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Fatekeeper DevLog - Next Patch coming on October 30th
UpdateOct 26, 2026· Raphael

Fatekeeper DevLog - Next Patch coming on October 30th

Next Patch coming on October 30th

Hey everyone!

We know that the wait for this patch was long and frustrating to many players and we are sorry for having to take so much time to what seems to many of you like it should have been there on day one!

Next week on friday we will upload a new patch that among controller support will also cover a couple of things things so here is a rough overview on what is to come:


Controller Support

The game now features full controller support. Most of the experience should feel good already, though we'll continue to polish navigation in certain menus in future updates (the skill tree comes to mind).

 

Localization

We've added an initial batch of localizations: German, French, Russian, Ukrainian, and Simplified Chinese.

These translations are still a work in progress and should not yet be considered final. We'll continue reviewing and improving them as development progresses. This is just the beginning: we'll keep refining the existing translations and add support for more languages in future updates.

 

Gameplay

We've made a number of gameplay adjustments, including:

  • Increased the range of certain spells, such as Firespark. This should make these spells more useful overall and bring enemy archers within reach more consistently.

  • Unarmed weapon coatings and damage scaling now work correctly. This was an embarrassing oversight. Sorry about that!

  • Reworked enemy archer accuracy. Their arrows should feel a little less unerringly precise now.

  • Significantly increased the power of Tremor and Elemental Fortress

  • Fire and Ice Trap are much more impactful and should be valid choices now

  • New Items (Club(s) and Amulets)

  • Reworked many chests and containers to make their contents more rewarding. There were some rather hilarious cases before, such as finding a well-hidden treasure stash only to discover a single, rather pathetic Dogbane inside

  • Fixed duration and efficiency calculations for ingredients and crafted items

  • Increased player movement speed by approximately 15%

  • Improved attack camera movement, weapon sway, and crosshair hit feedback

  • Minor improvements to physics and ragdolls

  • Enemies dont warp towards the new player location during a dodge anymore

A small selection of our new amulets.

An in-game view of 'Wrath of the Ancients', a weapon that enhances its wielder's elemental spells power.

UI

  • Alchemy effects are now properly summed up in the item/alchemy descriptions

  • Added health bars for boss enemies. These can be toggled on or off.

 

VFX

  • The first iteration of improvements to our blood and gore effects. We're working toward making melee combat feel more visceral and impactful, and this is one step in that direction.

  • Improved the visual effects for Fire Trap and Ice Trap.

 

MISC

We've updated the Unreal Engine version and made further adjustments to the Medium scalability settings. We're continuing to work on making the lower scalability settings run better while also looking a little more appealing.


We know this patch is mostly about improvements rather than new content, but we hope you'll enjoy the changes. Meanwhile, we're continuing to work on the content side of Fatekeeper, and we're looking forward to sharing more about that with you soon.

See you on October 30th!