
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 1309 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Muy bueno la verdad. Cuando salga completo va a ser tremendo.
Very fun, very original — with a few questionable design choices This is easily one of the most fun games I’ve played in a long time, and I highly recommend it, especially while it’s still in Early Access. What makes it stand out is the way it brings back physics-based combat reminiscent of Dark Messiah of Might and Magic, but from a much heavier, slower and more deliberate perspective. Your character feels like a tank: attacks have weight, movement is more committed, and stamina management plays a much bigger role in almost everything you do, but yoo can die easily. There’s a lot to love here: * Original and refreshing gameplay. * Beautiful art direction. * Very well-structured levels that reward exploration. * Fantastic music. * Great voice acting. * A really good balance between combat and exploration. * An excellent skill tree with a lot of interesting choices. (Still in progress) * Most importantly, combat is just fun. That said, I have two design-related criticisms. 1. Ranged interaction is almost entirely tied to magic. At the moment, if you want to interact with the environment from a distance, magic is basically your only option. This can limit how much you can take advantage of the environment, particularly if you are not running a high-mana build. This is one area where Dark Messiah handled things differently. The bow was an essential part of your toolkit because it gave you a non-magical way of interacting with the environment. Here, if you don’t use magic, you are mostly left with the kick. I don’t think the game necessarily needs a bow, but having some kind of ranged tool that could, for example, break environmental fortifications or trigger mechanisms would give players more options. 2. My biggest criticism: physics-based environmental combat could be more reliable. Again, comparing it to Dark Messiah: one of the things that made that game’s combat so satisfying was how consistently it allowed you to use the environment on your favor. Take the kick, for example. In Dark Messiah, kicking an enemy would first stagger them and knock them slightly backwards. The game would then effectively take into account what was behind them — a cliff, spikes, a trap, etc. — and the enemy would be pushed into it if the distance made sense (sometimes too easy to trigger). That made combat easier in some situations, but it also made it much more satisfying and entertaining. I think this game could benefit from leaning further into that philosophy. Making heavy attacks capable of producing stronger environmental reactions, having fireballs reliably ignite oil (sometimes I have ti cast 2-3 for the oil to burn) and making kicks consistently exploit hazards, even when the distance is not perfectly measured, would technically make some encounters easier, but I think that is a worthwhile trade-off. There are also some small bugs here and there, and many things in progress, this is just a short adventure at the moment, but nothing that seriously detracts from the experience. Overall, this is a fantastic game with a very strong foundation. The combination of heavy combat, physics, exploration and environmental interaction is incredibly satisfying, and I really hope the developers continue pushing those systems further during Early Access.
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Languages: English
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dark, yet comic at times. Waiting for the full release.
Hope this game will be released in full, 3 hrs playing game remind me (first impression) - Dark Messiah of Might and Magic. Old school.
Just cleared the current Early Access build. The graphics and LOD are excellent, and the core combat loop is incredibly fun. I wanted to share a few quick pieces of feedback from my playthrough. First, the ice longsword blade currently looks a bit like blue plastic. It would look much better if it had a rugged, chiseled, refracting ice texture with a frosted look, similar to the style of ice weapons in Skyrim. Second, regarding elemental balance, Frost feels great because it actively slows enemies down and gives you breathing room but leaves floating ice crystals in the air that are hard to see through. And telekinesis is hilarious to pull enemies toward you with. Wind could use more push force since its a slower cast, and Fire feels very underpowered right now unless you manage to hit an enemy standing directly on an oil puddle, similar to environmental traps in BioShock or Skyrim. Third, for character customization, the current stat choices are a good baseline, but I hope future updates bring deeper fine-tuning options like dedicated melee builds, actual dual wielding, more spell/mobility heavy builds, and armor variations. Finally, I noticed heavy framerate drops when running the game with the Ultimate FPS setting enabled. When I manually locked the framerate to 60 FPS, the performance drops ceased completely and the game ran smoothly. Just wanted to share this workaround for other players and your optimization team. Looking forward to seeing more of Kor Guran's backstory in future patches.
My main gripe with UE5 games is that most of them manage to both look bad and run poorly, however this game manages to avoid both: decent level of optimisation coupled with graphics that look like they came straight out of a tech demo (I mean that as a compliment). Music is a bit repetitive at times, but helps create moments such as [spoiler]the first time you see Mar Guran[/spoiler]. Combat is decent, I like the physics aspect of it, however I feel like blocking needs some polish, particularly for ranged attacks since they're a bit frustrating currently. Maybe make blocking arrows frame based so it's sort of a skill check? One more (small complaint) regarding combat: maybe increase cooldown for enemies that throw poison pots, since now they can make a cloud of poison that becomes a bit frustrating to pass. And for a final suggestion/complaint: please add another AA option. FXAA is too jarringly sharp and creates visual artifacts on surfaces, while TAA is too blurry in motion, but looks nice while static. Maybe SMAA? All in all, game is in a great shape even now, and I think it has a bright future if devs keep updating it and adding content. Level designs in the current version are great, and I hope the design philosophy continues in future content.
yeah no
Game is beautiful
Very Nice
While the concept was neat and combat feels good, a lot of works needs put into this before it's ready for anything other than being just another demo. Video optimization just feels awful no matter what graphical settings, anything other than potato, just runs like garbage. Granted I don't have the most RAM in the world but still my god the framerate is just terrible. Story wise there isn't anything here. It's go here and kill a couple guys then move on to the next area. Rat character is cool though I'll give them that. Concept is cool but execution just isn't there so honestly I can't recommend paying for this demo at this point.
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