
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 →
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 47 reviews with recorded playtime.
Reviews
Themes across 47 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
The game is interesting and piques my curiosity. However, the music is awful. It’s very depressing, sad, and musty—I just can’t stand listening to it. That completely kills my enthusiasm. Of course, you can turn it off, but the gameplay doesn’t really win me over right away either. I have problems to find the way (especially the witch in the south and the boat in the north), so I’ll stop after two hours.
A unique CRPG that seems to have come out of the '90s all of a sudden. From the absence of an automatic journal (take notes!) , to the bizarre world lore that will draw you in as it is revealed piece by piece, its particular animation style, which reminds me of some clay-mation movies, there's a lot to unpack in this indie game made by two (!) people. The combat is a real-time-with-pause where you can only control one character at a time out of four, with the ability to set tactics preferences for each, preferred spells and so on. While the in-game guide and the UI could have been better in helping new players understand some of the mechanics of the game, overall this is a fantastic experience for all cRPG lovers out there. Don't miss it!
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.
这游戏的升级系统根本就是灾难 The lv up system + character creation of this game is a disaster I recommand using cheating to progress the game
faz uma tradução em ptbr por favor, quero entender o jogo
Me compré este juego solo por el arte. Pero nunca pensé que fuera a gustarme más allá de su propuesta visual. El combate es rápido y original, la exploración es una locura [las primeras 15 horas son de lo mejor que he jugado jamás] y el wordbuilding es diferente a todo lo que hayas podido leer o jugar, lo cual se agradece. Se nota mucho el cariño que le han puesto sus dos creadores <3 Dicho esto. La historia se hace difícil de seguir, no tanto porque no tengas un mapa marcándote donde ir, sino por la naturaleza de la exploración. Y esta última también acaba por hacerse pesada. Se nota que intentaron arreglar esto metiendo pequeños eventos, secretos y mini-historias en los mapas. Pero el borde del mapa no tiene sustancia alguna. ESO SI. Aún con todo recomiendo mucho MUCHO este juego. Por atreverse, por su gran apartado artístico y por hacerme desear tener un rato libe para poder volver a jugarlo. 8/10
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!!
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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