
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.
Modeled estimate, not a reported figure. How we estimate →
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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
Nonostante sia un early access , è abbia solo incominciato a giocare , promette veramente bene come titolo , gli sviluppatori ascoltano molto attivamente la community ( che a sua volta e molto attiva è allo stesso tempo sta avendo un riscontro molto positivo da entrambi le parti ) gli aggiornamenti arrivano ma quando arrivano portano con sè novità corpose limate dal feedback dei player , si sta creando una sua anima unica , per 10 euro è un affare sul lungo termine perché con uno cifrà così con il tempo ci si potrebbe trovare con un bel titolo tra le mani PS la grafica è spaccamascella è non sembra essere anche molto pesante su sistemi non troppo all' avanguardia , se vi piace il genere che si basa sulle vostre abilità /skill Ve lo consiglio fortemente
Absolutly LOVE it!! Its a mix between Soulslike but in first person, and a Tainted Grail like Dungeoncrawler with AMAZING textures and the music wowowow!!! Looking so forward to what comes next! Story feels very weird I have to say, you feel like you're starting right in the middle of the actual story but hey ^^
Honestly, I'm looking forward to this game being completed. For what it is right now, I think its worth the price. There is some jank and maaayyybe a little balancing issues, it could also just be me missing an important mechanic, but so far, I'm hooked and find myself wanting more. When first starting out, I think there needs to be a different way to replenish magic/mana because I personally didn't feel like i could use magic that much at all in the beginning due to inability to replenish mana. It makes me wonder how a magic build would fare and I plan on trying one myself next time i play. On the subject of magic, I really only used telekinesis because the other spells didn't seem as effective. That's the part I think needs a little balancing, just the magic system in general. Sword play, I really like what's here already. The combat is still challenging but it's not overwhelming in a sense of what to do. There's actually incentive to parry instead of dodging all over the place. Dodges, if timed perfectly, give you an advantage during a fight which is so satisfying. The enemies are just annoying enough to evoke a little anger/frustration, but not so much as to make you wanna quit the game altogether. All in all, i think the game is in a great state as it is, the lore is interesting with slight comedic moments, it's left me wanting more and oh my GOSH the game is BEAUTIFUL. The scenery is just breathtaking and I think it looks amazing. Great quality. I may be one of the lucky few that can actually run the game tho. Others with low end PCs I don't think will enjoy the game as much, unfortunately.
8 dolara bu grafikler fazla bile oyun çok güzel sarıyor
Поиграл в это чудо и есть что сказать. Потенциал у игры огромный главное ее не забрасывать. Очень хочется увидеть русскую локализацию. Было бы славно чтобы доработали оптимизацию и загустили локации, они мне показались уж больно пустыми. Просто поле с мобами особенно начальная лока в пустыни. Хотелось чтобы обновили механику магии так как кроме телекинеза ничем не пользуешься да и им не всегда. Хочется видеть также оружия дальнего боя. И самое большое мое пожелание это введите пожалуйста кооператив чтобы можно было пройти хотя бы втроем. Спасибо за внимание.
Best 10 bucks ever spent game is amazing. ps thought i was playing a horror game went i jumped in the pit very dark. Wish there was a why to turn down the motion blur though.
had 3 fps all low off boot insta uninstall refund
Feels like Enderal. Excited to see how this develops
Not overly difficult, but the combat feels super janky. The potential is there, it just feels off in some way.
The ridiculous spike in difficulty between regular mobs and the 2 currently available bosses needs to be noticed. They are beatable, yes, but there is no victorious "hell, yeah!" and the end but rather "fxxk you moron designers". Everything else can be polished (combat fluency, the fact that upgrading alchemy creates potions that do not stack with previously made ones, finisher animations, general gore etc.) but this spike indicates some deeper flow with design philosophy. It's like if you climbed a staircase: step, step, double step, step, double step, 3 METER VERTICAL WALL, step, step...
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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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