
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
Nachdem ich einiges positives über Fatekeeper im Netz gelesen habe, habe ich es nun für ca. 30 Minuten gespielt, um mir einen ersten Eindruck zu verschaffen. Meine Aussagen beziehen sich auf die Early Access Version 0.1.3, die noch sehr weit vom eigentlichen Release entfernt zu sein scheint. Wer jetzt bereits einen Blick auf das Spiel werfen will, kann es sich kaufen, besonders da der Preis von 10 Euro für den EA absolut niedrig angesetzt ist. Ich erwarte einen Preis für das fertige Spiel im Bereich von 50 Euro. Für alle, die ein Spiel erwarten, das jetzt schon richtig Spaß macht, muss ich ein 'nicht empfohlen' aussprechen. Wartet einfach noch eine Zeit, bis das Spiel gereifter ist, es hat das Potential für ein tolles Spiel. Das Spiel wirft einen recht unvermittelt in den ersten Level: einer toll anzuschauenden Klamm, bei der es zunächst gilt, den Weg zur eigenen Heimstatt anzutreten. Die Szene macht einen tollen Eindruck. Lichter sind schön gesetzt, der schmale Schotterpfad über dem rauschenden Wildbach macht eine tolle Atmosphäre. Allerdings: im Netz fand ich mehrere Aussagen, dieses Spiel hätte eine nahezu fotorealistische Grafik. Davon ist das Spiel weit entfernt. Wer die Grafik so empfindet, sollte mal wieder raus gehen und sich das echte Leben anschauen. Zum Beispiel mit einem Trip in den Süd-Schwarzwald, der durchaus vergleichbare Gegenden aufzuweisen hat. Das Spiel hat seine Einstellungen bei mir gleich auf Ultra gestellt. Ich spiele mit einer RTX 5060 TI in UWQHD. Dennoch waren die Lüfter meiner Grafikkarte sehr ruhig. Der Benchmark im Settings-Menu hat an den Einstellungen auch nichts ändern wollen. Vielleicht macht diese Einstellung derzeit aber noch nichts, denn außer ein paar Sekunden ohne Reaktion hat sich auf meinem Rechner nichts getan. Nach den ersten Drehungen im Spiel fiel mir gleich ein starkes Tearing auf. Hier hatte das Spiel einfach VSync nicht eingeschaltet. Sollte man vor dem eigentlichen Spielstart selbst mal überprüfen. Vielleicht setzen die Devs diese Option auch gleich als Default. Gleich zu Beginn rennt einem eine Ratte über den Körper. Woher die kommt, wird nicht erklärt. Sie will einem wohl irgendwie die Vorgeschichte oder die Motivation erklären. Leider hat sie eine raue kratzige Stimme, was zwar zum Charakter passt, aber zusammen mit der Hintergrundmusik dann schwer zu verstehen ist. In den Sound-Settings kann man sich aber auch Untertitel einschalten - die Einstellung gehört imo in die Game-Settings. Leider ist der Font für Untertitel sehrklein, was ihn schwer zu lesen macht. Man sollte ihn unbedingt noch vergrößern können. Gleiches gilt auch für das HUD, wo die gleiche Font-Größe verwendet wird. Es sollte in beiden Fällen unbedingt möglich sein, ihn noch auf mindestens 250% zu vergrößern. Leider laufen die Untertitel derzeit noch nach - heißt, sie werden oft erst dann eingeblendet, wenn der Text schon aufgesagt wurde. Manchmal fallen die Texte dann auch ganz weg. Ich glaube, ich habe eine ganze Menge von dem was mir das Spiel mitteilen wollte, dadurch einfach nicht mitbekommen. Auf dem recht langen Weg die Klamm entlang passiert leider quasi nichts. Man kann ein bisschen auf Holzbretter am Wegesrand einschlagen und ein paar Blumen oder Pilze sammeln, das wars dann aber auch. Hier verpasst das Spiel die Chance, den Spieler schon ein bisschen über Steuerung oder ähnliches vertraut zu machen. Schade. Wenn man schon Sachen sammelt, schaut man auch mal ins Inventar. Die Tasten für das Spiel (Tab) kann man in den Control-Settings nachschauen und verändern. Im Inventar kann man auch gleich seine Ausrüstung, sowie auf einem weiteren Tab den übergroßen Skilltree sehen. Mir kam der Wechseln ins Inventar und in den Skill-Tab sehr träge vor. Ich fürchte, das wird mich im richtigen Spiel schon bald sehr nerven, da man ja wohl doch recht häufig auf diese Fenster zugreifen muss. In der eigenen Hütte steht eine Kreatur an der Schmiede. Vielleiht soll die so hässlich sein, aber wirklich menschlich wirkte sie auf mich nicht. Leider kann man mit ihr auch nicht interagieren und sie wird auch nicht von Schlägen mit der Waffe getroffen. Nach einiger Erkundung der eigenen Hütte, fand ich dann auch einen großen Spiegel, von dem mir die Ratte erklärte, ich müsste hindurchgehen, was mir aber große Schmerzen bereiten würde. So richtig verstanden habe ich das nicht, aber dann einfach gemacht. Die Sequenz mit dem Schmerzensschrei des eigenen Chars war sehr unangenehm und für mein Empfinden zu lange. Was auch immer einem damit erzählt werden soll, geht an mir vorbei. Für das fertige Spiel könnte man das vielleicht noch streichen. Hinter dem Spiegel ist man dann in einem Gebiet, in dem man den Kampf beigebracht bekommt. Dazu stapft eine hässliche Kreatur auf der anderen Seite aus einer Höhle, die einen dann angreift. Das Spiel blendet am rechten Rand dann immer ein, was man tun soll. Leider sind diese Einblendungen nur knapp eine Sekunde und durch die kleine Schrift für mich erst mal schlecht zu lesen. Daher habe ich lange nicht verstanden, was ich den machen soll. Ich knüppelte daher eine ganze Zeit auf den Gegner ein und blockte auch seine Schläge. Kämpfen fühlt sich im Moment sehr träge an. Gerade fürs Blocken hat man daher viel Zeit, den Schlag des Gegners zu erkennen. Der Gegner stand aber immer wieder vom Boden auf, so dass das Spiel hier für mich nicht erkennbar weiter ging. Die Treffer mit der eigenen Axt haben übrigens sehr eindeutige, aber hässliche Bluteffekte beim Gegner erzeugt. Das könnte man aus meiner Sicht einfach ersatzlos streichen. Insgesamt hoffe ich, dass der Kampf keine große Rolle im Spiel haben wird, denn so viel Spaß machte er mir einfach nicht. Jetzt lasse ich das Spiel erst mal eine Zeit liegen. Vielleicht ist es in ein paar Monaten gereifter. Dann werfe ich gerne einen neuen Blick darauf und aktualisiere dann vielleicht auch meine Review dazu.
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Languages: English
Hours played at review time, across 1.3K reviews with recorded playtime.
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Just finished, it's fun. Game is gorgeous, probably spent a good 15 minutes just getting caught up in the visuals and staring off into the skyboxes. Not too difficult, and a little short, but it has the bones of a fantastic game given some fleshing out. The skill tree is pretty neat though I wish you could branch a little in different directions. There are 4 nodes that take your progression in different directions, but you can only select one of those 4 nodes. If you want any of the benefits of that side of the circle after that you have to wrap around in your skill tree, which can make some basic upgrades like larger health pools or greater melee damage inaccessible if you go the wrong direction to start. Maybe some kind of rarer drop that lets you take another of the 4 primary nodes would be nice. Anyhow, cool game, definitely recommend.
After playing through the available content, I can confidently say I'd recommend this game (the 10 dollar price tag and early access disclaimer makes it that much more palatable). There are things I like and things I dislike, so I'll try to go on a point-by-point basis. Graphics - Holy moly, are the graphics quality! This might be me typically playing games with more cartoonish/stylized looks (Slay the Spire 2 and Deep Rock Galactic, for example), but the textures and lighting were excellent! Now, I will mention that I set everything to Low, given my potato of a computer, so I don't know how its supposed to look (i.e. High or Ultra), but Low looks better than some of the best retextures for a certain Bethesda title. That said, even on low, there were times where my frames hiccupped, such as when rounding a corner too fast, but again... potato PC. Lore and Worldbuilding - Yes. I want more. I'm a sucker for worldbuilding in general, and the environmental story telling of the game thus far is fascinating. There's only one "Level" to sift through right now (bear in mind that level took me three hours to complete), but I'm already interested in seeing how this story unfolds more. It does get a little confusing, but I'm chalking that up to there only being a few hours of gameplay present for now. Mechanics - There's not much to talk about mechanic wise, since the thing I really wanted to try out, the crafting, isn't in game yet. There is, however, alchemy, with an alchemy pot near the start of every level. There's lots of consumable herbs, mushrooms, and other ingredients to use, with different effects depending on if you make a potion (you consume) or a coating (bonus effect on your weapon for a time). I have one issue with the alchemy system, and its not a big deal but one most other games explain: THERE'S NO RECIPES. To clarify, while most games have hard set recipes or require items to share effects to make potions, this one has no such limits. There are two recipes that make throwable bombs (which were underwhelming in my opinion... seriously, I beaned a guy in the face with a shrapnel bomb and he didn't even flinch), but other than that you can just throw three random consumables into the pot and make whatever you want. I did not figure this out until AFTER THE FIRST BOSS, when I said "Screw it... lets throw these healing herbs into the pot and see what's what." and threw aside my fear of losing ingredients a la Skyrim alchemy. Also, you can use three of the same item to make a potion, i.e. three of the same mushroom or rock works as well as three different ingredients. Enemy Variety - The enemy variety is limited, which makes sense for how little there is in game right now. Guy with sword, guy with axe, and guy with spear are the standard fair, with rock throwers and archers mixed in to make you run for cover. There are some stronger variants, like poison bombers and shieldbearers, that take more time to handle, but they aren't the worst unless you get caught offguard. Then there's the bosses... there are two that I really noticed, one in each of the last two zones. I'll say it plain: the second to last boss was MUCH harder than the final boss. Like, damn... I got all hyped up for the final encounter after the first of the two, then ripped the last one in half without hardly drinking a potion. Combat - A game like Fatekeeper is going to live and die by its combat system. It advertises using the environment to the player's advantage, and it doesn't fail in that regard. There have been many times where I blasted some mook into a spike wall and went "Huh... that was there... neat!", and many more times I've seen the hazards I could've dropped on their head well after I bashed it in by hand. I have a habit of running in guns blazing, so that's on me. I messed about with the spells a bit, and I can see their usefulness, but I was focused on pure melee so my spells were sparks at best. Speaking of melee... My Biggest Issue - Cripes, melee feels clunky! There are three options for melee weapon types: daggers, axes, and greatswords. From the first to the last, they fall on a spectrum of speed vs power, with daggers beeing "death by a thousand cuts" and greatswords packing a wallop, with axes soundly in the middle. However, regardless of which weapon I was trying out, there were several issues that I could feel immediately. The kick, which seems to have been advertised everywhere, has some real power to it, but the wind up is painful. Like, from a standing position it makes sense, but if you kick mid sprint you come to a full stop and then kick. Something that's probably more of a skill issue on my end is light attacks using stamina. You can throw out so many attacks so fast that you don't realized its all gone until you go to swing and stumble like a fool. The chief offender is, frankly, the keybinds: light attack on left mouse, heavy attack on right mouse, block on R key... I rebound block to right mouse and completely forgot heavy attacks existed by the end. I rarely used heavy attacks anyway, since the wind up is sluggish, the recovery is worse, and getting hit by a stiff breeze effectively stuns you longer that the entire animation combined, and I think every heavy I threw at either boss was canceled by a surprise backhand anyway. The best tactic ended up being using an axe to wail on fools to keep them staggered (unless they seemed to choose to not be staggered, but I digress) and bring out my inner Souls player (never touched a soulslike before, btw) and dodge attacks like my adult responsibilities (I don't win that battle, either). With the shear volume of guys thrown at you at once, that was the best way to handle the melee guys before bull rushing the ranged ones. I know some people have complained about the ranged enemies, since you can't block their attacks, the dodge timing is weird, there's never just one, and they're always somewhere inconvenient, but honestly... a boot to the head fixed that issue quickly. I also play like an ape (see "habit of running in guns blazing" above) so I usually just bull rush ranged boys in any game. Overall - From the perspective of worldbuilding, most of it is told through the environment and little blurbs spoken at the beginning of areas, so if you just rush through on the war path you'll miss a lot of it. However, with how beautiful the scenery is, it's almost impossible to pass through the world without stopping to take in the view. As far as crafting goes, I wish the way alchemy works was better explained so I didn't need to waste sooo much time munching raw mushrooms. The enemies are fairly standard, tougher variants add a bit of spice, but the bosses (again, I only noticed two, maybe the others were just fancy reskins of dudes that got lost in the melee mash) feel wildly imbalanced for the order you face them in. Combat wise, I can't speak too much on spells as I didn't use them often, but the mainstay melee system is painful compared to those of other games. Light attacks feel fine, blocking could be a bit faster, the kick is funky but funny, all that's fine... but the heavy attack may as well not be bound to anything by default. The best time to use it is when the enemy gets knocked down or staggered, but you can attack two or three times with light attacks in the time it takes for one heavy. I love playing the heavy armor, heavy weapon juggernaut, but between the penalties of heavy attacks and the number of mobs to fight at once I may as well have been playing drunk and blind. Again, I recommend this game, even though my favorite playstyle feels really weak, because I think it has the framework for greatness. Maybe more weapon and armor types, new spells with customizable options (i.e. pick four from X to bring), some fine tuning combat and new enemy variants, that stuff. I can see the vision... its a helluva ways off, but the first impression is strong!
Game good
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.
Pour une alpha, le jeu est plutôt bien portée : aucun bug. J’ai trouvé le jeu plutôt correct (pour ce qui a été mis en avant, bien sûr, dans l’alpha). L’optimisation était bonne avec le DLSS et le MFG x1, aucun souci en 4K/ULTRA. Sinon, ce que je pense qu’il faudrait pour le jeu final, c’est : -Plus d’interactions environnementales avec des animations. -Un système qui permet de faire la cuisine dans les chaudrons, pour apporter plus de profondeur au jeu. -Un système de commerce permettant de récupérer les équipements des ennemis au sol. -Des cinématiques pour les transitions entre les niveaux. -Une explication plus présente de l’histoire (car pendant toute l’alpha, je n’ai rien compris). -Une direction artistique retravaillée : à aucun moment, on ne comprend où l’on est, absolument AUCUN. -Une architecture qui ne veut RIEN dire. -Trop d’arbres de compétences (il faut rationaliser). -Les voix ne sont pas assez audibles pendant les dialogues (malgré le fait que j’ai tout mis à fond). -Le level design est parfois chaotique et illisible (trop de chemins verticaux).
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!!
Outstanding graphics. Showing the real power of UE5.
**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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