
Fatekeeper
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Fatekeeper
Fatekeeper is a first-person RPG about exploring a handcrafted world, fighting with sword and sorcery, and shaping your character through meaningful choices. Ruins, caverns, forests and forgotten sanctuaries hold hidden lore, relics and encounters. Adapt to enemies with distinct patterns, and refine your approach through combat styles, attributes and spell schools. Steam player rating: 80% positive from 10,974 reviews. Release date: June 2, 2026.
Credits
Lowest recorded in 36 months
$7.992026-06-02 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | — |
Steam PC edition data · 2026-10-19
02Before you buy
Mode and language
Fatekeeper is a single-player, first-person RPG on Steam PC. English interface and subtitles are supported; full audio is not specified.
Exploration and progression
Explore ruins, caverns and forests, fight with melee weapons and spells, and develop your character through combat styles, attributes and spell schools.
03Frequently asked questions
What kind of game is Fatekeeper?
It is a first-person RPG combining sword combat, magic, exploration and character progression.
What places can I explore?
Its settings include ancient battlefields, underground caverns, forests and crumbling sanctuaries.
What equipment is available?
You can discover weapons, armor and artifacts and tailor your loadout around your playstyle.
Does the Steam PC version support Steam Cloud?
Steam lists Steam Cloud support for the PC version.
“Want a hardcore first-person action RPG where you swing a blade in one hand and fling foes into fire pits with the other? Fatekeeper looks stunning and its combat works, but there's only two hours here, so treat it as an early bet, not a finished game.”
Our Verdict
Mostly Positive on day one: what an early slice is really worth
Tally the ledger: Fatekeeper hit Early Access in June 2026 and opened to Mostly Positive, 78% across roughly 7,750 reviews. Critic scores scatter between 6 and 7.5, GameBrief at 7.2, COGconnected on the rosier 7.5-ish end, Game8 dragged down to the low 6s by how little there is to play. That spread is an honest read of where it stands: good bones, rough present.
It is not a finished game you'll happily lose a whole night to tonight. It's an early slice of a project with a clear direction and a skeleton already standing. What you see is a working, highly distinctive combat core wrapped in stunning visuals, packed inside two thin hours of content. Its value isn't in "how much is here," it's in "what this grows into."

It helps to be precise about what "early slice" buys you and what it doesn't. You get a combat sandbox that already produces memorable moments, a world that already looks the part, and a progression layer with real depth to poke at. You do not get a story you can finish satisfyingly, a roster of polished encounters, or the assurance that the pacing across fifteen hours will hold, because those fifteen hours don't exist yet. Pretending otherwise would be doing you a disservice. The honest framing is that this is a foundation you're paying to stand on while the house gets built around you, and whether that's exciting or maddening depends entirely on your temperament.
My composite score is 6.8, and you should read that number carefully. It doesn't say this game offers only a 6.8-grade experience; it says that, judged as an Early Access build at this stage, weighing what's playable now against the potential it flashes, this is where it lands. Visuals could clear 8.5, the combat core is worth a 7, but the two-hours-and-done reality of the content yanks the composite down hard. The low number isn't its talent, it's its progress. Re-grade it eighteen months out and, provided the studio delivers, that figure very likely climbs a long way. Which is exactly why I keep saying early bet, you're not buying today's 6.8, you're wagering on the higher number it's headed for.
Who should board, and who should wishlist and walk
Some straight talk on whether it fits you. The buy-now profile is crisp: you love the Dark Messiah flavor, you relish slow, read-the-tell, punish-the-mistake combat, the "blade in one hand, spell in the other, room as a weapon" loop makes your eyes light up, and you're happy to spend a little and grow alongside a promising project. If that's you, the current size is already enough to have a good time, and the rest is a slow drip of pleasant surprises.

Flip it, and the don't-board profile is just as clear: you want a finished game's heft, you want to sink dozens of hours starting tonight, you want the feel perfectly fluid, or your rig can't clear the RTX 3070 / RX 6800 XT floor. Then drop it in the wishlist with a clear conscience and come back once the 1.0 content fills in and the combat feel gets sanded down. By then it'll very likely be a different animal.
What it can't be swapped out for is that fire-pit idea
A final placement. There's no shortage of first-person action RPGs out there, but practically nobody else is making physics killing this central, this pure. Its most direct rival is something like Avowed, lighter, steadier, more finished, but missing exactly the telekinetic, fling-them-into-the-fire physics wit that Fatekeeper is built around. That wit, plus the THQ Nordic backing and a Paraglacial proof-of-concept that already runs, is the thing most worth wagering on right now. That a small team shipped visuals this striking and combat design this distinctive at Early Access launch already tells you the ceiling is high. What's left, fill the content, smooth the feel, balance the magic and the tree, is finishing, not rebuilding, and the direction is right. One line: today you're buying potential and a seat at the table, not the complete experience, so go in with your eyes open.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
graphics look great and the combat is fun, but the gameplay loop isnt fun at all. Goes for a long stretch with no saves or alchemy ingredients while throwing waves and waves of enemies at you just kinda sucks, then you die and reset like 15 minutes of game time. The archers are just OP. Nothing staggers them to stop an arrow from shooting, kicking them, hitting them with fire or a kinetic bench to the face, hitting them with an axe to the face, nadda, they just shoot anyways lol. Also taking half health from one hit kinda sucks. I also don't understand the skill tree at all. If you pick one of the four first options, you then get locked into that tree for no reason. So your only choice is to level up your health, attack damage/speed, mana and something else. So I got stuck only being able to level up my attack damage and attack speed and couldn't level up my health which would've been nice. Dont really understand some of these choices tbh. this just kinda suckedShow moreShow less
Please take this review as constructive feedback for the devs. They are only 13 people and this is a very good start. The main reason I recommened this game is it will be good to get a many peoples feedback as possible while in EA. If you dont want to provide feedback, I would say just wait for release reviews and see how that goes. I want to start off by saying that I really like the vibe of this game. The graphics and the atmosphere are amazing and I think we need more games in this style. While I think this game has promise its in early access for a reason. At this time, a lot of the games mechanics work against eachother. The choice to have bonfires to "save game at" are an odd choice. Instead of doing the Soulslike bonfire where it heals you and resets the area this is just a save game. This means that if you are on low health and dont have many heals then you might be stuck. And its not like a souls game where you can go back an kill enemies for souls and level up as since you killed them and the game is saved at this point, they are all dead (I only mention this cause you heal to max HP and Mana when you level up, not for ganing levels). Anyways here are some other things I would like to see fixed/implemented/changed: 1) Be able to press escape and exit the skill menu-Please Implement this!! 2) Have spells on 1,2,3 and 4 not consumables, or let us choose where we have them. -yet to be addressed 3) let us use scroll wheel to either swap between spells or consumables (maybe scroll wheel up for consumables and scroll wheel down for spells). Ideally we will be able to decide what we prefer-yet to be addressed 4) Have secondary input for everything-yet to be addressed 5) Right click should be block. can we have left click as fast attack and hold for heavy attack seeing how there is a wind up time anyway?-Has been fixed 6) Some sections of the map are way too dark and foggy and the torch seems to only work 1m in front of you. Please consider changing these areas to have better lighting or less fog-After seeing some other people stream the game it appears this maybe a bug. 7) When you reset to default settings when you are on the controls screen it should not affect all settings including video.-yet to be addressed 8) Cant put skill points into anything else other than melee once selected. If this is intended, it seems like a wasted oppurtunity considering the entensive skill tree- Fixed 9) Just have a dedicated heal potion that you get a certain amount of health back and saving at camp fire refills them.-Looks liek they will be adding something liek this in the future 10) Health should also refill on death as if you don't have enough heals it will make it hard to progress. all this combined with the fact that there aren't that many healing items out there and you have to mix them in a potion to be somewhat effective combined with the fact that enemies do half your healthbar (cant upgrade skill tree for heath) it makes the experience annoying. I am all for difficult games- elden ring is my favourite game- but this seems like poor design.- There seem to be more healing items in the world? I havent done full testing on this but i made it back to a section of the map where i have been before and there was new stuff to pick up. Overall I think the checkpoint system needs a revamp but that could be my own opinion, 11) Spells cost way to much mana- now that skil tree has been fixxed this has been addressed 12) Cant swap potions without having to take out the equipped one first, however I can swap a potion with a material just fine-yet to be addressed 13) Please get rid of stamina use outside combat it just slows everything down and isn't fun. I love exploring and having to take my hands off my keyboard cause the mans is huffing gets old after a while- while personal opinion, I think this would be greast for exploratrion (others might disagree) 14) allow us to do dash attacks the enemies in this game seem to have 2x the range we do and by the time we get close they have already started an attack-yet to be addressed 15) let me press spacebar (or another input) to progress in the defeated screen-yet to be addressed 16) Please add heathbars, for bosses at least-yet to be addressed (though I admit this is personal opinion and others might disagree, I could take or leave this one TBH) 17) Sword seems to miss enemies that are slightly crouched even when cursor is right on them- I feel like this has been fixed, had no issues in my recent time with the game 18) The recovery time after dashing or a block is way to long, by the time you attack the enemy almost always has another attack ready in time. Things should be fluid and at this stage they arent.- I feel like this is a lot better now but would still like to see improvements EDIT 1: I have clarified some of my points above EDIT 2: To be clear, I dont want this game to be a souls game. Just cause my favourite game is Elden Ring does not mean I want every game to be like that (I am kinda over the souls like trend myself). There are plenty of ways to implement a checkpont system in gaming, the souls bonfire works for those games, but I don't think the one the devs chose works for this game. If you disagree with my feedback, thats fine! I do not pretend to be a spokesperson for everyone. As mentioned above, please write a review yourself to help the devs, after all they will likely need as much feedback as possible. EDIT 3: I have played for about an hour after the new update and I can say that there have been some very positive improvements. Combat feels far less slugish and I appreciate that the skill tree has opened up. Great change to make heavy attack and light attack on LMB with a hold or quick click. Feels a lot better to change between spells and consumables now. Not sure if you could do this before but you can sprint and hold heavy attack which is great, but would still love to see a dash attack implemented in the style of vermintide 2 or cyberpunk if you are playing with a melee weapon (i know this might be personal taste). I might be tripping but i feel like I am getting less performance than before (i might need to test further). Please for the love of god let me press escape to exit the skill tree/inventory menu. Please see updated above for whatI thought has been fixed or needs to be addressed (anything after a hyphen (-) is new). Thanks for the update devs <3Show moreShow less
I can see the vision but the current design choices made it very difficult to have fun in my time playing this. Biggest issue is the complete lack of reliable healing. Save points or "campfires" don't restore your health and leveling up seemed to have full healed me once and never again. This means that if you end a section on low health, you're then forced to start and retry the next section on low health until either you complete it or give up and return to an older save and retrace your steps with less damage taken. This aspect reminds me of games released in the early 2000's. For a game that very heavily encourages blocking, there is no input buffer for the block button which leads to moments where you'll be hit while holding the block input. Making the control scheme a bit more unwieldy. You're given a "dash" that is introduced to you as a dodge and encouraged to use it to evade enemy attacks. Problem is, enemy attack tracking is 100% rigid and will track you perfectly unless you perform a perfect dodge. Thus, the only reliable way to "dodge" damage is by dashing backwards out of range, rather than to sidestep attacks. It doesn't help that some enemy attack animations don't read as an attack at all, like what appears to be a recovery animation of an enemy pulling a spear back after a stab will actually deal damage. I was hoping the dash would behave closer to Fatshark's Vermintide and Darktide games (as well as the melee combat) where dodging at a certain point in an enemy's attack animation would switch off their tracking and cause the attack to miss (if you've actually avoided it of course). Which feels much more intuitive for its players. Ranged enemies are not implemented in a way the feels fair to the player. Their projectiles, be it a small rock or arrow, are unblockable. The trajectory of their attacks are largely unpredictable as they throw/shoot randomly, meaning that your dash or movement is unreliable in evading them. They can also target you from across arenas, obscured by light exposure filters and foliage. Engaging them in melee isn't consistent either, they'll either continue to fire at you point blank and guarantee a hit, hyper-armor through an attack and shoot you, or snap to a melee animation that you may or may not be allowed to react to depending on what attack you were just using. I also just find it funny and ridiculous that a rock does so much damage to a man with an actual viking's body and thick armor The first boss the player encounters in the game is genuinely awful to fight, vague attacks that are hard to react to, discourages blocking, materializes minions at the start, and an AoE that covers 70% of the arena. The default keyboard controls are scary (Left Alt to dodge) and very difficult to rebind, often not letting you set binds at all. I also found that feedback for the player is generally pretty limited. Attacking enemies, even dead, will produce a hitmarker. There is no obvious feedback for the player that enemies have been killed aside from their weapons (if they have any) flying off their bodies. I did not notice any indicators for any buffs or coatings that were currently active on me or my weapon. And the sound design feels generally weak, breaking one of the hundreds of pots for example, makes a tinny and unsatisfying noise. Same goes for every other breakable in the environment. I recognize that this is a (VERY) early access title and that much or this is subject to change, but the current state of the game, while having its moments, is largely unfun and unwieldy. So I wanted to leave this list of issues I had here as feedback, another reason why Steam should have a "neutral" review option. Steam's discussion boards are an awful place so I make it a point not to post there. I will keep this game and have faith that improvements are made to make Fatekeeper more enjoyable.Show moreShow less
First of all, solid game for 10$, would pay double that easily. Pros: - Insane scenery - Will make you feel like a 250kg absolute unit running at enemies - Pretty cool, and huge skill tree Cons: (Even though I haven't played long and it's still early access I think it's necessary to be critical because this game can and will be awesome with the right tweaks) - Alchemy mechanic is kinda forced just because you can't get healed from anywhere else unless you level up - Daggers are not even a choice, because it takes like 2.5x the time to kill anything and when hordes of enemies run at you there's no way to afford that unless you are a god at spacing - Reach felt a bit weird, could hit from the same distance with a dagger and a zweihander (might just be me though) -Magic seems utterly useless except the pulling thing, the wind knockback is actually non-existent. (might be good if you spec into it but at early lvls atleast you are better off just using the pull to cull out hordes) - You can't play the game with shadows on medium or low setting because the game just turn practically black Even though there's a lot more cons then pros in my review at the moment, I adore projects like these and this game for sure has a lot of potential and by no means I think that it is a bad game, just needs some tuning that I think the community will help provide ! Overall pretty excited for the games journey will be checking in from time to time !Show moreShow less
At first, I thought my review would be positive, but the longer I played, the more flaws I noticed. 0) Music/sound - fine. The music sets the right mood. 1) Graphics – stunning. I’ve never played a better-looking game; it’s clear where the developers focused their efforts. I've noticed some issues with the flags and the final location of the second boss - it's definitely lacking in detail, with bare walls. The location looks worse than the previous ones. 2) Combat – average/poor. a) Enemies, especially bosses, are difficult, but this isn’t due to mechanics or difficulty in the style of Dark Souls, where you have to learn how to fight them; rather, it’s due to mistakes on the developers’ part. When attacking, the enemies move toward us as if on rails, so it's hard to predict whether they'll reach us - enemies ANIMATIONS NEED FIX ASAP. The current state of the animations and combat will discourage many people from supporting the project. b) There aren't enough options for ranged combat. Sometimes there are too many archers in the arena, and you have to run into them, losing HP in the process. Telekinesis didn't let me throw objects that far. Bow/crossbow is needed. c) There definitely need to be more environmental ways to eliminate enemies. A few bricks and the occasional spike just aren't enough. d) Magic overall is weak in my opinion and needs some improvements. Hard to predict how telekinesis or wind will impact enemies. Telekinesis shouldn't use mana while holding an object. That sucks. e) AI – Enemies sometimes trip over spikes and die. Second boss can be lured outside arena - this is connected to broken animations and moving on rails. 3) Using consumables - Applying oil to your weapon or drinking potions takes way too long. The problem is exacerbated by the previously mentioned issue with enemy attack animations. You never know if the enemy will reach you or if you’ll make it in time. It's faster to eat a mushroom than to drink the potion. It should be the other way around... Also, I think potions should, by default, be more potent than the ingredients they’re made from. Why make a healing potion if it takes longer to use than a mushroom and restores as much health as three mushrooms. 4) Campfires - in my opinion, they appear so rarely in the game that they could restore full health upon saving. 5) UX/UI - We also need some kind of UI that tells us how long the buffs last. That's missing. 6) Skill tree – extensive, but boring. +5% +5% +5%... If you’re going to model the skill tree after POE, try to make them a little more interesting like in... POE? I plan to come back to this game every now and then to see how it develops, but at this point, it doesn't deserve a positive review.Show moreShow less
Graphics are beautiful. Physics are incredible. Early access so not all in game content is active. Given it’s only $8, no real reason to not get it. The game itself has a lot of potential for growthShow moreShow less
The game, even being Early Access, is great. It looks fantastic, has nice environments to explore with secrets and little puzzles, all while being rough around the egdes. But that's not the problem, what really breaks it is the saving system. Dark Messiah of Might & Magic allowed you to quicksave anytime, anywhere, here you can only save at predefined save points. Some times these save points are three or four enemy groups apart with considerable exploration and walks between them. While in Dark Messiah of Might & Magic one could explore and experiment, try different routes, tactics, and checkout every single nook of the environment, here the same is punished with you having to fight the same enemies again and again if you die along the way. "Can I climb down there" or "Can I lure the enemies under this trap?" turns quickly into "Do I **really** want to fight the previous enemies again? Or do I just want to get through this?".Show moreShow less
Game is beautiful, voices are better than in the previous trailers where we couldn't understand a damn word. Sound mixing is still meh tho, between ambiant sounds, voices, music, it's difficult to hear everything without subtitles. Some animations are missing, the combat seems fun, the dialogues are very slow and repetitive. Also this needs controller support. Honestly, I have no doubt this game will be great once out of EA, there is a real personality to it and it's obvious a lot of love was put into this game.Show moreShow less
Aight since you troggs wanna keep slamming comments that indicate no level of critical thinking or having understood the assignment, lets level the expectation here. 1. THE DEVS ASKED FOR THIS TYPE OF INPUT 1HEAD 2. THIS IS NOT COMPLAINING IT IS A LIST OF THINGS I LIKED AND DISLIKED PERSONALLY 3. I KNOW ITS EARLY ACCESS, THIS IS LITERALLY THE POINT. 4. read harder, do better, being critical isn't an insult, stop justifying lack of features, and poor game design with "its early access what do you expect". FATEKEEPER EARLY ACCESS REVIEW I really wanted to like the game, and it is enjoyable at times, but at the end of the day it feels too punishing with no pay off other than your next punishment. several times I found myself dying to some ♥♥♥♥♥♥♥♥ and just turning off the game because I don't feel like walking back to that ♥♥♥♥♥♥♥♥. Currently I am hard stuck in the Mountain Pass Halls, cant make it pass the endless hordes of archers and poison bombers. skill issue probably. Likes - The atmosphere in this game is very appealing and the Scenery is beautiful, I like who I am, I like where I am, and I like the reason I am here. - It seems to run pretty well on my med/high end pc - The movement and gameplay are enjoyable and feel fluid in my hands on m/k - I like kickin guys into holes and into spike walls as much as the next guy, but it feels like we are leaning into this a little bit too hard. - It feels necessary to use all of the tools at my disposal, stunning guys with spells, heavy attacking and light attacking, dodging, alchemy. etc. making combat feel fun and dynamic until... Dislikes - Feels like there is a lot of nooks and cranies that should have reason to be explored but I am only ever met with plants or empty spaces. - the voice acting and script feels forced and mediocre more often than not - The daggers feel absolutely worthless, and I have only picked up good greatswords. I was gonna use the greatsword anyways but I dont really like that its the only option in a game with other options built in. - ...fun and dynamic combat until everybody is magnet attacking you from insane distances, you basically have to perfect dodge or block, spacing is almost pointless, way too many archers and poison bombers with little recursive action, they do way too much damage for no reason. - all of these enemies magnet to me, how come I cant reliably magnet to them? - saves are very dark souls apart in a dungeon crawler that doesn't have any meaningful alternative routes so i get to slam my head against the same 4 walls until I break my head, I also really don't want to go pick up all the flowers I just picked up again but I will because I basically have to. - Alchemy being the only form of healing in the game feels really bad because if you waste any of these materials or use too many in a fight you can get very stuck, very quick. - This wind sound effect sucks and I pray its placeholder because I would rather hear nothing than this wind sound effect. - No sneaking or crouching? it just feels like an oversight. - This boss is not fun why am I a steel sheet fighting a 1 ton neodymium magnet??? and he's got 3 fellas who are also trying to kick my ass? - The perk tree doesn't feel very impactful, thanks for the attack speed and health I guess. Tweaks/Gripes - The soundtrack is nice and it feels like it fits, I just find myself wanting for something a little bit more impactful at times, I wish there was a deeper sound rolling down my spine. - I wish there was a little bit more passive tutorials. quick pop ups (lshift to run) (T to light your torch) (tab to open your menu) (Weapons have weights, swing speeds, and elemental damage) (elemental damage is good for something??) - PRESS ESCAPE TO EXIT YOUR EQUIP MENU PLEASE - We all love the Rat, I just wish he was talking to me more and that I was talking to him. similarly to Kratos talking to Mimir, I want to play the game with my companion instead of forgetting he's there until I throw him into a bottomless pit. - Why doesnt this smith tell me anything or provide any interaction of any kind?? I want him to tell me something, introduce me to a crafting mechanic, point me to the portal, tell me to help myself to any supplies I can find in his house. something. why is bro even here? - What's up with this cool, presumably ridable reptile outside the smiths house? Can I get a mount? can i have a fast travel cutscene riding it? again, why is bro even here? - I've found one usable ladder in the game, at the smiths house, no animation? take it out. this watchtower is pointless anyway, it views nothing, I say nothing when i get to the top, and I'm too big to even see out of it properly. - Small details like adding an illumination to the sigils pressed when opening the tutorial portal, or moving the mouth of the masked and face wrapped guy who is yelling orders to his peons in the second level, would be nice. general polish is lacking. - The first real level of the game feels like a really great opportunity to practically tutorial the playing into playing your game imaginatively. but it just kind of throws you into a level that doesn't really make a lot of sense intuitively. Can i really just jump off this big ass cliff?, Can I parkour this whole cliff side? can i climb this scaffold and hop onto the balcony to pull this lever and open the secret loot chest? I wish I had a plunging attack to kill one of these guys on my way down. - 8 rings is cool, just wish I could get enough to make them interchangeable instead of just picking them up like passive buffs that I will forget about in a minute. - Dual wielding could be implemented very easily and might make dagger/handaxe options feel more useful. Bugs Subtitles are sticky and every time I played, the last subtitle of the first scene I saw was permanently stuck on my screen until I turned off the game.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.