
A solo or co-op RPG inspired by Morrowind. Drawn by a shared dream, you awaken on an isolated island crowned by a silent Tower. Unravel the mystery of the Laughless Saint, confront the weight of human desire, and decide what deserves to be saved when the light beneath the world finally stirs.
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About
Lured in by shared nightmares, madmen travel to a remote island crowned by a silent Tower. No one remembers the journey.
The Lantern of the Laughless Saint is an open world RPG built around exploration and connection. You learn the land by walking it, following rumors, reading scraps of burned history, and meeting lost souls who wandered to the ends of the Earth, following the same feverish dream of a light buried beneath the Tower.
Somewhere in the depths is a theater with an empty stage, waiting for an audience. As you repair or ruin the lives of the island's inhabitants, the phantoms they leave behind take their seats in the audience. The more seats you fill, the more the island listens, and the greater the applause for your final act.
And if you don’t want to descend alone, you don’t have to. The entire game is fully playable in co-op: explore the island together, delve into the depths for treasures, and make the choices that will decide the fate of everyone on the island, and beyond...
A wild, ancient island to explore
Follow leads, find shortcuts into the Tower, stumble into side stories, and piece together what is real and what is mere delusion.
Open Ended
Most quests have multiple resolutions. Mercy, violence, compromise, deceit.
A large cast of bizarre characters
Many strange folk find their home on the island. A giant toad learning to read. An ancient skeleton who just wants to swim. A musician from a faraway land hunts for something precious. Everyone has a theory for why you’re here. None of them agree.
The Amphitheater
Your choices change the world. Treat others with kindness and generosity, and a trusted friend will take their seat in your audience. Fail or abuse them, and something darker takes their place. The House fills either way.
Visceral Combat with multiple weapon types
Punchy combat against strange horrors
Full co-op
Play the whole game together. Explore the world, share the spoils, and decide who you will become, because the consequences belong to all of you.
The Tower does not call the whole. It calls the broken, the wanting.
Fill the seats. Start the performance. Find out what is buried at the bottom of the well.
Engagement
Reviews
Themes across 967 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game so far!
AMAZING GAME NO NOTES I LOVE IT
wow!
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Latest in each market: best AU #73, worst US #86 · 3 markets collected
US · last 30 days
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 967 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you like elder you love dis
some bugs here and there, especially in coop. nothing game breaking that ive seen yet, mostly cosmetic, like half of my beard disappearing. game would benefit from a "help im stuck" option in the menu. nonetheless I have very high hopes for this game and love the style
This has been everything and even more for an elder scrolls like game with built in multiplayer !!! I recommended this especially if you have some people to tag along on then journey!
Absolutely Incredible. It feels more like an Elder-Scrolls than Skyrim by a huge margin, and possibly Oblivion. Cannot recommend enough. The gameplay IS MW meets Oblivion with a mix of fallout stat and perk distribution on level. This game is an, Elder-Scrolls like, in the same way you'd call something a faithful, souls like. When I first held the pickup button and instead grabbed the object, I knew this game had passion for the series. Scattered across the world are several multi-page fiction and non-fiction books. I found myself reading the books and collecting at my player home instead of selling. The lore is interesting, the first time I looked up at night... Zero fast travel by default, but an option under Accessibility can change this (or Magic can solve your problems). Zero loading screens outside of fast travel. The first time I saw a cave and thought it looked like a standard Elder-Scrolls entrance, I was ready to load in. instead I just kept walking forward deeper into the cave. Tons of plants and Alchemy ingredients for an Oblivion / MW style Potion-craft. Spell-craft, just as broken (and fun) as ever. A few tweaks to the leveling system to make it unique. Freg. Please Devs Change this one thing(s): The radial menu for favorites and equip, is very annoying. the directional selection way to picky on M&K. For K&M please just give me cursor to select from that radial menu with instead, and hotkeys. This alone stands out as the most frustrating thing about this game, at least playing a wizard. Also maybe different colors for feather vs summons vs night-eye, maybe let us assign colors (I know they're based on related stat, so perhaps you could keep the primary color over a chosen secondary color)? Icons would be cool, but the color system works fine and is highly practical for modding, or iterating. An option to disable shown armor on companions. Fregs the best, but this chainmail ain't made for him
I have yet to play Morrowind, but this was still a very satisfying Bethesda-style RPG having played Oblivion and Skyrim. At the time of writing, I have completed the main quest with several still open (even if some are due to bugs), and more still undiscovered in the world. I played with a One-Handed build. The early access state and a few minor bugs made me skeptical as I began my journey, but I quickly became immersed, enthralled, and curious about the world through both natural exploration and character dialogue, even though a few give several takes of the same line or don't cut at the right moment. A certain butcher delivers a line without their fantasy accent, which caused me to suspect them later after being given a quest to find someone in town who acted differently. Even with these errors, each character has a distinct and interesting personality, typically eccentric in some way. The lack of fast travel encourages natural traversal and truly learning and familiarizing yourself with the map, spells taking the mechanic's place. As you explore you'll realize the map isn't as big as it seems at first, which proves to be a positive quality, being densely packed with purposeful locations and areas instead of large open swaths of nothingness. Almost every character has a quest to give, and the vague directions they give leave plenty for you to discover on your own. A side effect of this of course is sometimes there is a complete lack of clarity in solutions, certain puzzles or areas leaving you wandering aimlessly, not including when quest conditions fail to be checked properly. The game's systems are unrefined, but all show clear understanding and potential for their fully realized state. Combat feels dependent on player skill and resource management as it should, the ability to take even the toughest fights if you are good enough always open. Movement in combat can be abused, more easily so at higher Sprinting levels, though it never felt overpowered. Archery feels like you're chucking arrows rather than firing them from a bowstring, their arc dropping quickly over short distance. Leveling feels flawed in its current implementation, with certain skills like Swimming taking a very long time even in early levels, and power leveling lower or unfocused skills to dump points on level up into skills you actually want for better perks. Many perks had more interesting concepts than just numbers tweaking, though whenever a perk had a negative trait it always seemed too strong to be worth taking. Spell schools and learning are streamlined, easy to understand and utilize with spellcrafting being a very fun element to experiment with. It was very easy for me to make money selling loot to the merchant, quickly able to buy his best weapon which lasted me until obtaining a special dagger within the tower. The tower always looming over wherever you roam on the island acts as a permanent intimidating landmark and reminder of your objective, always subconsciously calling you to it, an effect befitting of the narrative. Acting as a background to the forests, beaches, mountains, and mushroom groves, I never found myself truly lost except among the sheer possibilities available to me. A welcome lack of loading screens (except for teleportation) make the world feel even more seamless and connected. The lighting beautifies the pixelated landscapes and environments, harsh lines seeming to simply fall away and allow viewing of the larger picture painted. Dynamic light elements can be jarring, your trusty lantern blinding you beyond its radius in more open dark areas as well as trouble seeing at night in general, the effect persisting indoors. Bright lights like explosive enemy spells or enormous enchantment particles can have a similar effect. Performance issues include always running a heavy load, sure to heat up your room with periodic loading hitches and temporary freezes at certain moments. Beyond that, I mostly ran the game at a steady framerate. I never crashed or softlocked my game. The current rate of updates and hotfixes being pushed makes this worth picking up in early access despite whatever bugs one may encounter, the game being more than playable with a developer that truly cares about feedback and realizing their own creative ideas.
I've played only split screen coop over remote play together so far, and I have to say a few things: Early on I respawed twice somewhere in the ground where I could not get out again nor die, I had to reload an earlier game. The AI stopped working many times and made enemies stand still to be killed. The performance is abysimal, I could get 25 FPS on ar RTX3090. The combat is clunky. In multiplayer, you can just attack each other and grind whatever weapon or armor skill you want. After you learn heal spell very early on, consumeables and sleep feel like an outdated tech. Playing in local split screen has so many bugs (anything where one player opens a menu is just broken and the other player effectively has to stop playing to not cause massive problems, if it works at all). Yet there is something in this game that makes me want recommend this game to everybody: The world. Exploring this island is magical. Especially in coop.
Awesome game, super active devs. The game definitely scratches an itch I've not felt scratched in a while
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