
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 1281 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hi everyone, I just finished the entire Early Access content after 3.6 hours of playtime. I wanted to share my feedback because I truly believe this project has insane potential and I decided to keep the game to support the devs. The Amazing Stuff (Why I love it): Graphics & Art Direction: Absolutely breathtaking. This is one of the most beautiful first-person games I have ever seen. The arrival near the first house with the lizard, the mountain ruins, and the massive tower boss arena are visually insane. Combat & Physics: The kicking mechanic is elite and super satisfying (massive Dark Messiah vibes). Parrying and dodging feel responsive, and the difficulty spike is great. Also, the final execution/finisher animation is incredible. Atmosphere: The underground sections where you are forced to light up a torch to advance create an amazing dark fantasy feeling. Skill Tree: I went for a melee/mana build with skill damage buffs, and it feels great to play. Areas that need improvement (My constructive criticism): Empty and Linear Environments: While the game is beautiful, the underground section and the final arenas feel very empty and way too linear. Repetitive Assets: Exploration suffers from duplicated props. Seeing the exact same empty barrels and identical chests everywhere hurts the immersion. Lack of Loot: Defeating enemies doesn't reward you with loot right now. The RPG economy feels non-existent. Cutscenes: The introduction transitions for bosses feel clunky. The black screens between every camera angle completely break the immersion. Repetitive Soundtrack: The music gets old very quickly. The game needs way more dark fantasy musical variety to match its high-end visuals. You have a golden foundation here. Fixing these immersion, audio, and polish issues before adding new chapters would make the game flawless. Keep up the amazing work, Paraglacial!
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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
I bought Fatekeeper because it looked cool. Ten minutes later, I stopped playing because it has no native controller support. To be fair, the Steam page does not advertise controller support. I missed that before buying. That is on me. It still does not earn a recommendation. This is not a review of the story, combat or progression. Ten minutes is nowhere near enough for that, and I am not going to pretend otherwise. This is a review of launching a first-person action RPG into Early Access in 2026 without one of Steam’s major input methods. The developers have confirmed that controller support was always planned. Their August update says it will most likely arrive with the first major patch planned for autumn. Good. When it actually exists, I will return and update this review. Until then, I am reviewing the game being sold today—not the version promised for later. Keyboard and mouse being the preferred input is completely fine. Giving players no native alternative is not. Controller support does not require making mouse and keyboard worse. That argument is ♥♥♥♥♥♥♥♥. Both can be done properly. Valve reported that controllers were already being used in up to 15% of daily Steam sessions in 2024. Controller players are not some tiny group worth ignoring, especially for an action RPG. I know Fatekeeper is in Early Access. That is why this review can change. Early Access is not a magic phrase that turns every missing feature into a positive recommendation. I am keeping the game because what little I saw still looks like something I want to play. I am not switching to keyboard and mouse because proper controller support was pushed to later. When controller support arrives, I will play it and judge the actual game. Until then, I cannot recommend it.
[h1]Une démo qui donne énormément envie[/h1] [b]Vivement la sortie du jeu complet ![/b] Cette démo est déjà une très belle surprise et met clairement l'eau à la bouche. Dès les premières minutes, on prend une véritable claque visuelle. Les environnements sont magnifiques, les détails impressionnants et l'ambiance qui se dégage du jeu donne vraiment envie d'explorer chaque recoin. On sent un énorme potentiel derrière ce projet. La direction artistique est superbe et l'univers semble riche, avec une vraie identité. Même sur une simple démo, le jeu arrive déjà à créer une atmosphère qui donne envie d'en voir beaucoup plus. Si cette qualité se confirme dans la version finale, [b]Fattekeeper pourrait devenir une très belle découverte.[/b] Une chose est sûre : cette démo a réussi son objectif, maintenant il ne reste plus qu'à attendre la sortie avec impatience !
I'm hopeful this game gets better with more development. I can see the potential. However, what I noticed right away is a LOT of very odd game design choices that ruin the game for me: -You start off with a melee/magic hybrid class. Which is fine I guess but... -You don't have any mana regen. Like literally 0. I found a mana regen node on the skill tree but it's 7 points deep (you get 1 point per level). And it's only 0.5 mana/sec regen. Huh?? You start off with 40 mana I think which is good for about 3 firebolts. Stamina regen from level 1 is 25/s btw which is basically instant. So playing a pure magic class is not really viable until late game I guess? Sucks for me. -AND, your mana does not refill when saving at a campfire. Surely this is an oversight. So for the first 7 levels, if you cast 3 firebolts you just can't use magic AT ALL until you level up and your mana refills. Do the devs not want us playing magic in this game? -The skill tree has 4 main paths: magic, melee, health/tank, and alchemy. Again, a very odd choice to put what is normally a secondary mechanic (alchemy) on the main tree. This means I need to NOT put points into my main role (magic) so I can level alchemy? I guess I'm never doing more than basic alchemy. -I can't loot corpses? In an RPG? -There are so many chests laying around that are just decorative and can't be interacted with. Why? -Scanning through the skill tree it's obvious there needs to be a lot more work done here. Most nodes just don't feel rewarding at all like +5 mana etc. This is what I found in just 30 minutes of playing the game. Again it just feels like the game design is very odd and I can't tell if it's intentional or the devs just don't play RPGs?
Too slow and clunky. This is what happens when you put all your stats in appearance. Walking is painfully slow. Magic is so weak there's no point in building for it, you constantly need to juggle potions so you just end up swinging the stick.(sticks vary from ok speed but piss weak to very strong but comically slow) The player hit box is huge and slow moving and you'll need to constantly spam dash to avoid BS hitbox connects. Throwing enemies inf projectiles and stamina.
se ve bonito pero esta hecho para dormir el gameplay 🔥
Screw waitin and cryin about skirim This Game even in early access has all my attention . I love it It has what I want . why wait 15 years on a company that is delivering dissappointment after dissappointement when you can move in to the future of gaming Now. Of course I'm a lover of skyrim since day one but now i'm like Eh I'm movin on with my life. This is NOW If it wants to get married and keep me entertained for the next years I say " I DO" I'm jeffg and i'm not drunk at the moment
It's a good game but there's not nearly enough content and this game is severely unoptimized. Needs about 4-5x more content and dramatic optimization for it to be worth buying IMO.
I really enjoyed and I think it has a lot of potential to become a really fun game. The combat feels good, and the finishing animations are good but no harm adding more. However, I think the skill tree needs some work. Once you choose a skill path, you're forced to finish it before investing in another branch. I'd prefer having more freedom to mix different skill paths. Another issue is that you can't block ranged attacks, which makes some encounters feel frustrating. I also think inventory management could be improved. It would be much more convenient if I could activate or equip an item directly from the inventory instead of having to move it to the quick-use slot first. Lastly, the sound effects and music don't really immerse me in the game. They could do a better job of creating the right atmosphere. The companion character in the story also doesn't look very appealing. I think redesigning the character or giving them a simpler, more attractive appearance would make them fit the game better. because that rat is ugly af. Overall, I had fun with the game. I can definitely see the potential, and I'm looking forward to future improvements.
Not yet! The melee combat is the worst I've played in a long long time. The skill tree can't be split, once you choose a direction you have to stay there. No battle mages here. You can't respect the skill tree either. The game is very very early and I would wait a couple months to buy this game, unless you get it for free. I'll check back in a couple months and try again but for now, its moved to the back of the line. Good Hunting all. (update: Refunded it)
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