
FATE: Reawakened - Prometheus
If you finished the base FATE: Reawakened campaign and wondered whether there was more dungeon left to chew on, Prometheus answers that question with two new floors, a new town hub, and a Greek-mythology villain worth descending for.
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About FATE: Reawakened - Prometheus
I went into Prometheus expecting the usual DLC formula: reskinned corridors, a boss with a slightly bigger health bar, done. What I found was a tighter, moodier pocket of the FATE world that earns its darkness rather than just slapping a night filter over Grove and calling it new content. The city of Prometheus is accessed through FATE: Undiscovered Realms via the Temple of Fate, which means you are not starting over fresh. You carry your build in, and the new dungeon is scaled to test characters who have already ground through the main campaign. That is the right call. Bringing an under-leveled character here will punish you fast. The mythology hook is genuinely well chosen for this series. Erebos as a Titan of Darkness stealing the Golden Flame is exactly the kind of mythic shorthand FATE's light-but-earnest writing handles well. It does not have the layered worldbuilding of something like Disco Elysium, and it would be unfair to ask it to. What it does have is coherent atmosphere: the new town hub is trapped in perpetual night, the two dungeons feel thematically distinct from each other thanks to the corrupted marble aesthetic, and the new monster types actually require you to think about your stat distribution differently than the base game's enemy roster did. Players who pumped everything into Strength and coasted through Grove will hit a wall here if they have not touched their Charm Magic or Dexterity skills. That is a good kind of wall. The classless build system that defines FATE carries over intact, which is the best thing about this DLC's combat loop. Strength, Dexterity, Vitality, and Magic are still your four pillars, and the fifteen skill lines, things like Critical Strike, Sword Skill, and Charm Magic, still reward specialization without punishing you for experimenting. The new companion pet, a Baby Pegasus, is more than cosmetic: FATE's pet system feeds into inventory management in a meaningful way, since you can send your companion back to town to sell loot while you keep clearing floors. Adding a new pet with its own transformation possibilities via the fishing system is a small but genuine loop extension. The fishing mechanic remains one of the weirder, more endearing things FATE does. Catching magical fish to transform your pet mid-dungeon run is the kind of eccentric design decision that should have no business working, but it does. The honest limitation here is content volume. Two dungeons and a town hub is a slim package compared to what you have already seen in the four-game base collection. If you are hoping for new story beats on par with a full expansion, Prometheus will feel short. The early Steam user reception landed in mixed territory for this reason, sitting around 69% positive at launch from a small sample, which tracks with the divide between FATE veterans who wanted a reason to go deeper and newcomers who felt the DLC was not a complete standalone experience. It is absolutely not standalone; it requires the base game and works best if you have already spent real time with it. For players who love FATE's core loop, loot-hunting through procedurally generated floors, managing your fame score to unlock legendary gear, socketing gems into enchanted equipment, the Prometheus DLC gives that loop a fresh coat of Greek darkness and a post-campaign difficulty spike that the base game does not quite provide on its own. For everyone else, finish the base collection first and come back. Monika, Scout Team
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Game Info
- Developer
- gamigo US Inc.
- Publisher
- gamigo US Inc.
- Release Date
- May 13, 2026
