
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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% | 955reviews | 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 116 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
A hauntingly beautiful gem. A two person programming team is impressive. Music is phenomenal and the game is like nothing else. I would love to see more.
The village of Din Varens disappeared on the frontier island of Invioma. Unable to deal with both the mysterious disappearance and invading forces from an opposing household, the leader of Invioma's outpost town recruits four guards to investigate. A thoroughly esoteric adventure, Banquet for Fools omits many of the modern staples of video games, including a quest log, quest markers, repeatable dialogue, or even a thorough explanation of all its gameplay mechanics. To put it simply, it's a game for CRPG sickos. The four guards who depart for Din Varens are accustomed to putting down the occasional lawless bandit, but their quest will have far-reaching implications for all of Invioma. Narratively, Banquet for Fools is set on the paganistic island of Invioma. Centuries prior to the start of the game, Invioma's pantheon of gods killed each other in a cataclysmic event known as The Silence. In the years following The Silence, the occupants of Invioma became increasingly reliant upon paganistic traditions, relying upon the goodwill of local shrine deities, and the mystical arts of witches and dryads. Invioma is struggling, with much of its future reliant upon the successful harvest of a cash crop like spice. Thus, the disappearance of Din Varens, a farming village, is of major concern to the rest of the island. The four guards who get recruited at the start of the game are effectively nameless soldiers with no background of note. The player can either customize each one's stats, archetype, and appearance, or choose from a few pre-made options. Unfamiliar with the RPG system of the game, I chose one of the pre-built parties. The island is rampant with people who have turned to banditry during the recent hardships, which creates a fun roleplaying incentive for the party who serve as both investigators, as well as local bounty hunters. Banquet for Fools will either be a game one deeply appreciates for its lack of handholding around quest design, or immediately bounces off of out of frustration. The developers give the player a free-entry notebook, as well as a way to take notes mid-conversation, and they expect the player to use it. There are no quest markers in Banquet for Fools, nor are there any mechanisms preventing you from just dropping a quest item somewhere in its relatively large open world. When you speak to NPCs, they'll talk about problems they're experiencing, but you never get an indication a quest is being given. The NPCs also won't repeat themselves, so if you speak to someone and they mention that a bandit was seen fleeing east, you had better make a physical or mental note, because they won't provide that clue a second time. What impressed me was how much lore was packed into this game developed by only two people. The player may notice that none of the islanders eat meat, which is explained in a small side-quest later in the game, or have questions about why there are so many undead roaming the land, which is similarly explained to players who investigate thoroughly. Banquet for Fools presents a satisfyingly grand narrative, which sees the guards travel to the far ends of each side of the map solving the problems of the locals. In each town, the guards discover hints which point to a grand conspiracy at play on the island. The game even deviously offers a false ending to players who fail to piece together the full picture, and deduce how to avoid the worst fate. The gameplay of Banquet for Fools is a hack-and-slash style CRPG, which emphasizes party-based synergies. Combat is similar to a real-time-with-pause approach to combat, where things are happening rather chaotically all at once, and tends to favor flooding the screen with enemies. The player can actively control any of the guards, while the other three act autonomously. The party AI tends to be pretty competent, meaning it is not necessary to aggressively micromanage the entire party during combat. The combat system went from feeling punishingly damage-spongey, to difficult, to extremely easy as the party gained experience, and my understanding of its RPG system deepened. While the game does feature a guidebook with some of its mechanics explained, much was learned through trial and error on my part. In particular, I failed to appreciate early on how vital the "passive" skills which influenced combat were, like music, summons, and befriending would end up being. Similarly, the player's ability to equip weapons with magical effects is also contingent on a skill tree, which I did not invest enough into early in the game. There are several tactical abilities the party has at its disposal to kick, charge, or immobilize enemies in combat, which add some complexity to combat, as these are used to break enemy formations, or lower their defenses. These abilities, plus many others, are unlocked via a party-wide techniques tree. Critically, the player can unlock "rallies" from this tech tree, which let them attack enemies with a QTE that can deal more than 10x damage, and chain together with other guards. The system is one which allows for a nice bit of variety in combat, as the player weaves in and out of enemy attacks, while trying to build up their resource bars for big damage retaliation. The social skill trees were a bit lackluster. Lockpicking plays an important early game source of resources, but quickly falls off once there are no more locks to pick. Sneaking has virtually no utility at all, and the game provides enough coin to make Bartering a bit optional as well. One aspect I'm a bit mixed on is Banquet for Fools' approach to leveling up. During level up, the player can choose three skills to enhance, with the skills used most frequently getting a bonus. For example, if the guard used a short sword a lot, they'd get a +4 to that skill on level up, rather than a +1. In practice, this made it a bit challenging to level up auxiliary skills, like bartering, as the combat skills were nearly always the ones with the biggest potential level up bonuses. While Banquet for Fools is not flawless—in fact, there were several UI glitches during my playthrough, and a couple of instances which forced me to reload—it's an incredibly ambitious project achieved by the development of just two people. It repeatedly scratched that puzzle itch for me, where I was re-reading notes to try to figure out how to open a door, or track down an NPC. While combat was a bit confusing at first, it quickly became apparent how one could lean into certain mechanics for an edge. Overall, I would recommend Banquet for Fools, but I know with certainty it won't be for everyone. For many modern gamers, it may leave a bad taste in the mouth; however, for CRPG fools it's more than a meal, it's a banquet.
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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
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.
Criminally underplayed game. It's a masterpiece, flawed yes, but a game as ambitious as this is gonna have flaws. Will definitely look out for more work from the devs. 9.5/10
Одна из самых сложных игр в которые доводилось играть. Толпа странных эльфов беспощадно колотит всю живность в на острове, не щадит ни крабов, ни птиц, ни осьминогов. Все будут покараны по имя пеппуры и Дома Лазурь. Сложные головоломки, от которых у меня дымилась голова, сложные из-за своей непонятности и неоднозначности. Периодические баги связанные с установленным русификатором. Однако есть в Банкете то, что сейчас не часто встретишь в других играх - атмосфера. Эльфы, волшебство и тёмные боги. То, что надо. Так что советую. Скор 813 - если кто-то смог дойти до конца :D
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.
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.
this game rocks. reminds me of classic crpgs like fallout 1/2 while at the same time having a beautiful art style, unique combat, and a very interesting setting. the only thing I didn't like was that combat occurs way too often, lots of small encounters everywhere that get a little annoying after a while. other than that, 11/10.
What can I say? This is my second CRPG after Pillars of Eternity, which bored me. This game is amazing, the world and atmosphere itself is so enchanting, it's worth it alone. Aside from that, almost everything seems to work, sense of progression is there (beginning is tough), fun is there, exploration is there. Make sure you take notes from the beginning, and that you pin stuff on the map, game doesn't hold your hand at all. Also make sure to check the techniques panel, I realized it existed embarrassingly late in the game. After that, everything improved a lot. Anyway, it's incredible what a few developers can do. For the price, this is a steal.
Love the systems in this game , and the comfy feel of the art style is perfect for the fall session. Exploration is a joy and the world is cohesive and immersive.
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Where this game's players are, estimated from review languages.
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