
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 2,402 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% | 932reviews | 89% | — | $506.1K |
| $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
I actually beat mechajammer, and I like the developers. This game OTOH, is a slog. Tedious. No, I am not taking quest notes. At least have a quest list somewhere. Mainly what killed it for me is the wolf lord quest. I have most of the map uncovered, level 18 characters, still cannot even get a dent in the wolf lord. Never ending overpowered wolves after I beat most of the forest map? F off. Sh#@ game.
The game is a stunning example of using free will for creativity. The world created by the authors requires special treatment, full immersion and thoughtful passage. The tools for this are perfectly matched - you will not find here any route indicator or other visual symbols and hints that are familiar to us, a quest log, or even an interactive world map that everyone understands, but instead you will get a terrible map drawn on paper and a direction - “follow east.” A set of scrolls for writing instead of a task log will allow you to take notes on your own, including right during dialogues. Without diving into the meaning of what has been said, you simply will not get anywhere in the plot, so we take out paper, pens, maps and go ahead - on a journey through Invimona! Another important point is that the game has not yet been translated into any language. As a non-native English speaker, I had to put even more effort into immersing myself in its world, especially after receiving the map I mentioned earlier. At that moment, I realized that navigating the game would be a real challenge. However, giving up was never an option. I had never experienced anything quite like this before, so I embraced the challenge. Armed with nothing more than a pen and a notebook for keeping track of quests, along with a translator for the more difficult conversations—I should mention that the game's language is exceptionally complex—I set off to explore the incredible world that awaited me. Special mention should be made of the game's atmosphere and soundtrack - meditative, as if recorded on specially recreated primitive instruments, mystical compositions immediately take you on a journey through an island lost in the middle of the ocean. I do not know how it was possible to create such a unique feeling from the game, it does not fall under the genres - despite the apparent gloom of the game and the characters that resemble dark elves or something similar, the game is not a dark fantasy - it has its own melancholic nature, which reflects the journey through a wild wilderness inhabited by ghosts and dangerous creatures, in the middle of the ocean and the mists of an almost uninhabited island, the real owners of which are the spirits of creatures that lived here for a long time, whose tombs we visit during our journey. Inside the game, small details such as the fact that you need blankets and lanterns, anti-ghost lamps and other supplies only increase the sense of the dangers of your wanderings. Together with the music, such nuances convey a sense of pagan fear of the wild, a sense of being lost among inhospitable, foreign lands. Among the musical compositions included in the soundtrack, there are two that particularly hooked me, whose names perfectly convey my feelings during the game - The Trees Will Watch, the unknown danger and esoteric wanderings that await you, and The Comfort of Walls – small fortresses that represent settlements and trading posts in Banquet for fools perfectly create a sense of security and comfort. A huge number of little things are designed to convey how fragile life on Invimon is, because the city is patrolled not only by guards, but also by spellcasters who use their practices to protect residents from ghosts and hang lamps against the dead and evil spirits. I also can't help but mention one small but clever detail: the bandits in the game are sent to the Island of Exile not out of mercy or humanity, but for a purely practical reason—to avoid creating even more vengeful ghosts, of which the island already has more than enough. Out in the fields, you can see slaves—former war criminals serving out their sentences on Invimon. It's a harsh and unforgiving world, yet it feels remarkably believable, making you want to spend more time exploring it. As for the game mechanics themselves, they are complex, engaging, and thoughtfully designed. The combat system is unusual and takes some time to get used to, but it should never discourage new players. You can master it within a few hours of gameplay—just remember to invest points in the tactics menu, and you will have no problems adapting. Separately, I would like to mention the almost cruel absence of any indication of the trees where spells can be created. I completed my entire first playthrough with only five spells because I simply couldn't find these trees and honestly believed they didn't exist. Of course, finding a tree is only the first step—you also need to make sure you have enough minerals to offer, allowing you to create the spells you need. At the time of writing this review, I have spent at least one hundred hours exploring Invimon, and I have no intention of stopping anytime soon. Thank you for creating such a masterpiece! I will be eagerly awaiting the new adventures that Hanna and Joseph will bring us. In the meantime, Topa-du, friends.
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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 116 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Incredible experience, I LOVE the art direction, aesthetic and graphics style. The combats satisfying and engaging. I will admit the game is intimidating at first. Use the note pad to jot down key points, keep stock of ammo for range characters and focus on picking skills tree points that focus on raising downed allies after getting the staples like kick, charge etc.
Game is really good. But my save file disappeared so...
Masterpiece. Scratches the same itch that Outward scratched so well, for over 600h (ignore what Steam says). First and foremost, the combat is really innovative! It takes cues from action games, so your positioning, blocking, attacking and timing matters a lot - but your followers also do their own stuff, and a lot of fights are relying a lot on being smart, such as pinning down an opponent so your high-dmg guard can take it down. Some enemies huddle up, so you wanna charge into them and break their little huddle up. Things like that. While the map shows where you are - you have to mark stuff on your own, and you can draw whatever you like as well. Directions you receive, quests, information - you better memorize it, or jot down using the game note taking tool. That's right - there's no quest logs, no elaborate storytelling in questlogs and what not. You take quick notes during conversations, of whatever seems important, and then later - you organize those little notes into better managed notes. You can pin those on your main interface if you'd like too. I haven't figured out if I can draw in my notes, but I wouldn't be surprised if yes, or it comes with an update. There's some crafting happening too - its basically replenishing your ammo and consumables, but all I've seen is from the demo and whatever little I played of the main game so far. UI is completely customizable. You can make your own spells - not quite as elaborate as TES, but still lets you choose parameters of the general equation. All in all, a fantastic game. Must be the first game in like 8 years (except Doom) that I didn't wait for sale and just paid for in full. Looking forward for more stuff from this team!
Banquet for Fools does pretty much everything I want from first glance: it's a mysterious and obtuse dark fantasy, with its own vernacular, emphasized by a beautiful mossy-diorama stylization. It's not too heavy on combat mechanics in the ways that fail other CRPGs, but still makes skill progression feel tangible and satisfying without ever losing the fear that immeasurable danger could be around every corner. There's just enough friction to make the obtuseness incredibly engaging, but never condescends you. I may be very much in love with it!!!
mince ! je n'avais pas laissé d'avis avant aujourdhui ! Ce jeu est excellent, une vraie pépite indé'. Ce jeu respire l'amour et la nostalgie des jeux des (A)(C)RPGs des années 90. La direction artistique, le gameplay, tout sonne juste et est agréable. Merci à vous deux (et à tous ceux qui ont aider au developpement du jeu). Great game
I only bought it because I thought it was a pure real-time-with-pause RPG; it isn't. The fact that any selected character plays like in an action RPG and it is not possible to let that character play according to the pre-set instructions, is not fun at all to me. I *only* voted with a thumbs down because of that. Game might be great, it's just not for people like me that like pure rtwp RPGs. Refunded.
Bão!
Very enjoyable RPG experience, this adds to my top reasons I play games.
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