
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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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Latest in each market: best AU #73, worst US #86 · 3 markets collected
US · last 30 days
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 975 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Quite possibly the most fun I've had playing a game in years, amazing gameplay, great community, and a blast with friends. 10/10.
Incredible I'm in love. Every detail enthralling such lovely lovely details and lore. Play this beautiful dance.
Definitely a scrolls like, love it and cant wait to see it fully polished (as much as a scrolls game should be)
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $778K | 955 | 70% | $24.99 | |
| $777.9K | 2.3K | 72% | $15.99 | |
| $777.8K | 1.4K | 89% | $8.99 | |
| $778.6K | 1.2K | 75% | $19.99 | |
| $778.8K | 1.1K | 78% | $39.99 | |
| $777.2K | 1.7K | 56% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3M | 4K | 53% | $29.99 | |
| $2K | 8 | 88% | $11.99 | |
| — | 0 | — | — | |
| $0 | 0 | — | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
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 975 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ITS A GOOD TIME.
Placeholder
I like it.
Got deep into the first dungeon and fought a boss pair, drank a acrobatic potion that caused me to jump to the ceiling and dive into a lake nearby. Very fun.
Solid experience throughout. World design is interesting and enjoyable, cool spells, and fun to explore. I was compelled to keep coming back and checking different nooks and crannies and still most certainly missed quite a bit, I think this is an overall well done but definitely still early access game. I would love to see a few changes before this is fully released, but I think this is an easy recommend in current state for the price point. Recommendations for devs: 1. Differentiate humanoid enemies by how they interact with you and the world. Right now there are basically three options, spell-slinger, archer, and melee. The spell slinger runs and shoots spells at you, the archer runs and shoots but switches to melee if you get close and they have a weapon, the melee runs straight at you swinging. Combat becomes repetitive because different creatures follow these same pre-determined patterns so it just feels like you are fighting the same reskinned three. Vultrilla and some of the more formidable enemies are outliers and are appreciated for this. 2. Further develop the ruins around the map. Most ruined towns/settlements feature the same patterned buildings/structure in similar colors. This makes them feel like the same location rather than separate ones. In addition, some of the setups feel less like towns than walls copy and pasted. They don't feel like they were ever livable spaces. Restructuring them and recoloring them to give the ruins a more unique identity I think would go a long way. 3. The difficulty curve needs an adjustment. After around level 20 as long as you found or murdered your way to a decent set of equipment, nearly all encounters feel very easy. I basically bulldozed my way through 25 levels of gameplay with a lot of armor and a two-handed weapon, rarely really needing to swap out either. Spells I tried did not feel as impactful as just beating everything to death and coupling that with invisibility. Adjusting AI behavior for species differentiating them or making higher level stuff more threatening with the tools they have access to would also help with this.
This game is fantastic
They say a wizard is never late nor is he early, he arrives exactly when he means to. Well, this wizard should have taken the scenic route home. So why do I recommend this to other players? Because this game has really great bones and we're still in early access. I have followed The Holy Fool on TikTok for a long time now, so this game has been on my radar. I bought it as soon as it was available because I believe in the project and want it to succeed. In that spirit, here's my review of the game after just under 20 hours of playtime. -User Interface As I stated, this game has great bones and the UI is a good representation of that. There's a lot of work needing to be done, but it works as it should. It seems to be inspired by SkyUI, so seasoned Skyrim modders will find their way around very quickly. Everything is responsive, especially after the first update. It used to freeze on certain screens for extended periods of time, but that has been thankfully fixed. No more sitting in a merchant's barter menu for ten minutes to sell two items. I don't have much else to add here. -Combat Being inspired by Elder Scrolls, this game follows a lot of those games' design. However, it needs a lot of polishing. The game is trivial if you equip a shield. All you need to do is block and strike when the enemy isn't actively attacking, and you will destroy everything. I've dropped fully armored knights and giant beasts that were four times my level because of this. Enemies seem to be stuck in the same single-attack/pause loop that makes their movements predictable. Block, strike, strike, strike, block. You'll do great. The difficulty slider behaves like an ES game as well, so it's honestly better to leave it low, or else the game will be too grindy. Magic users are more annoying than they are challenging, as they have strange kiting patterns that even cause them to miss a lot of their spells. Using spells yourself can be slightly irritating, because it feels like casting in Morrowind, but enemies aren't stuck on a four-way axis like they were in that game, so you'll need to lead your shots a lot. Enemies run on more than my sentences. -Environment/World This is where the game really shines. The development team behind this have a passion and you can see it in their world. Even with the dated graphics, I find myself walking around and gawking at ♥♥♥♥. It's either an amazing set piece, or something completely unexpected that took me off guard. The Holy Fool on TikTok has a video series covering a lot of this game's lore and environments, and it's been a real treat seeing these come to life. I feel like I was there throughout the entire process. I can't praise this part of the game enough and I can't wait to see what they do with it next. -Graphics/Fidelity I can deal with the environment's art style, in fact I clearly like it. The characters and equipment however need a lot of TLC. The phrase and the group. The character design is like putting WoW characters in a PS1 powered blender. The equipment like armor and clothing look like they are painted on. This also shows up in the inventory menu, and sometimes if it wasn't for the detailed item descriptions I wouldn't know what I'm looking at or wearing. When it comes to graphical fidelity, this is where the team needs to spend most of its time. -Questing/Journal My biggest gripe with the game so far. Tip: make sure you keep a piece of paper and writing instrument with you when doing quests in this game. Mark down not only who you're speaking to, enter the map and mark down where you're at as well. My questing experience so far has been doing them ASAP in the same sitting, or risk getting a quest and never seeing that person again. I have about six quests in my log that I can't finish because I can't find who to turn them in to. Like Elder Scrolls games, you can start quests halfway through or towards the end because you're out exploring. This is a problem without quest markers. Markers are in games for a reason (yes you should be able to turn them off), just like the yellow paint. Accessibility features aren't just for "filthy casuals". I for example don't need yellow paint in games, but I do like quest markers. It's one of the very few reason Elden Ring isn't a 10/10 for me, it's too easy to lose track of NPCs and questlines. Lantern of The Laughless Saint follows the Morrowind quest philosophy. The difference is Morrowind has a detailed journal complete with a glossary you can fill out by talking to NPCs. This game should add that function or quest markers. I would be happy with either. -Audio I don't have a lot to say about the sound profile of this game. Everything for the most part sounds fine. I would like the menu sounds to fit better with a fantasy RPG instead of space sim, and I believe every game should have a footstep volume meter (like Morrowind by the way). Otherwise it sounds fine. -TL;DR Game is good. Game still needs work. Support developers.
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