
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
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.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $2.6M | 4K | 74% | $29.99 | |
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| $2.6M | 4.4K | 96% | $19.99 | |
| $2.5M | 8.6K | 86% | $12.99 | |
| $2.6M | 5.8K | 89% | $14.99 | |
| $2.5M | 3.8K | 56% | $39.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $551.7K | 9.3K | 90% | $2.49 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
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| $13.2K | 71 | 49% | $7.99 |
Stats
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
Looks like a great game. Really want to play it...but I cannot sufficiently stop this game from making me want to puke my guts out. I've been tinkering with various uncooperative settings in UE5 with help from the discussions/UE5 forums and managed to improve my experience by about 60% by turning global light/shadow down 1 from Ultra. However, this created quite a few lumen fireflies. Monitor is a PG27UCDM if that is at all relevant for any dev that might be reading this. Let me know if you have any tips~
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!!
Классная игра с интересными механиками, в меру сложная и черезвычайно красивая
Outstanding graphics. Showing the real power of UE5.
操作性もっさりしてるしナビアイコン無いし、 敵は数の暴力で押し切ってくるし いちいちドアの鍵やレバーを探さなきゃいけないしで 総じてクソゲーです。
[h1] Hodnocení 8/10, [url=https://store.steampowered.com/curator/34526713-Gaming-Professors/] Curator [/url] [/h1] Fatekeeper je přesně tím typem hry, který dokáže oslovit fanoušky starších fantasy RPG. Přináší výborný soubojový systém, temnou atmosféru, zajímavý rozvoj postavy a pořádnou dávku brutality. Přestože není bez chyb a v některých oblastech by si zasloužil větší hloubku, jako celek nabízí velmi zábavné dobrodružství, které připomíná zlatou éru akčních RPG. Pokud jste milovali Dark Messiah of Might & Magic, Skyrim nebo Elderborn, Fatekeeper by rozhodně neměl uniknout vaší pozornosti. [url=https://www.gamingprofessors.cz/fatekeeper-recenze//]Více v recenzi[/url]
The game is great, the graphics are fantastic, and it is definitely heading in the right direction. I only have a few issues that I found somewhat jarring during my playthrough: Boss Tracking: Bosses especially the final boss sometimes glide across the arena mid-animation to hit you. It feels strange and frustrating when you think you're safely out of range, only for the boss to essentially teleport onto you. (Could just be a skill issue.) Overpowered Ranged Enemies: Ranged enemies seem to have extremely strong tracking. Closing the distance can almost guarantee taking a heavy chunk of unavoidable damage before you can get close enough to attack, which drains a lot of valuable health. (Again, could just be a skill issue.) Restrictive Magic System: The magic system itself feels great, but locking higher-tier abilities behind mutually exclusive choices hurts build variety. For example, if you invest in an end-tier skill like the trap, you can no longer use ice or fireballs. A quick-switch spell mode or hotkey toggle would make the magic system feel much more fluid without necessarily changing the existing abilities. Parry Rewards: The parry system could feel much more satisfying if perfect parries were given a stronger reward. It wouldn't require a major change something as simple as a frame-perfect parry staggering an enemy, or allowing an instant finisher against standard enemies, could make mastering the timing feel much more rewarding. (Bosses and mini-bosses could obviously be excluded from this.) Recipe System: Crafting and recipes unfortunately didn't work properly for me during my playthrough, which made the mechanic impossible to engage with. That said, I really enjoyed the potion system. It is fun and engaging, even if it does allow for quite a bit of metagaming. Navigation & Map: Some players have mentioned that the lack of an in-game map or clearer directional markers can make visually similar areas confusing and easy to get lost in. Personally, I actually find it refreshing not to have a compass constantly taking up space on the HUD. The game is fairly linear, and I think it does a good job of naturally guiding the player through its environments. Optimization & Performance: I've seen some players mention noticeable performance hiccups and frame drops in denser areas that could use an optimization pass. Personally, I didn't experience this. The game ran consistently well for me at around 87 FPS on maxed-out settings with DLSS enabled, though performance will obviously vary depending on hardware. With all that said, the game does environmental design incredibly well. You can really tell that a lot of detail, care, and passion went into creating the world. In a market increasingly filled with generic, mass-produced asset dumps and AI slop, it is refreshing to see this level of genuine creativity and craftsmanship, especially from a small 14-person team. Visually, the combat and environments are stunning, the audio design creates a fantastic atmosphere, and the core gameplay is genuinely fun. The lore snippets scattered throughout have also caught my attention, and it seems like you guys have a really interesting story cooking. On top of that, the physics are just mint! I can't explain the sheer joy I got from kicking enemies into pits, watching them ragdoll, or using the environment against my foes. It makes the combat feel so much more unique, interactive, and engaging almost like a VR game in how physics-driven it feels. The exploration hits a great balance, too. You don't have to spend 30 minutes searching every obscure corner just to find a decent weapon. It's pretty straightforward, so you won't miss vital health items or essentials, but you are still rewarded greatly whenever you do go out of your way to explore. Overall, Fatekeeper is a great game with a lot of potential, and I'm excited to see where you take it from here. Keep up the awesome work!
**A fantastic mix of Elden Ring, Dark Souls and The Lord of the Rings** Even though *Fatekeeper* is still in Early Access, it already feels like stepping into a fantastic mix of **Elden Ring, Dark Souls and The Lord of the Rings**. The graphics are absolutely beautiful, and the world is incredibly fun to explore. There is always this satisfying feeling when you finally complete an area, especially after struggling through some of the tougher encounters. The difficulty feels very well balanced so far — challenging enough to be exciting without feeling unfair most of the time. I also really like that the game doesn't throw endless hordes of enemies at you. Having little moments where you can breathe, look around and enjoy the environment makes the exploration much more enjoyable. The weapons I've seen so far are beautifully designed, and I really enjoy the atmosphere. The music fits the world extremely well, especially with its darker charm. And the humor surrounding the rat companion is honestly great — those little moments give the game a lot of personality. I was genuinely sad when I reached the end after the second boss and realized that was it for now. I wanted to keep playing! 😭 There are, of course, a few things that could use some improvement. The interface can feel a little confusing, especially when trying to figure out which potions you've already used or have available. The boss hitboxes were also quite frustrating at times. There were moments where I was clearly far enough away from a boss, yet I still got hit. Because of that, dashing didn't always feel as reliable as it should. Another small thing I noticed is that quite a lot of the chests are currently just decoration, which can be a little disappointing when you get excited thinking you've found loot. But honestly, I can forgive that for now because the game is still in Early Access. Overall, I'm really enjoying *Fatekeeper*. It already has a great atmosphere, beautiful visuals, satisfying combat, fun exploration and a really charming world. I'm very excited to see how much more the game grows before the full release. **If the developers keep building on what is already here, I think Fatekeeper has a lot of potential.** And please… give me more rat friend. 🐀
It is a beautiful game but being able to beat it in 3.4 hours and there's no replayability is a turn off for me.
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