
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.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Sep 15 → 0.5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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% | 956reviews | 90% | — | $506.7K |
| $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 116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
class
A well polished, very unique indie game. Cant go wrong if you like old school crpgs.
Banquet for Fools is one of the most unique games I've ever played. I come from a background of MMO's and never necessarily played any CRPGS so this would be my first one and I think I fell in love with the genre or at least this game. There is no handholding and unless you look at the guides other players have wrote you are going to have to work out how the systems in the game work out on your own. No quest log so you have to write down notes for yourself to make sure you remember what you're doing or note lore / important information on your own. The world and lore is the standout for the game where you have to work out the world and lore on your own and for me and I feel like most other players is going to be the standout. I hope the devs continue making more games within the world and I wish them the best for such a unique experience.
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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 116 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[RU] Невероятная игра. Очень понравился лор мира, который игра не пытается разжевать - он просто есть вокруг и погружаться в него через диалоги и (!) механики игры - огромное удовольствие. Отсутствие квест маркеров и вообще стиль игры давать игроку делать что хочется тоже как глоток свежего воздуха на фоне рпг последних лет. Особенно забавно было её проходить, когда отсутствуют полноценные гайды/прохождения - загадки, квесты и тд приходилось разгадывать самому (и это было классно). О минусах даже говорить, не хочется, потому что это вау. Разработчики просто гении 10/10 [ENG] I really loved the world's lore — the game doesn't try to spoon-feed it to you; it's just there around you, and immersing yourself in it through dialogue and (!) the game mechanics is an absolute blast. The absence of quest markers, and the overall design philosophy of letting the player do whatever they want, feels like a breath of fresh air compared to the RPGs of recent years. It was especially fun to play through it when there were no full-fledged guides or walkthroughs available — I had to figure out the puzzles, quests, and everything else on my own (and that was awesome). I don't even want to talk about the downsides, because this is just wow. The devs are geniuses 10/10
This is good ♥♥♥♥. I love the atmosphere. the art style and music is phenomenal. Combat is punchy and satisfying. if I had to make a complaint I would say the lack of direction and explanations and focus on finding things out yourself can make things a bit difficult figuring out what works and how but that's a skill issue on my part tbh. i'm also indecisive so the character creation menu is probably going to be burned into my brain for a long, long time.
Masterpiece. Scratches the same itch that Outward scratched so well, for over 600h (ignore what Steam says). First and foremost, the combat is really innovative! It takes cues from action games, so your positioning, blocking, attacking and timing matters a lot - but your followers also do their own stuff, and a lot of fights are relying a lot on being smart, such as pinning down an opponent so your high-dmg guard can take it down. Some enemies huddle up, so you wanna charge into them and break their little huddle up. Things like that. While the map shows where you are - you have to mark stuff on your own, and you can draw whatever you like as well. Directions you receive, quests, information - you better memorize it, or jot down using the game note taking tool. That's right - there's no quest logs, no elaborate storytelling in questlogs and what not. You take quick notes during conversations, of whatever seems important, and then later - you organize those little notes into better managed notes. You can pin those on your main interface if you'd like too. I haven't figured out if I can draw in my notes, but I wouldn't be surprised if yes, or it comes with an update. There's some crafting happening too - its basically replenishing your ammo and consumables, but all I've seen is from the demo and whatever little I played of the main game so far. UI is completely customizable. You can make your own spells - not quite as elaborate as TES, but still lets you choose parameters of the general equation. All in all, a fantastic game. Must be the first game in like 8 years (except Doom) that I didn't wait for sale and just paid for in full. Looking forward for more stuff from this team!
Hi. I didnt enjoy this game. I played it for 6-7 hours total, most of which was character creation (had trouble settling on a group mix). The combat system was tolerable but what I really hated was the way quests had little to no guidance. You even have to write your own notes, when you accept a quest its doesnt copy the description into the journal for you. You have to do it yourself. Its also pretty vague with its directions. I remember the quest to get the chalk rubbings for the Witch the only guidance is 'go north east of town'. So I headed that direction and there was three exits in that vague direction. Exit one was a bit more northerly, exit 2 was more North East and exit 3 brought up a message saaying it led to the light house. So I went with exit 2. Exit 2 led to some sort of cave system. No clear indication I was in the right place. I explored the first section and saw no clues, so I decided that was enough for me. I uninstalled the game. The devs give you a hint that one path leads to the light house, why cant they do the same for the Witchs quest? A simple message coming from one of the characters saying 'The tablet the Witch wanted should be here somewhere' would have been rnough! I played Morrowind, Daggerfall and most of the Elder Scrolls series and it was never this bad for directions! I want my money back! By the way, Steams policy of 2 hours limit before they will Refund is truly ridiculous, thats not enough time to figure out if I like a game. In this cae its not even enough time to make characters!!
Very enjoyable RPG experience, this adds to my top reasons I play games.
Really fun mix of a brawler/beat-em-up mixed alongside a cRPG. Takes a while to get into but so far it's been really good, can highly recommend.
The claymation-inspired art style is intriguing, and the format reminiscent of old-school CRPGs from the Baldur’s Gate 1 and 2 era initially evoked a sense of nostalgia. However, rather than feeling like a deliberate commitment to an old-school design philosophy, the game’s tedious combat system and unhelpful tutorial ultimately make for a frustrating experience. I can’t understand why it chose to pursue a D&D-like character creation screen and skill/stat system when those elements don’t seem to contribute much to the actual experience. The combat is repetitive and monotonous, yet there are so many encounters that it quickly becomes a chore. On top of that, the game provides far too little basic information about how its systems work. This isn’t hardcore design. It’s simply failing to explain things that need to be explained.
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Where this game's players are, estimated from review languages.
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