Compare Weaves of Fate prices across 50+ stores and find the best deal. Developed by Tom Kingston. Published by Tom Kingston. Released on 8/3/2017. Available on PC. Genres: Action, Indie, RPG, Strategy.

A solo-dev isometric tactics-RPG with a time-fracturing premise and a level-replay loop that rewards patience, but a mixed reception and reported stability issues mean you should go in with calibrated expectations.

My first instinct with a solo-dev tactics-RPG from 2017 is to check whether the mechanical skeleton holds up before caring about the story dressing, and here the answer is: mostly yes, with caveats. Weaves of Fate sits firmly in the isometric tactical-RPG bracket, turn-based positioning at its core, with a stat-upgrade system where you level heroes by replaying completed missions for better ratings and harvesting the extra upgrade points those ratings unlock. That loop is actually smarter than it sounds. Replaying a level to chase a higher grade forces you to re-examine your ability and spell loadout rather than just brute-forcing progression, and for players who enjoy that kind of iterative optimization it provides a legitimate pull beyond the first clear. The premise spans multiple time periods: a demonic incursion tears through history, paradoxes accumulate, and the player guides a rotating cast of characters, including Death himself made mortal, across fragmented eras trying to stitch things back together. Narratively the concept has ambition you would not expect from a one-person project. Whether the execution fully delivers on that ambition is where reasonable players will disagree, and the Steam community sits at a "Mixed" verdict after 63 reviews, hovering around 68 percent positive. That number tells me the game has a real audience but has not resolved the friction points that keep cautious buyers away. Those friction points are worth spelling out honestly. Community threads flag a keyboard-only control scheme with unreliable controller support, and separate reports describe cutscene crashes during the prologue sequence that force players to skip story content entirely just to reach combat. The developer did post asking for feedback with the stated intent to patch usability problems, which shows good faith, but after several years on the market the technical situation should be considered unsettled until you verify it yourself. There is no mod ecosystem to speak of, the AI quality is not documented in any depth by reviewers, and the tutorial situation is essentially unknown from available coverage. For a solo indie project that is not unusual, but as a strategy specialist I would normally want at least one of those boxes ticked before pushing a recommendation hard. Who actually gets value here? Isometric tactics fans who have cleared their Fell Seal and Banner Saga backlogs and want something stranger and cheaper to fill an afternoon. The time-travel framing and the multi-character structure give it a personality that distinguishes it from the genre pile, and the level-replay upgrade loop means the combat has a designed replayability hook rather than just padding. Approach it as a budget curio with a genuinely interesting premise rather than a polished genre entry, skip any cutscene that refuses to load, and you will probably find enough in the tactical layer to justify the session. Go in expecting a complete, stable product and you risk frustration. Diego, Scout Team

Weaves of Fate
ActionIndieRPGStrategy

Weaves of Fate

Aug 3, 2017Tom Kingston
GamerScout Says

A solo-dev isometric tactics-RPG with a time-fracturing premise and a level-replay loop that rewards patience, but a mixed reception and reported stability issues mean you should go in with calibrated expectations.

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About Weaves of Fate

My first instinct with a solo-dev tactics-RPG from 2017 is to check whether the mechanical skeleton holds up before caring about the story dressing, and here the answer is: mostly yes, with caveats. Weaves of Fate sits firmly in the isometric tactical-RPG bracket, turn-based positioning at its core, with a stat-upgrade system where you level heroes by replaying completed missions for better ratings and harvesting the extra upgrade points those ratings unlock. That loop is actually smarter than it sounds. Replaying a level to chase a higher grade forces you to re-examine your ability and spell loadout rather than just brute-forcing progression, and for players who enjoy that kind of iterative optimization it provides a legitimate pull beyond the first clear. The premise spans multiple time periods: a demonic incursion tears through history, paradoxes accumulate, and the player guides a rotating cast of characters, including Death himself made mortal, across fragmented eras trying to stitch things back together. Narratively the concept has ambition you would not expect from a one-person project. Whether the execution fully delivers on that ambition is where reasonable players will disagree, and the Steam community sits at a "Mixed" verdict after 63 reviews, hovering around 68 percent positive. That number tells me the game has a real audience but has not resolved the friction points that keep cautious buyers away. Those friction points are worth spelling out honestly. Community threads flag a keyboard-only control scheme with unreliable controller support, and separate reports describe cutscene crashes during the prologue sequence that force players to skip story content entirely just to reach combat. The developer did post asking for feedback with the stated intent to patch usability problems, which shows good faith, but after several years on the market the technical situation should be considered unsettled until you verify it yourself. There is no mod ecosystem to speak of, the AI quality is not documented in any depth by reviewers, and the tutorial situation is essentially unknown from available coverage. For a solo indie project that is not unusual, but as a strategy specialist I would normally want at least one of those boxes ticked before pushing a recommendation hard. Who actually gets value here? Isometric tactics fans who have cleared their Fell Seal and Banner Saga backlogs and want something stranger and cheaper to fill an afternoon. The time-travel framing and the multi-character structure give it a personality that distinguishes it from the genre pile, and the level-replay upgrade loop means the combat has a designed replayability hook rather than just padding. Approach it as a budget curio with a genuinely interesting premise rather than a polished genre entry, skip any cutscene that refuses to load, and you will probably find enough in the tactical layer to justify the session. Go in expecting a complete, stable product and you risk frustration. Diego, Scout Team

Tags

singleplayertier:sub-5Turn-Based TacticsMulti-Era StoryLevel-Replay LoopSolo DeveloperStat Upgrade SystemKeyboard-Focused ControlsDark Fantasy Tactics

System Requirements

Minimum

OS
Microsoft® Windows® 7 or later
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Graphics
3D graphics card (64-bit)
Processor
Intel Core 2 Duo 2.8GHz or equivalent processor

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Game Info

Developer
Tom Kingston
Publisher
Tom Kingston
Release Date
Aug 3, 2017

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What platforms is Weaves of Fate available on?

Weaves of Fate is available on PC.

When was Weaves of Fate released?

Weaves of Fate was released on 3 August 2017.

Who developed Weaves of Fate?

Weaves of Fate was developed by Tom Kingston.