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Fatekeeper on Steam

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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.

Fatekeeper is a early access, first-person and action game developed by Paraglacial and published by THQ Nordic.
Released on June 02nd 2026 is available only on Windows.

It has received 10,919 reviews of which 8,778 were positive and 2,141 were negative resulting in a rating of 7.9 out of 10. 😊

The game is currently priced at 9.99€ on Steam.


The Steam community has classified Fatekeeper into these genres:

Media & Screenshots

Get an in-depth look at Fatekeeper through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 or 11 x64
  • Processor: Intel Core i7-10700K | Amd Ryzen 5 3600X
  • Memory: 16 GB RAM
  • Graphics: NVIDIA® GeForce®RTX 3070, or AMD Radeon™ RX6800 -XT with 8GB of VRAM
  • DirectX: Version 12
  • Storage: 45 GB available space
  • Additional Notes: NVMe disk recommended

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

4 hours played
Aug. 2026
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!
9 hours played
July 2026
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 <3
14 hours played
July 2026
The title has so much potential, looking forward to the final release. Great value for an early access game. It's clear the devs are trying to create something a bit different here, (even if inspired by might and magic), and the combination works well. the rat companion, the weighty combat, rawarding exploration and areas of true pitch blackness. It's a beautiful world to be immersed in and seems really well optimised, it provides a real challenge at points that requires adapting and experimenting rather than just tanking everything. once the gameplay 'clicks' it's exactly what i've been wanting. Steer the course devs, keep true to your vision and please don't succumb to the 'trying to please everyone' formulaic trends, we have enough samey generic slop already. This could really be something different.
4 hours played
June 2026
I was hyped for Fatekeeper like most people, since the first trailer. However my first impressions were mixed, camera settings needed some work, and they did adjust them. This game visually is actually Next-gen... You know that UE5 demo we saw when Epic announced the Engine? Fatekeeper actually looks like that trailer! Crisp textures, no blurriness, sharp image quality and beautiful landscapes as far as rocky mountains go! Game is a love letter to Dark Messiah so if you've played it means you're old (LMAO) and you know what to expect. It's a literal moving forward adventure with good physics melee combat and low magic. Enemies react to your hits/spells and everything you throw at them or on top of them. You can kick them off the ledge, push them into spikes, burn them, freeze them... list goes on. Level are designed in a way to create mini-playgrounds to use against the enemies, again Dark Messiah style with some treasures to discover if you want to snoop around. - Dismemberment system is peak, refined and pleasant with enough weapon variety. - Simple magic spells that are actually useful, fun to use and easy to grasp. - Loot is straightforward, does what it says in the description. - Potion crafting is also simple, which is very welcome. - Talents are kind of Poe like but easy to follow along, some add actual different attacks & animations, enough to make "builds" in way. - You have a Rat chain smoker companion. Is so cheap, it's basically free for how much enjoyment you get out of it.
16 hours played
June 2026
A few things need polishing but so far it's doing a fantastic job of scratching that "dark Messiah" itch. Can't wait to see more of this

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Frequently Asked Questions

Fatekeeper is currently priced at 9.99€ on Steam.

No, Fatekeeper is currently not on sale. You can purchase it for 9.99€ on Steam.

Yes, Fatekeeper received 8,778 positive votes out of a total of 10,919 achieving a rating of 7.85.
😊

Fatekeeper was developed by Paraglacial and published by THQ Nordic.

Yes, Fatekeeper is playable and fully supported on Windows.

No, Fatekeeper is not playable on MacOS.

No, Fatekeeper is not playable on Linux.

No, Fatekeeper is not playable on Steam Deck.

This information about Fatekeeper is not available yet.

No, Fatekeeper does not support VR.

Fatekeeper is a single-player game.

No, Fatekeeper does not currently offer any DLC.

No, Fatekeeper does not support mods via Steam Workshop.

No, Fatekeeper does not support Steam Remote Play.

Yes, Fatekeeper is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Fatekeeper.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 10 October 2026 23:20 UTC
SteamSpy data 19 October 2026 04:44 UTC
Steam price 24 October 2026 03:32 UTC
Steam reviews 22 October 2026 09:51 UTC

If you'd like to dive deeper into the details about Fatekeeper, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Fatekeeper
  • SteamCharts - Analysis of Fatekeeper concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Fatekeeper compatibility
Fatekeeper
Rating
7.9
8,778
2,141
Game modes
Features
Online players
31
Developer
Paraglacial
Publisher
THQ Nordic
Release 02 Jun 2026
Platforms