
The Pavura needs four volunteers to solve the mystery of an abandoned village. Answer the call to adventure in this party-based beat ‘em up RPG!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
The deities have shunned the Vollings, and they have turned to paganism to survive. But Vollings are resilient and ever industrious. One lord has embarked on an enterprise to settle an island long abandoned by its dead civilization, braving a cursed land in hopes of farming a lucrative spice grown only on its hillsides.
His venture is a success, but trouble quickly presses fast upon him from many sides. As he is leaving to sail out to defend his fields from a jealous neighbor, he has received word that every inhabitant of one of his farm holds has vanished without a trace. With few options at hand, he calls on his guards for four volunteers to venture across the island to investigate this mystery.

Explore the island of Invimona in this open-world adventure with four generated companions. Depending on the stats given to them they'll each have unique choices in dialogue with NPCs and amongst each other as they bond over the course of the journey. You're assigned a pack-boro for your mission, who can carry a boat as well as extra items you pick up along the way, and together you all can hike and portage around the Invimona rivers and sea.
Visit towns for clues and to stock your party with unique items. As a guard you will be asked for assistance as you meet various farmers, scribes, artisans and even Gadaars among the holds. In the five years since the island was settled, grave robbers have flocked to Invimona like vultures, and ensuring they find their way to Exile Island is a constant battle.
There is no auto-compass or quest logs for you in Banquet for Fools, though many quests and requests are given to you in scrolls. Navigating the island effectively is a part of the challenge of quests.
Banquet for Fools features brawl-style, beat-em-up combat. When your action bar fills, you can pause the game by opening your combat dome, and choose an action and/or target within the dome. Play as one guard at a time, while the others will continue to attack, defend, kick, charge and pin at will. You can switch leaders at any time or tap in a support guard for combo attacks - working together is key to success.
If enemy combatants are too heavily defended, use a critical attack to weaken that enemy for follow up attacks for your companions, or add your attacks together when you unlock Rally attacks during combat to strike simultaneously!
Equip your four companions you've created with a variety of skills to overcome the challenges your adventure will take you through. Choose favored weapons, armor, pagan spells, animal binding, music and rogue abilities and level them up with experience or with buying training from individuals you meet around the island. Skills used most are granted bonuses to get more powerful with level ups.
When a character accrues enough XP they can choose to level up their skills and a stat point. You have 3 points to distribute into any of the skills you wish to pursue, and skills you’ve used frequently during the interim of the last level up are granted bonus points if you advance them.
Though the Volling have entered a pagan age, their ancient deities still listen through their likeness in stone, and perhaps if they find the speakers worthy, speak back...
Asking for intercessions from these beings grants Vollings the ability to make custom holy items uniquely tailored to those favored, but these boons come with a required donation and completion of a quest to deem yourself worthy. These beings are petty gods, and competitive, so choose your statues wisely. Find ancient and newly erected statues around the island with various powers to bestow, and bless new intercessions with even more powerful versions as you advance.
Configure your musical setlist during combat by buying songs with situational auto-procing and potency levels. Songs can proc at the start of a battle, after an enemy is fallen, when companions are low on health, and a myriad of options between! You can memorize a limited amount of songs at once with different power levels, so choose which songs are heaviest and when they’ll occur to compliment your playstyle and party composition.
Learn unique spell effects from different Vol trees, then make a custom spell of your choosing by taking its birch and etch your rune in blood to communicate this tether with the world. Create more powerful variants as you grow in power during the course of your travels. There are three Pagan skills: Fauna, Vines, and Spores, each with different specialties and application to the world.
A wily party knows when to keep the law they're employed to uphold, when to bend it, and when breaking it is the best course of action. Items can be stolen from shops, but at the cost of not being able to be purchased again, and getting caught is always a risk. Guards and merchants follow patrols and sleep schedules, so keeping tabs on your surroundings and waiting for the changing of the guard is a ripe opportunity.
Committing crimes will accrue a price on your head, and the Vollings of the villages will treat you accordingly. You can always pay off a local bounty by yelling bribe.
Running out of arrows mid-dungeon? Stuck on an island with Padurii children hiding in every tree and low on explosive elyxirs? Having a field kit in your inventory allows a party to re-supply while away from shops during hikes across the island. The field kit allows you to assemble ammunition for three types of categories: arrows, rivi-wraps, and globes.
Arrows come from finding wood pieces and various types of arrow heads from wildlife, rivi-wraps are crafted from noxious and volatile foliage in crevices, and you can convert amphoras of alcohol from healing items into explosive elyxirs globes with various added effects.
The Pavura requests that instead of being executed, criminals be shipped off to a husk of a rock just north of his garrison which the locals call Exile Island. The local ghost population is haunting enough, and the ethereal grave keepers of the Carrion god would want nothing more than to add to this assembly.
You can choose on the fly if your party is attacking to kill or stun, the consequence of which is yours to decide. Killing hostile combatants is less risky, but they could be resurrected into ghosts if a keeper is near. Stunning will knock out your enemy for 24 hours, and if that enemy is a bandit or grave robber, you can report them for coins in your purse, though Exile Island will get more populated with each turn-in. Stunned criminals will only stay stunned for so long, and you’ll need to reach a local fort or village to tell another guard to send a wagon and pick up your purse.
The list of criminal acts is something worth keeping in mind before exacting justice, and your characters need to bear witness, otherwise unless your characters have proof of the crime they’ll be the ones committing it when assaulting.
Farmsteads and holdings from various other Houses from Minorev have settled the island under the Pavura's governance, and will have various problems that they wish someone would help them deal with. As a guard you’ll find quests and duties within to attend to. Your relationship with towns is unique to each, and if the reeve commends you it could come with fine rewards.
This game is being created by two people. We've released Isle of Bxnes, Serpent in the Staglands (which is set in the same world as Banquet for Fools) and under a publisher, Mechajammer.
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $15.59−22% | 954reviews | 90% | — | $505.1K |
| $19.99 | 56ratings | 88% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 115 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game doesn't do enough to onboard new players. It fails to introduce its various systems and mechanics in an organic way, so it's very easy to get overwhelmed and confused. The tutorial is especially bad because there isn't one. Instead, you have to read a guide that's completely disconnected from the gameplay, which is immersion-breaking in a game that's supposedly all about immersion. The quest system is a cool idea: there's no quest log, so you have to take your own notes in the in-game notes section. But I don't think it really works in a CRPG where you're already juggling an overwhelming number of systems. Imagine stepping away from the game for a few weeks, coming back, and finding that your notes have turned into complete gibberish. Maybe that's a skill issue on my part, but notes that make perfect sense while you're playing can become total hieroglyphics over time. The combat is okay, and I did enjoy the dome targeting system. The resource management, however, is tedious and boring. I used the recommended party build and still found myself constantly juggling ammo and magic, and my ranged characters would always run out of ammo because I never had enough materials to craft more. The economy doesn't make sense either. There's only one currency, emeralds, but the game doesn't drop enough of it as loot, and whatever you sell barely amounts to anything. The best thing about this game is the art style. It has a lovely old-school, claymation-esque aesthetic that's very pleasing to look at and adds a whole lot to the immersion. The music suits it well too, with nice folk flute melodies, though the same tracks repeat far too often. I can't say much about the story since I only played around six hours, but the dialogue writing is bland and boring. This game showed a lot of promise early on, but I think it stumbles too often to deliver. I give Banquet for Fools a 2/5
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 115 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Banquet for Fools ощущается ремастером старой игры, которой никогда не существовало. Она пытается выглядеть и ощущаться современно, но душой и сердцем находится ещё в прошлом тысячелетии. На радость или горе. https://steamcommunity.com/sharedfiles/filedetails/?id=3756761541
The game tries too hard to be complex and unintuitive just for the sake of it. It lacks a lot of QoL features that, i guess, are perceived by devs as 'casual'. I wanted to like the game, but playing it just feels like a slog and each time i boot it i have to ask myself "do i really want to subject myself to this?" and i find myself answering "no, not really".
Unfortunately I just can't recommend this to anyone, there's likely something cool here but it's just buried under a very unpleasant combat system which is where the majority of your gameplay time will be spent. The idea of quests you need to pay attention to is cool, the builtin notes are fun, there's a lot of things you can find spread throughout the game world but all of that was drowned out for me by the awkward and unwieldy combat system. It's also a very grind heavy gameplay loop, you need to constantly travel back to town to sleep/repair/re-arm and so much of the gameplay becomes a loop of a few combat encounters, running back through multiple screens to town, resting, running back through multiple screens to where you left off, doing a few more combat encounters, etc. Each combat encounter is long, tedious and grueling - every encounter will take minutes to finish where most of that time is spent watching your characters come off cooldown on their attacks. Neither you nor the enemy do much damage so every encounter is more of an endurance match. If I would give any feedback it would be to condense down the combat encounters somehow, maybe reduce their amount but increase their importance - you'll kill hundreds of enemies just walking from A to B but gain very little from each battle while taking constant resource attrition (equipment durability, vials/arrows). I gave it a few tries but it's simply not an enjoyable experience I would recommend.
>buy the game because it looks cool >30 hours in, get bored because of uninteresting exploration, dull combat, repetitive music and extremely obscure plot >decide to focus on the main quest >50 hours in, suddenly beat the game by accident >harvest score: 0 >get extremely mad >decide to look up what to do on the internet >force myself to play for 30 more hours to get a decent ending >harvest score: 800 >eeeeeeeeeee turns out I was the fool all along, huh
终于有大佬做了汉化,Mr.Markel独立完成汉化,非常感谢,补丁打开直接输入大写YES即可 汉化有需求自取:https://wwauq.lanzoub.com/b004jmi5rc 密码:4ifk
ill write something more detailed later but imagine all the best parts of Morrowind, OG Fallout, and the Pillars of Eternity games, with tons of charm, fun gameplay that manages to be unique while incorportaing the best from all the above inspirations... just a wonderful game
TLDR: this game is so good, it made me write my first review on Steam. Try it. Still brief: don't be put off by other reviews saying that this is a niche game. It is, don't get me wrong, but it's niche because it's different. The combat is incredibly interesting, pushing you to be a teamplayer in a single player game is a feat that only Dragon's Dogma had accomplished before for me. The world is interesting, the sailing is probably one of the best animations I have ever seen. There are no guides and the levelling system and character creation are not simple - you may like them or not (personally I had Claude code create a mod for me that makes levelling like Skyrim or Kenshi). I will note that in 41 hours I still have not gotten to the first plot destination the game points you towards. So yea, do yourself a favor and try this. You may not like it, but you will have tried something truly unique.
In one word, masterpiece. This is easily one of my favourite games of all time, for some reason which I will expand upon below. In brief, if you vibe with a beautiful, unique art style and creative, tactical combat then this game is absolutely worth your time and money. You start out creating four guards, who will venture out into the island of Invimona on a quest for their lord. You control one at a time but the AI is good (and configurable) and they're all effectively your 'main' characters - they'll even have little conversations amongst themselves and their dialogue will be determined by their stats and skills! The world oozes atmosphere and is a joy to explore, with many secrets hidden away. The combat is something skin to real time with pause, where you run around in real time and then pause to attack on a cooldown. My favourite part of this was the 'form up' technique, which brings your guards together, giving you bonuses to defence and a sort of 'hold the line' feeling. Your guards builds can vary enormously - I played a crew consisting four musicians (instruments giving passive benefits triggered by certain combat events) with varying weapon skills along with a Pagan, who are the games spell casters. I could sit for hours theory crafting squads, any many already have (looking at you, Vern!). The overall worldbuilding and story has a mysterious, spooky vibe which completely enthralled me, with various leads to follow and a great ending which left me content but also desperate for more. Of particular note is the lack of a quest journal; you have to take your own notes in conversations and use various letters and notes found to piece together events and hunt down leads. I personally loved this because it made me feel more engaged and made me concentrate on the various conversations with NPCs. To conclude, this is by far my game of the year (and more besides) and I cannot wait to see what Hannah and Joseph do next. Massive thanks to themselves and the wider community for all the support I've received with the game.
Як аматарка партыйных РПГ, я вам скажу, што для мяне гэта гульня 11/10. Я шчыра ўражана, што настолькі масштабны праект стварылі ўсяго два чалавекі З аднаго боку вельмі гульня даволі традыцыйная, кожны другі прыгадае пра вайбы РПГ канца 90-х пачатку 2000-х. З іншага яна максімальна імкнецца не ісці па пратаптанай сцяжынцы, размаляванай жоўтай фарбай. Настальгія і новыя нейронныя сувязі, што можа быць лепш для «гульцоў са стажам»? Я не магу сказаць, што яна звыш складная, але гэта гульня вельмі прапрацаваная і насычаная. У ёй варта быць уважлівым, не спяшацца і выкарыстоўваць мазгі, і тады вы атрымаеце сапраўды асаблівую прыгоду. _______________ As a party RPG enthusiast with many years of experience, for me it's a game worth 11/10. I am amazed that such a massive project has created only two people.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $8.9M | 13.3K | 87% | $29.99 | |
| — | 0 | — | — | |
| $17.4M | 26.1K | 88% | $29.99 | |
| $5.4M | 10.9K | 92% | $19.99 | |
| $134.5K | 921 | 70% | $7.49 | |
| $932 | 5 | 80% | $8.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $505K | 2.1K | 89% | $14.99 | |
| $504.9K | 2.5K | 92% | $7.99 | |
| $504.7K | 1.2K | 94% | $9.99 | |
| $504.4K | 354 | 79% | $39.99 | |
| $504.3K | 708 | 55% | $19.99 | |
| $504.3K | 1.7K | 94% | $12.99 |