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This New Realistic Dark RPG Is The Next Big Thing
HappyPlayz
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16 hours ago
#games
#newgames
#newgamesdemo
#newgamestrailers
#gameplay
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#gamefails
#games #newgames #newgamesdemo #newgamestrailers #gameplay #funnygamemoments #randomgamemoments
#gamefails
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🎮️
Gaming
Transcript
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00:00
Credit and foe, we have endured yet another ambush, this road is as perilous as it is joyless.
00:11
Fatekeeper just dropped its very first real gameplay showcase, and honestly, this is the
00:15
moment where the project stops being that mysterious first person fantasy thing from
00:20
THQ Nordic, and starts feeling like an actual contender in the genre.
00:25
The new footage immediately shows a game that knows exactly what it wants to be, a brutal
00:29
tactile first person RPG, where melee, magic, and worldbuilding all hit harder than anything
00:35
we expected from a debut reveal.
00:38
What really stands out in this new gameplay is how confident the direction feels.
00:42
Fatekeeper isn't trying to imitate a simple action game, or a lightweight spell slinger.
00:47
Heraglacial finally commented on comparisons people have been making, especially the Hexen
00:52
influences.
00:54
And yeah, you can definitely feel those roots, but the team clarified something important,
00:58
Fatekeeper isn't a nostalgia revival, it's a full RPG.
01:02
Character progression is the core of everything here, builds actually matter.
01:07
Spells aren't gimmicks, the combat isn't about spamming attacks, but about reading enemies,
01:11
timing, and mixing systems that feel flexible rather than punishing.
01:16
The new combat snippets really sell this, you're not watching canned animations or floaty
01:20
hit detection.
01:21
You can see the weight behind the weapons, the stagger reactions, the way enemies adapt and
01:26
reposition.
01:28
And visually, it's one of the first fantasy first person games in a while where everything
01:32
feels grounded.
01:33
Armor looks lived in, environments feel handcrafted rather than copy pasted.
01:38
And UE5's lighting actually supports the world instead of drowning it in fake shine.
01:43
You get dense forests, ruined temples, icy cliff sides, underground tech sanctuaries, all
01:48
with that slightly surreal, almost mythic tone the devs keep hinting at.
01:53
And now we finally know why the world feels that way.
01:56
In the newest interview, Paraglacial gave the first real story synopsis.
02:00
And it's not the generic ancient evil returns template most fantasy RPGs fall into.
02:05
Instead, you're stepping into a world shaped by civilization collapse, ideological schisms,
02:10
technocratic factions, resurfaced societies from beneath the planet, and the remains of
02:15
an order meant to maintain cosmic balance.
02:18
You're a druid sent to oversee the fractured archipelago of Solace, walking into a power
02:23
struggle that predates you by millennia.
02:25
That alone gives Fatekeeper a very different texture than most first person fantasy games.
02:30
It's less about destiny, and more about responsibility, intervention, and navigating a society on the
02:36
brink.
02:37
The gameplay reveal also confirms full UE5 integration in the Night Lumen updated physics the whole package.
02:43
You can see it in the foliage density, the way spells light up a room, and how enemy silhouettes
02:48
stay readable even in dark environments.
02:51
Fatekeeper started development when UE5 was still early access, and you can tell the team
02:56
has been building around this tech from day one, instead of retrofitting it later.
03:00
But the biggest news from this new wave of info is the skill tree and build flexibility.
03:06
Paraglacial didn't dodge the question, yours they flat out explained how deep it goes.
03:11
You can literally shape your character into almost anything, a heavy melee bruiser, a spellcaster
03:16
specializing in range, an alchemist who wins fights through setup and trickery, or a hybrid
03:21
that bends the rules entirely.
03:24
This isn't a system where magic is just a ranged attack, or where melee is just a fallback.
03:29
Every branch reshapes how you engage, how you move, how you survive, and how you think.
03:34
The devs even describe the design philosophy, reward creativity, and discovery.
03:39
That's exactly what a modern RPG should sound like.
03:42
The demo also teases a bunch of things they're keeping quiet on, like the mysterious rat in
03:46
the opening, which they straight up refuse to elaborate on, suggesting Fatekeeper has
03:51
more narrative depth than it's showing.
03:53
And the tonal mix makes sense once you understand the lore.
03:56
Old fates, resurfaced technology, warring factions, ancient rebellions, and this uneasy balance
04:02
you're supposed to maintain.
04:03
It's not generic medieval fantasy.
04:05
I mean, lad, it's a world where magic and technology feel like they belong together.
04:11
Another important detail, this isn't PC only long term.
04:14
They confirmed console versions are planned once early access is complete.
04:18
And yeah, EA is currently targeting 2026.
04:22
That's far enough out for the devs to refine the systems, but close enough to suggest the
04:25
foundations are already solid.
04:28
This is also one of those cases where a first gameplay trailer actually helps you understand
04:32
what the game wants to be.
04:34
You can see the influences clearly.
04:36
Some souls like DNA on the animation timing and enemy reading, Hexton in the spell and
04:41
steel fusion, some arcane-like design sensibility in the spaces, and a bit of classic immersive
04:47
sim energy in how magical abilities interact with the environment.
04:52
But it doesn't feel like a clone of anything.
04:54
It feels like the kind of game where the team is pulling from inspirations but making something
04:59
new.
05:00
And genuinely, that's why a game like Fatekeeper stands out.
05:03
In a year where big boats to a fantasy RPGs are either years away or drowning in systems
05:08
they can't entirely commit to, having a smaller studio come in with a focused vision feels
05:14
refreshing.
05:15
Indie and mid-sized developers keep filling these gaps because they're not forced to chase
05:19
trend cycles or corporate targets.
05:21
They get to build worlds that feel cohesive rather than over-designed.
05:25
Fatekeeper has that energy.
05:27
Sharp ideas, a clear identity, and no interest in bloated checklists.
05:31
If the combat keeps improving, if the world expands the way they promise, and if the build
05:35
diversity lives up to what they're describing, Fatekeeper might end up being one of those sleeper
05:40
hits that lands harder than expected.
05:43
The new gameplay already has people talking, and for good reason.
05:46
It looks like a real RPG, made by people who know what this genre can be when you give
05:50
it weight, style, and systems that respect the player.
05:54
And this is just the opening reveal.
05:55
If this is what they're comfortable showing now, the deeper stuff, the late game builds,
05:59
the hardest fights, the full faction structure, the real scope of solace is probably still
06:04
under wraps.
06:05
That's the exciting part.
06:06
Fatekeeper looks like the kind of game that's going to grow, surprise, and evolve over the
06:10
next year, and this first look makes it absolutely worth keeping on your radar.
06:14
If you're into first-person action RPGs, melee-heavy combat systems, spellcasting with depth, or
06:20
handcrafted exploration with actual stakes, Fatekeeper might already be shaping up to be
06:25
one of the next big ones.
06:27
And if the devs keep delivering reveals like this, it's going to be impossible to ignore.
06:32
What keeps coming back to me after watching that gameplay reveal, is how much potential
06:36
this thing has to evolve in ways a lot of bigger studios just don't aim for anymore.
06:42
You can tell the team is building the foundation piece by piece, instead of trying to force
06:46
a hundred systems into the game at once.
06:49
Fatekeeper already feels like a world that's been lived in, not because it's massive, but
06:54
because every location shown so far actually looks like it serves a narrative purpose.
06:59
You're not just walking through pretty set dressing, you're walking through places
07:03
shaped by cultures, conflict and history that'll matter later.
07:07
And that ties into one of the most exciting parts, this whole druid role you take on.
07:12
It's not just a title, it's basically a license to intervene, to pull strings, to shape events
07:18
in ways most RPG protagonists never get the agency to do.
07:21
You're not a chosen one, you're a force that nations have to respect, fear or try to manipulate.
07:27
That opens the door to storytelling that can actually react to your decisions, something
07:31
the devs keep hinting at without giving away too much yet.
07:34
Then there's the world itself, this whole boreal archipelago of Solace.
07:39
They're clearly saving the full map reveal for later, but even the glimpses we got.
07:43
Snowy forests, subterranean industrial ruins, volcanic caverns, ancient temples reclaimed
07:48
by nature, show a ridiculous amount of environmental variety, and if you'd like to see more of it,
07:54
make sure you drop a like on the video and subscribe.
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