system was especially entertaining. Pushing enemies into spike walls or knocking them off ledges never got old and made combat feel creative. I honestly think this game has the potential to become something really special. The only downside is that it's very short. I completed the game in 1 hour and 45 minutes without dying once, but I enjoyed every minute of it. For an Early Access title that costs only 120 NOK, this is an easy recommendation. 10/10 Early Access experience. I can't wait to see how the developers expand the game.
good game considering its early access. could improve some stuff further like automatically add new consumables of the same type to the shortcuts and some enemy movements
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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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