
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!
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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.
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
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
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
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
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
I'm going to break tradition by giving this a quick review before finishing it. 20 hours in and I'm probably doing everything wrong but my goodness. A cheap little game made by just a couple of people has no right being this good dammit.
A spiritual throwback CRPG that stands out from its influences in more ways than one. I found some of the quest design and puzzles a little too hard to figure out for my tastes, but the intentional friction thoughtfully implemented was welcome. Would love to play this with a hardcover game guide. The fairly simple and tightly scoped narrative provides a vehicle for discovering the dark fairy-tale setting (reminiscent of The Dark Crystal). Once you understand the combat and it's departures from genre norms, it proves satisfying for the bulk of playtime, though I did find it a bit repetitive in the later sequences.
This is about the most annoyingly awkward game to try to play if you're AT ALL used to ANY kind of turn-based or ARPG game... ever... It's not quirky like personality, it's not fun quirky as in different and interesting... it's ANNOYING. Plus, you can't attack until some kind of bar is full, so everything is time-gated on your attacks so you spent soooo much time just walking around trying to avoid attacks while you SLOWLY build back up enough... purple juice to do one more attack. I'm all for the interesting art style... the characters are pretty damn weird though. Chicken feet? A lot of this game makes no sense at all and reminds me of the stuff people crank out when they are high. So, just to reiterate, it's not turn-based and it's not ARPG. It's just enough of both to be annoying and very, very slow as far as combat goes. Definitely not my thing.
Pretty fun game in a unique world. The story kept me engaged the whole way even if it sagged sometimes because I couldn't figure out how to advance it. Game rewards exploration and practically punishes avoiding it. My only complaints are that sometimes, especially later in the game, the NPCs don't give you enough direction (you have to take your own notes and label everything on your own maps), so sometimes you'll be told to do something and it's not immediately obvious where to go. And then in my opinion some of the boss fights are just stupid difficulty spikes.
Why cant the frogs talk?
Actual GOTY contender.
Absolute banger, certified indie gem, very challenging, but immaculate vibes.
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Trends
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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