
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 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
kill goblin, crush goblin skull, take mushrooms... do it again! 10/10 can't wait for release!
Finished the game, and I really liked what they have done so far. However? This game is VERY unbalanced with it's combat at the moment. Even though you have a lot of options in combat, it feels like the enemy and the environment they're in have a advantage over you. The two boss fights also have attacks that have pretty crazy range, and your movement is pretty slow and it's hard to dodge or evade. (granted i picked alchemy path first but even then i had trouble with my potions and vials) The animations are great, the world is beautiful, but the combat, as much as it's good at a surface level, it's really unbalanced at the moment. I hope they continue to improve upon it, because he feels both heavy and slow. As for potions, there should be more options. Poison resist/immunity is one since you'll be fighting those guys eventually. Maybe a potion that prevents your character from being knocked down to the floor during boss fights, and also perhaps a potion/vial that improves blocking strength? I also feel like a potion that improves magic strength is necessary if you're doing an alchemist build, since your wind and telekinesis spells have a lot of trouble pushing or pulling certain enemies like archers and you won't have the skill points to improve your magic. And for fun, coating your weapon with fire, ice, or any other elements would be cool other than just poison. For it's price? It's nice, short, and quick fun. I will be updating this as the game improves, and I can't wait to see what there is to offer.
Да спору нет, графика радует глаз и оптимизация не карявая, но игра всё ищё сырая и до полного релиза далеко, чисто побегать пару часиков по втыкать и забить до полного релиза.
Badass game. Wish there was more content and a long-ass story. If this game was extremely fleshed out during early access it might have taken up a bit too much of my free time. Graphics are crazy detailed and you need a mid-high end system, 16 GB of ram may be very limiting.
Очень недурно. Перед нами духовный наследник Dark Messiah of Might & Magic. Все игравшие сразу почувствуют себя как дома. Отдельно хочется похвалить графику. Местами картинка вызывает "вау-эффект". Из минусов: пока не очень понятен лор вселенной, а также то, насколько будет проработана сюжетная составляющая. Надеюсь, что этот аспект игры разработчики потянут.
This game is so cool. The sword has so much weight behind it and you feel like a tank. The amount of creativity in the fights, pulling enemies, throwing fire pots, throwing enemies into fire pots, blocking arrows with stones you lift with magic it is just so so so so so much fun. the environment is among the coolest I have ever seen in a game, it manages to be hyper realistic while also maintain a sense of character. Cannot wait for the full release.
I've just finished the current content. Let me suggest, why the feedback is generally positive for now. It's not only about what is in the game. It's also about what isn't there. Many developers try to follow the flow of the game industry's fashion. Like, you want to make an ARPG? OK, so you need a big open world, epic vibes on every corner, demons as trash mobs and gods as minibosses. That's a standard you have to meet because, well, everyone does. Here we has a game about a dwarf druid and a rat, orc-like and goblin-like enemies, linear levels and diving into sewers. You know what? It's cool. It's nostalgic. This game has a great combat system (I personally love the limb damage options), the great graphics and atmosphere, and a different cool builds. Yes, sometimes I wished to have something long-ranged to counter those pesky archers, but I understand that as a gameplay decision to encourage players to work in middle and short ranges. Or maybe latter we will have shields? Anyway, I'm glad to see the game how it is. Even with inaccessible panels "Quests" and "Glossary". I'm not even sure they are really needed. The game is pretty straightforward to keep all the quests in head. It also does a great job in "show, no tell" - it's interesting to get the information not from dozens of pages and scratches, but from loading screens, item descriptions, enemies' shouts, and, of course, squabbling with your rat. Thanks - and looking forward for the next content!
Kämpfe sind wie in skyrim in besser
Я в восторге! Убил обоих босов и хотелось еще, а ранний доступ уже дальше не пускает. Жду фул релиза и влетаю с двух ног
For early access the game feels mostly complete, other than tha amount of content. due to early access status ill leave some constructive criticism for the devs. Movement is too slow, it is frustrating to move at times, especially with the gank fest that they throw at you in some areas. Harder enemeis, not more enemies. a good game comparison here is Remenant VS Dark Souls Remenat is a bad game due to the dificulty being in enemy swarms, dark souls thrives because each enemy is unique and challenging. Blocking but no parry? player clearly has two hands, can use two handed weapons, but no dual wield or shields? spells cost too much mana and do too little damage (if there's some kind of progression system coming then this is a non-issue) it makes sense that low level and no experience with magic this would be the case. Work on boss animations, the final boss of the demo basically slides across the ground, it feel bad to play against when theres no animation for the enemy leaping forward, don't take shortcuts on boss animations, if theyre going to dash, make it look like theyre going to dash. an overhead downward swing should't come with a 10ft slide forward with no leg movement to match it. Chill on some of the "magnet" attacks, having an enemy pull a full 180 in 0.2 second because i dodged behind them but slightly too early feels bad and is no fun. if you want to punish players for not dodgeing correctly make different attacks punish different dodges. wide arc swings can follow through and punish players who try to dodge around to the side, thrusts and vertical swings can come with a forward lunge to punish players who dodge backwards. but when a vertical slash can follow me as i dash behind an enemy, it breaks the flow of combat and feels terrible to get hit by. Overall what I played was a fun demo, will come back for more.
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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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