
Fatekeeper
價格歷史
近 36 個月 · 資料每日更新價格涵蓋 Steam 官方與 39 家授權商店,僅統計正規通路報價。曲線按週呈現近 36 個月的全網低價與 Steam 官方價。
歷史價格以美元記錄,圖中金額按 2026-10-09 歐洲央行匯率換算為 HKD,僅供參考;實際結算金額以商店頁面為準。
01關於Fatekeeper
Fatekeeper是一款第一人稱角色扮演遊戲,玩家將在精心打造的世界中探索,以劍術和魔法戰鬥,並透過選擇塑造角色。遺跡、洞窟、森林與被遺忘的聖所藏有隱密故事、神器和意外遭遇。面對各具特色的敵人調整戰術,並透過戰鬥風格、屬性與法術學派培養角色。 Steam玩家評價:80%為好評,共10,916則評測。 發行日期:2026年6月2日。
製作團隊
近36個月記錄最低價
≈ HK$62.702026-06-02 · Steam基礎遊戲 · 與上方圖表為相同記錄;美元價格歷史,並非地區Steam最低價。語言支援
| 語言 | 介面 | 字幕 | 音訊 |
|---|---|---|---|
| 英語 | 是 | 是 | — |
Steam PC版資料 · 2026-10-10
02購買前須知
模式與語言
Fatekeeper是Steam PC上的單人第一人稱角色扮演遊戲。支援英文介面與字幕;完整語音支援情況未說明。
探索與成長
探索遺跡、洞窟與森林,以近戰和法術作戰,並透過戰鬥風格、屬性和法術學派培養角色。
03常見問題
Fatekeeper是什麼類型的遊戲?
這是一款結合劍術、魔法、探索與角色成長的第一人稱角色扮演遊戲。
遊戲中有哪些可探索地點?
可以探索古戰場、地下洞窟、森林以及崩毀的聖所。
遊戲有哪些裝備?
可以發現武器、護甲和神器,並依照玩法調整裝備。
Steam PC版支援Steam雲端存檔嗎?
Steam標示PC版支援Steam雲端存檔。
“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.”
評測總結
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.
熱門Steam評測
母語評測精選 · 9則此語言精選的有幫助評測同時包含推薦與批評。精選內容不代表整體好評率;意見反映的是受評版本。
整體而言偏向技術展示,流程非常短,預告看到那個很帥氣的劈頭斬擊只是敵人殘血後的固定處決動畫,不是想像中的多樣性斬擊 目前武器種類和法術種類也非常少,玩到破關能夠培養腳色的深度也很淺 打擊感普通偏中下 總結就是內容過少,即使價格真的不貴,買了還是很不划算,除非你單純想都收藏品 目前EA階段的整體總結就是不推薦入手 ===== Overall, this feels more like a tech demo than a complete game. The campaign is extremely short. That flashy overhead slash showcased in the trailers is just a canned execution animation that triggers when enemies drop to low health — it’s not the diverse slashing moveset I was hoping for. There are currently very few weapon types and spell types available, and the character progression and build depth you can achieve by the time you finish the game is quite shallow. Combat impact and feedback feel average at best, leaning toward the underwhelming side. In short, there simply isn’t enough content. Even though the price is genuinely low, it’s still not worth buying unless you’re purely collecting it as a collector’s item. My overall verdict for the current Early Access stage: Not recommended. ===== 全体的に技術デモ寄りの印象が強いです。ストーリーのボリュームが非常に少なく、トレーラーで見たカッコいい頭上斬りは、敵の残りHP時に発動する固定の処刑アニメーションに過ぎず、想像していたような多彩な斬撃モーションではありません。 現在の武器種や魔法種も非常に少なく、クリアするまでに育てられるキャラクターの深みもかなり浅いです。 攻撃の手応えは普通〜やや微妙なレベルに感じました。 総じてコンテンツ量が不足しており、価格が安くてもコレクション目的以外ではコスパが悪いです。 現時点の早期アクセス段階での全体評価としては、入手をおすすめしません。展開收起
很難但畫面很漂亮展開收起
主角身上有磁鐵,敵人再遠的距離只要他開始輝就一定黏到你身上展開收起
懶人包:推薦,但別現在買。 遊戲優化極差,PC是3年前左右的配置就別買了,自己是路痴,大概遊戲時間有三分之一在迷路,甚至重跑一次。關卡難度不難,打王格黨比迴避有用,撇除卡頓和內容簡短,整體很有地下城的風格,如果能再把其他內容做得更充實就完美了。展開收起
Fatekeeper:一款讓我期望值放得太高的魔幻第一人稱砍殺遊戲 作為一款早期宣傳聲量不低、醞釀時間也不算短的第一人稱魔幻砍殺遊戲,《Fatekeeper》的畫面確實漂亮。場景、美術、光影與整體奇幻氛圍都有接近 3A 作品的氣勢,第一眼很容易讓人產生「這東西是不是要起飛了」的錯覺。 但問題也很快浮現:目前版本的故事內容實在太單薄。我甚至還沒真正理解劇情想表達什麼,就已經把搶先體驗版的關卡打完了。整體像是一道擺盤精緻的前菜,香氣有了,但主菜還在廚房裡迷路。 撇開劇情不談,劈砍、魔法、格擋與閃避交織出來的近戰節奏,初期確實有讓人血脈噴張的爽感。第一把劍揮出去、火球砸出去、格擋成功再反擊的瞬間,遊戲是有魅力的。 可惜這份新鮮感在幾個小場景後就開始迅速消退。魔法種類目前相當有限,大致就是火球、冰球、衝擊波與念動力。升級後雖然會產生變化,例如火球變成火焰陷阱、冰球變成冰爆陷阱、衝擊波轉化為冷凍風暴,念動力也能直接抓取強力敵人,但整體變化仍偏表層,沒有真正撐起戰鬥流派的深度。 武器部分也略顯單調。目前能見到的短劍、長劍、手斧、棒槌等武器,攻擊模組差異不大,實際打起來的手感區隔也不夠明顯。所謂武器特性在目前內容裡存在感偏低,以我目前找到的裝備來看,幾乎可以粗略歸類成「有差,但差得不夠有記憶點」。 當然,考慮到價格,這款遊戲並不是完全沒有說服力。台區目前約 NT$201,以一款具備近 3A 視覺風格的作品來說確實不貴;對照其他區域的首發折扣價,例如美區約 US$7.99、日區 ¥1,080、歐區 €7.99、英區 £6.79,也能看出它本來就被放在一個相對低價的早期投資定位上。 所以,如果你願意把這筆錢視為支持開發商後續更新的前期投資,那它不是不能買。只是就目前內容而言,我個人會選擇不期不待。畢竟期待太滿,受傷的通常不是遊戲,而是玩家自己的幻想濾鏡。 結論:畫面有、框架有、潛力也有,但目前內容量與戰鬥深度都還不夠。可以觀望,可以低價支持,但不建議抱著完整作品的期待入場。 Fatekeeper: A Fantasy First-Person Slasher That I Personally Expected Too Much From As a first-person fantasy slasher that had a fairly strong early promotional presence and took quite some time to finally arrive, Fatekeeper does look genuinely beautiful. The environments, art direction, lighting, and overall dark fantasy atmosphere all carry a near-AAA visual impression. At first glance, it is very easy to think, “Wait, is this thing about to become something special?” Unfortunately, the issues appear rather quickly. In its current version, the story feels extremely thin. I had barely started to understand what the narrative was trying to say before I had already finished the Early Access content. It feels like a beautifully plated appetizer: the aroma is there, but the main course is still lost somewhere in the kitchen. Putting the story aside, the combination of melee attacks, magic, blocking, and dodging does create an exciting first impression. Swinging your weapon, throwing out spells, blocking an attack, and immediately countering can feel genuinely satisfying at the beginning. The problem is that this excitement fades after only a few small areas. The current magic system feels quite limited, mostly consisting of fireballs, ice projectiles, shockwaves, and telekinesis. After upgrades, they do change somewhat: fireballs become fire traps, ice projectiles become ice burst traps, shockwaves turn into freezing storms, and telekinesis can directly grab stronger enemies. However, these changes still feel more like surface-level variations than a system deep enough to support truly distinct combat builds. The weapons also feel somewhat monotonous. From what I have found so far, weapons such as daggers, longswords, hand axes, and clubs do not feel different enough in their attack patterns or overall handling. Their individual traits exist, but they do not leave a strong impression. At the current stage, the difference between weapons feels more like something you can vaguely notice rather than something that meaningfully changes how you play. That said, the price does make the game easier to understand. In Taiwan, it is currently around NT$201, which is honestly not expensive for a game with this level of visual presentation. Compared with other launch discount prices, such as roughly US$7.99 in the US, ¥1,080 in Japan, €7.99 in Europe, and £6.79 in the UK, the game is clearly positioned as a low-cost early investment rather than a fully priced premium release. So, if you treat this purchase as an early investment in the developer’s future updates, then it is not unreasonable. But based on the content currently available, I personally prefer to keep my expectations low. After all, when expectations get too heavy, it is usually not the game that gets hurt — it is the player’s own fantasy filter. Conclusion: the visuals are there, the framework is there, and the potential is there. But the current content volume and combat depth are not enough yet. It may be worth watching, or even supporting at a low price, but I would not recommend going in expecting a complete experience.展開收起
只能說很硬核,沒什麼犯錯空間,第一支王還+三隻小怪,請問怎麼打,也沒炸彈,初期沒什麼點數就打超硬,還有怪會一職黏著你沒完美閃避根本就是閃不掉,攻擊距離也有問題,做硬盒又不搞好診的很難玩展開收起
現階段優化不行,Unreal堆疊起來的垃圾、動作不行、音效也不行。 沉浸感不佳,第一個教學就非常勸退。展開收起
以劇情內容來說還要等一段時間,bug還挺多像是小怪會自動撞上尖刺陷阱、回頭其他關卡小怪重生但關卡鑰匙沒有重生又回不去直接卡死關卡,等級低第一隻boss怪還附帶3隻小怪難度很高,等級高後第二隻boss怪只有一隻簡單等等,外加資源很少回復資源必須要精確使用但如果點到天賦點到自然恢復系列壓力就會小很多,打擊感有到位風景也美只需要還要一端時間打磨的遊戲展開收起
來源:Steam使用者原始評測。有幫助票數為封存快照,並非即時資料。最後收集時間:2026/08/15。