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.
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.