This page tracks the official update history for Fatekeeper, which launched into Early Access on Steam on June 2, 2026. The developer has stated that the game will receive ongoing patches and content additions across the Early Access window, with the early focus on refining and improving the existing experience before larger new content arrives.
Development Update: August 2026
Published on August 21, 2026, this was a development update rather than a patch: no build shipped with it. The developer used it to revive its DevLog format and to set expectations for the rest of the year, and it is currently the most recent official communication about the game. It confirmed there would be a gap before the next small patch because the team is moving the project to engine version 5.8.1, a change it expects to unlock optimization work on the medium graphics preset in particular.
Work in Progress
Skill rebalancing. A pass to make existing skills more impactful, with Elemental Fortress and Tremor named as examples of skills being reworked.
Skill tree layout. A first rework of the tree layout to make active abilities more accessible. See Skill Tree.
Ability assignment. Abilities will no longer overwrite their matching elemental slot. Instead they can be assigned freely, in the same way consumables are currently accessed through the belt.
Boss health bars. Health bars for bosses are being added. See Bosses.
Status effect displays. The team is working out how best to show status effects on both the player and bosses in the interface, on top of the existing material indicators on the meshes themselves. Both the health bars and the status displays are expected to be toggleable in the game settings.
New enemy types. New enemies are in production, with the stated goal of much greater variety than the Early Access build currently offers. See Enemies.
Rest-of-Year Outlook
The update set out two milestones for the remainder of 2026, covered in full on Roadmap: a first larger patch in autumn carrying controller support, first-draft localization and a full sound rework, and a first big content patch in winter carrying new campaign content and the first iteration of an Arena Mode.
The developer also addressed the thin story content in the current build directly, saying the scarcity is deliberate. Locking dialogue and cutscenes in now would, in its words, set parts of the game too firmly in place and make later structural changes harder. It floated using the DevLog format itself to publish background lore and story in the meantime.
Patch 0.1.3
Released on July 30, 2026, this update arrived after roughly six weeks without a patch. The developer said the quiet stretch went into features that took longer to get right than expected, and that proper content updates are still some time away while the team works through accumulated feedback and feature requests. The note also confirmed that controller support, one of the most requested features, is in active development alongside underlying input-system work meant to benefit both controller play and the game as a whole.
Radial Menu
A new radial menu reworks how spells, weapons, and consumables are selected and used. It provides four spell slots, four belt item slots, and two weapon slots, and each quick-access slot can be assigned a specific spell, consumable, or weapon, so the player decides exactly which potion is consumed when the assigned key is pressed. Assignments are made with a left click or by closing the menu while hovering over the desired slot. By default the radial menu opens with R: pressing R toggles it open and closed, while holding R keeps it open only while the key is held.

A preset system for spell modifications, allowing quick swaps between different alterations of the same spell, is planned for an upcoming patch.
Combat Controls
The default attack layout was reworked. Light and heavy attacks now share the same button: tap the left mouse button for a light attack or hold it for a heavy attack, while blocking has moved to the right mouse button. The underlying input system was optimized alongside the change, so chaining actions feels smoother and less clunky.
Performance and Scalability
The scalability settings were completely overhauled. The Low and Medium presets now provide meaningful performance improvements while also looking considerably better than before.
Skill Tree
The first node of every major branch was disconnected from the central starter nodes, so a build can branch into any specialization much earlier in progression. The developer describes the change as groundwork for several larger skill tree updates already in development. To encourage experimentation, Respec and +1 Skill Point potions were added: skill point potions are hidden throughout the world, while the respec potion sits on the chart table in Haven.
Other Updates and Fixes
Enemies now ragdoll properly while burning; they previously remained stationary during burning death animations.
Enemy attacks, excluding bosses for now, were tweaked to better communicate forward momentum and reduce warping.
Player weapon hitboxes were adjusted.
Enemy interactions with spike traps were improved.
Bow-wielding enemies are now a little more susceptible to Telekinesis.
The player can now parry immediately at the start of the block animation.
Fixed the crosshair remaining visible in Immersive Mode.
Game Settings
Added an option to reset only the currently displayed settings category.
The default value of the currently highlighted option is now displayed.
Custom presets are assigned automatically whenever settings are modified.
Teased for Future Updates
Alongside the patch notes, the developer previewed work in progress: a larger selection of new weapons plus numerous amulets and talismans to address limited item variety, an expanded range of potions and vials including consumables that can only be discovered in the world rather than crafted, and a first look at a towering NPC planned for a future campaign update, described as intimidating in appearance yet calm and gentle in character. None of these carry dates yet.


Patch 0.1.2
Released on June 11, 2026, this update continued the focus on refining the live build. The developer said the team is discussing whether to add a few replayability-focused features in the near future while continuing work on the next major content update, with a preference for making that next content update substantial rather than rushing out smaller additions just to pad playtime. The note also said the following patch would focus on skill tree changes, item updates and additions, and other improvements. A dated roadmap was again held back.
General Updates
FOV settings. A very basic field-of-view option was added under Settings then Game. It is an experimental implementation and may cause issues at values other than FOV 105.
Torch as a weapon. The torch now also functions as a very basic weapon.
Faster weapon coating. Applying a weapon oil or vial coating is now significantly quicker.
HUD during finishers. The HUD is now hidden during finishers, which can be toggled in the settings.
Map readability. Some areas of the maps where players could get lost too easily were made clearer.
New save spot. A new save spot was added in the Forgotten Halls, just before the first large engagement.
Light armor fix. Stats on a certain light armor were changed so it is actually a valid choice for certain builds.
Auto-equip options. New auto-equip settings were added for generic items, consumables, and ingredients.
GPU display. A "GPU Display" option was added to the display settings category.
Windblast and Herald of Winter Rework
The Windblast spell was reworked so it is actually worth casting, and it now scales meaningfully with Spellpower across its arc, range, and force. It gained a higher base arc that scales with Spellpower, a base physical impact that slightly pushes or knocks over small enemies (also scaling with Spellpower), and a higher base projectile speed. Its range increased by 50 percent, from 4 meters to 6 meters, and that range now scales with Spellpower as well. The same updates were applied to Herald of Winter.
Bug Fixes
Fixed the "Hatchet of Swiftness" not receiving damage buffs, for example from skill-tree nodes.
Fixed resistances on the "Wardens Loop" ring not being applied correctly.
Fixed the end video only playing once per play session.
Fixed helmets being invisible on the player character in the main menu.
Fixed settings range widgets that could be pushed above their maximum or below their minimum.
Fixed the full heal on level-up sometimes not triggering if the player opened the inventory during the level-up animation.
Fixed mouse input being captured under the game, affecting the desktop or other applications.
Fixed a text-wrapping issue in environment flavor text.
Fixed the death screen being interruptible by opening another menu.
Fixed a freeze when opening the consumable tab in the inventory or alchemy interface.
Inventory Fixes
Fixed minor visual issues when dragging items around the inventory.
Fixed items disappearing when dragged onto equipment slots.
Fixed a rare issue where combining two item stacks could make items disappear.
Patch 0.1.1
Released on June 5, 2026, this was the first post-launch update. The developer framed it as a small patch focused on the more urgent balance issues and bugs after a strong first week of Early Access. Alongside it, the team named several shorter-term goals: controller support, additional language localization, reworked Low and Medium graphics presets for better performance, and other highly requested features. The developer also said a roadmap is intended but is being held back for now to keep the early Early Access period flexible, with the current priority being to refine the content already in the game before introducing large amounts of new content.
General Updates
Added chests containing ingredients for health and mana potions close to save points, so players are less likely to be stuck on low health before a major encounter.
Increased the player base movement speed by about 10%.
Balance Changes
Reduced the overall poise damage that enemies deal.
Added more healing items in general.
Boss Tuning
The first major boss encounter was made more approachable: reduced stomp range and angle, reduced attack and ability warp distance, lower overall damage output, a longer wait after knocking the player down, and tighter hitboxes on its punch, horns, and foot attacks. It now also drops loot when defeated. A later boss was made tougher, gaining increased health, poise, and resistance to kick attacks, a shorter warp distance, and a larger experience reward.
Blocking
Blocking was made more forgiving: the stamina cost to block was reduced, and the player no longer takes damage when a block is broken. See Combat for how blocking fits alongside parrying and dodging.
Ingredient Adjustments
Several alchemy ingredients had their restore values improved. The current values after this update are:
Ingredient | Restores | Value |
|---|---|---|
Blue Dogbane | Mana | 5 |
Everkin | Health | 12 |
Firecap | Health | 8 |
Crimson Wardbloom | Health | 18 |
Bug Fixes
Fixed subtitles lingering indefinitely after a cutscene was skipped.
Fixed stamina regeneration delay restarting when the player was hit during exhaustion.
Fixed life leech triggering on already-dead enemies.
Fixed a broken inspection text on a certain lizard.
Fixed a chest that was locked but should not have been.
Fixed incorrect interaction requirements occasionally being shown.
Fixed the first boss standing back up after a sword finisher.
Fixed oddly green blood on the Skull Club.
Fixed spots where the player could get stuck in Haven and in the Forgotten Halls.
Fixed some objects in the Derelict Waterways that were meant to be destructible but were not.
Made Shortlings sometimes become frightened when other Shortlings are killed nearby.
Input Fixes
Fixed input conflicts that previously prevented key rebinding (some keys were reserved as internal debug inputs).
Added the ability to manually unbind a key by pressing the same key again on an input action.
A newly bound key is now automatically removed from any other action it was assigned to.
See Controls for the full input overview.
Areas Referenced by Updates
Patch notes have referenced several in-build areas by name, including Haven, the Forgotten Halls, and the Derelict Waterways. Detailed descriptions of the newer areas have not yet been published.