
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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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1315 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[EARLY ACCESS : noté le 17 08 2026] Prometteur, un peu répétitif, décor très joli mais peu varié pour le moment (pierre, ruine). Textures très bien travaillées. Mécanique de combat : il faut impérativement améliorer la fluidité du combat et surtout l'esquive qui peine sur la physique des personnages et sur le timing, car le jeu corrige la distance et touche quoi qu'il arrive lorsqu'on esquive trop tôt malgré une distance physique qui ne permettrait pas à l'adversaire de toucher. Idem pour les projectiles qui recalculent leur trajectoire après l'esquive, comme si l'angle de cette trajectoire ne tenait plus compte de la posture du tireur. Avec la mécanique physique de MORDHAU ce jeu prendrait une dimension nettement supérieure pour la qualité des combats et esquives. Le mélange magie combat est intéressant un peu à la WITCHER mais en plus simpliste. Les points de compétences proposent 4 grandes directions selon que vous voulez vous spécialiser. On sort du traditionnel FORCE, ENDURENCE, AGILITE etc... c'est très bien ça change. La musique est sympathique mais répétitive pour le moment. Il faut rapidement ajouter quelques passages épiques surtout pendant les boss pour l'ambiance. L'ambiance : on voit que c'est d'inspiration Vermintide, sombre, lugubre et sanglante. Le personnage : pas de personnalisation de l'apparence ou de choix autre pour le moment. Le compagnon du héro est original, développez les interactions de ce compagnon avec l'environnement comme pour lui faire faire des distractions car il parle. Il ne sert que dans les cinématiques et les développeurs pourraient l'exploiter à d'autres fins en game play pour ajouter une spécificité au jeu. Il pourrait passer à travers une grille et ouvrir le levier situé de l'autre côté ou se faufiler pour faire du repérage, il y a plein de possibilité. Etant donné que c'est une EARLY ACCESS limitée au 2 premiers boss avec les bases du jeu, je dirais que c'est un bon début pour ce jeu qui n'en est qu'à son commencement. Il faut le rendre toutefois moins TOMB RIDER like, où les espaces et zones sont trop grandes et certaines sans intérêt, ça donne l'impression de vouloir meubler un peu le temps de jeu. Actuellement Early Access pour moins de 10 euros et 3 petites heures de jeu pour le finir.
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| $2.6M | 4K | 74% | $29.99 | |
| $2.6M | 5.7K | 91% | $19.99 | |
| $2.6M | 5K | 92% | $39.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $552.4K | 9.3K | 90% | $2.49 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
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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
Ich habe Fatekeeper im Early Access gespielt und bin wirklich positiv überrascht. Die Grafik ist wunderschön, die Soundeffekte sind stark und sorgen für eine tolle Atmosphäre. Für eine Early-Access-Version bietet das Spiel bereits jede Menge Inhalt. Die Kämpfe sind anspruchsvoll – oft reichen schon zwei Treffer und man ist tot. Wer Spiele wie Skyrim, Morrowind oder andere klassische Hardcore-RPGs liebt, wird sich hier schnell zuhause fühlen. Jede Auseinandersetzung verlangt Konzentration und gutes Timing. Der einzige Kritikpunkt ist aktuell die noch begrenzte Auswahl an Waffen und Rüstungen. Es gibt zwar versteckte Ausrüstung zu entdecken, aber insgesamt wünscht man sich hier einfach mehr Vielfalt. Das ist für eine Early-Access-Version jedoch nachvollziehbar. Insgesamt hatte ich richtig viel Spaß mit Fatekeeper und freue mich schon auf die Vollversion. Wer ein herausforderndes Dark-Fantasy-Action-RPG mit starker Atmosphäre sucht, sollte dieses Spiel definitiv im Auge behalten. Empfehlung: 👍 Ja
One of the greatest Full Price = Quality ratio at a game ever seen! Devs also take popular feedback directly into the game very fast.
Just AMAZING!!! Can't wait for full release!!!
While I have refunded the game, I will follow it, if it ever releases and reaches its potential, it may become excellent. Graphics are very strong. Control is decent. However, probably because of the early access nature, I never even got into the real game. Just walking, looking around, and a moment of fighting tutorial enemies. Not interested to invest time into something I may not even have fun with. First I need some gameplay, then story expo and scenery... Recommeneded anyone to follow the game for its potential.
Sehr gutes und flüssiges Gameplay
A cool game, especially for a small and inexperienced studio, for that price I more than recommend
Early access review: At this point, the game demonstrates solid mechanics in fighting and incredible graphics using the new, what is probably nanite technology. The fighting is simple but with good mechanics. At times the AI could use work to keep the player engaged. *edit* I look forward to the finished game.
Absolute „Dark Messiah“ Gaming. Cannot wait for next updates
First of all, I would like to say that it is amazing to see a developer working on a spiritual successor to Dark Messiah Of Might and Magic. It's refreshing to see the concept return in a significant way after all this time. As a rough start to the project, it's pretty good considering it is in VERY early access. As we are all aware many things are subject to change as the development process continues, but the foundation is solid. In an attempt to assist in the process I would like to throw my hat into the ring and suggest some things that the dev's could implement into the game (if they're not already in development, you know cause its an early access game and all). The few things I can think of are related to the alchemy system, the combat system, and inventory management. *The Alchemy System* The alchemy system is pretty good, however there are some QOL changes that would help it quite a bit. Firstly, when you make a potion, using reagents gathered from the world as you explore, the potion keeps track of all the ingredients used to create it and what the ingredients do. So it leads to something like this: Potion Heal 5 Heal 5 Heal 5 It's a bit clunky and could lead to an Inventory Management problem due to most potions you create being for healing health/mana. I believe this could be remedied by condensing all information of a similar type into one subheading, kind of like this: Potion Heal 15 This would also make it easier to auto organize identical potions into one stack because you would only be looking for one number instead of three. *The Combat System* This is where the game excels. Having so many options available to you is an amazing experience that frankly can't be topped. In the version I am playing, many of the higher level options are unavailable due to the lack of levels that a player can acquire during the playtest the options are good... as long as you select to play with spells. Its the nature of the beast that melee combat is going to take a backseat to the spell options that you have at your disposal. This isn't to say that melee combat is easy, I would argue that its very much not (if you play a spell caster I never actually went down the melee combat path of the skill tree, however my suggestion doesn't rely on being an exclusively melee character). At it's base it's a three button system: hit, block, and dodge. A classic system, however while there is a perfect dodge mechanic, there is no perfect block/parry mechanic. This leads to blocking being dull and only being useful when your outnumbered/surrounded... until you discover that the kick is a superior defensive option in comparison (I know, i lied by omission but its true). The kick button is the best defensive button due to a kicking an enemy staggering or even knocked them over! (except for mini-bosses, which I have gripes with because I am bad and choose a poor build to defeat them) This both gives you breathing room a block button is supposed to and puts you in an advantageous position. This is why I believe the block button should be replaced with a "parry" button. Kicking, in my opinion, should be the main defense option so that players can get used to using it instead of relying on a block button that more often than not leads to becoming surrounded because you are too passive. How this parry mechanic would work, I'm not sure. It could be a stun/high damage counter for reading an opponent correctly, or it could be similar to a perfect dodge completely avoiding damage. *Inventory management* This ones short in comparison to the other two. While on mission, allow the player to send Items, excluding quest items, to a storage chest back at the main hub (or camp if there's not going to be a main hub). In the Playtest, I found a lot of weapons that I just wasn't going to use after finding a new/better one. Just being able to clear the space would allow for easier access to wanted items like potions without a lot of visual clutter. The game is just starting its development process and with this solid framework, Paraglacial could be working on a future game of the year contender. Good luck, Paraglacial. I'll be keeping an eye on your progress and wish you all success in what you hope to accomplish!
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