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Fatekeeper is now in Early Access, and its keyboard and mouse inputs are fully rebindable in the live build. This page describes the input archetypes and actions, with keyboard and mouse confirmed from gameplay material and from the live settings menu; gamepad mappings are not yet in the build.
Confirmed Input Methods

Keyboard and mouse. First-person view, mouse-aimed melee swings and spellcasts.
Gamepad. Implied by the use of standard PC action RPG conventions but not yet officially confirmed.
Action Categories Shown in Gameplay

Category | Actions |
|---|---|
Movement | Walk, run, sprint, jump, crouch. |
Melee | Light attack, heavy attack, parry, dodge or roll, and finisher animations on staggered or near-dead enemies. |
Magic | Cast spell from each school, switch active spell, channel ranged elemental damage. |
Force | Telekinetic grab and throw, visible in trailers as a way to lift and hurl enemies, including off ledges. |
Loadout | Swap between two equipped weapon sets on demand. |
Quaff a potion, apply a weapon vial or oil, or throw a handbomb. | |
Inspect | Pick up and rotate a discovered item up close, an action highlighted in the Weapons, Relics and Forgotten Arts dev blog. See Inspecting Items. |
Companion | Trigger banter with the talking rat who rides on the Druid's shoulder. |
Known Unknowns
Specific default keybinds for melee, magic, and dodge.
Whether weapon sets swap on a tap or a hold.
Whether the parry shares a key with another defensive action or has its own bind.
Whether the game ships with a remappable controller layout at Early Access.
The above will be expanded now that the Early Access build is live and the in-game settings menu can be captured.
Early Access Input Updates
Keyboard and mouse input is fully rebindable in the live build. An early update fixed input conflicts that had previously blocked rebinding (a few keys were reserved as internal debug inputs), added the ability to manually unbind a key by pressing the same key again on an action, and made a newly bound key automatically clear from any other action it was assigned to. Controller support is named by the developer as a planned short-term addition but is not yet in the build. See Patch Notes for the update history.
Later live-build updates added more options to the settings menu, including a basic field-of-view (FOV) option under Settings then Game (experimental, tuned around FOV 105), auto-equip settings for generic items, consumables, and ingredients, an option to hide the HUD during finishers, and a "GPU Display" option in the display category. See Patch Notes for the full update history.