
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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Every market we collect.
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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 951 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Janky as ♥♥♥♥ but hilariously fun with friends. Playing with a full 6-person group is chaotic but fantastic.
freg is freg
Wow, what a breath of fresh air this game is. LOVE IT!
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Latest in each market: best AU #73, worst US #86 · 3 markets collected
US · last 30 days
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 951 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you like Morrowind or Oblivion, and you're sick of Bethesda's "it just works" philosophy or just need something new in the same genre, this is a must get.
I don’t need Todd Howard anymore.
I was going to write a meme review about this game because it's wonderfully broken, but I have been having a blast so far. Within 2 quests from the same NPC, you get 2 houses (which needs to be spread out). However, I found an interesting gameplay loop; I'm weak and ineffective in combat. I kill weak mobs for sellable parts. Use the money to buy gear and store extra food resources, valuables, and rare potions in my house. What would make this gameplay loop more interesting is if there was an option to drop loot on death, which would make the storage houses more valuable as a base to the player, and maybe lite survival mechanics, where you're forced to survive in a world that wants to turn your body into a WW2 battlefield. I know it's early access, but it's precisely this gameplay loop of surviving and becoming stronger that caused me to write this review and recommend this game. I cannot wait for the full release of this game and I am looking forward to every single update
Stop me if you've heard this one before: you -- selected from races including "proud northern warrior," "magical half-breed," "imperial merchant-class," "water-breathing lizardman," and cat -- show up on the docks after an otherworldly being psychically reaches out with a prophetic vision. A small tribunal of new Gods aims to insert themselves prominently into a world that previously featured a more numerous and now-distant pantheon, while eliminating a more different panthon of demigod beings that more directly intervened in people's lives. You set out on a quest to find the instruments of pain needed to delve underground and defeat a long-forgotten adversary attached to a mysterious and primordial source of power. It'd be reductive to say that Lantern's got a little Skyrim and a little Fallout in it, but I think they did more exercising (usually) excellent judgment and throwing out the things Morrowind did wrong -- that everyone agrees the game did wrong -- and replacing those parts with things that work. So it's more close to Skyrim's leveling system with Fallout's perks and points to dump into skills. At certain points while playing, it was "save points for later when I'll need them to do <x>" where x was unlocking some door or accessing some perk I wanted. As the game began to open up, I started saving points to pump skills I wanted to have more of. You could theoretically save points to shore up things you want but don't participate often. It's nice that parkouring through the world giving you levels through Acrobatics and Sprinting doesn't count against you with combat abilities, having a pool of points every level adds a lot of flexibility. I say "usually excellent judgment" because the number one pain point of the game is quest navigation. The drop-down box to enable quest markers not only doesn't enable quest markers, but also finger-wags you with a permanent Dunce Hat. Haha, funny, you got me guys, nice one. Except the game really cries out for SOMETHING. The game doesn't give you quest markers, but then also doesn't give you good navigation instructions to where you're going. One early quest I never got around to finishing was getting not-Patches's ring back from his cave full of Eyeless. It's on the west coast of the island, he specifies in the dialogue to start the quest if you need to veer north or south once you get to the west coast. It's not specified in the quest information in the menu. You can't select that dialogue option again to repeat his instructions. The only way to figure it out is either restart the game and listen to that dialogue again, or watch someone else play through the game. The post-Visions main quest bits that the oracle lady gives you are equally cryptic and not listed or written down anywhere I could find: if you want a reminder, talk to her again. If you're going to patronize me for asking for quest markers, fine, but give me SOMETHING: verbatim copies of quest dialogue, detailed directions, names of important landmarks so I can stumble upon it and say "was this the place that quest wanted?" and then go verify it precisely. Give me something and stick it in the quest log, and do it early, and do it often. I can't tell you how many times I'd find a new place, poke around for a minute, and second- and third-guess whether this was an actually important to a quest I either had or would get eventually, or if it was just flavor, only to teleport out and realize my mistake hours later when it was already too late. Also, early on I made it a habit to mark all the safe beds I came across. The game is so dark at night that you really want to be operating between 4AM-9PM, even with a lantern. You kinda start the game by venturing as far as you can go while still being able to double-back to town, then you get a spell to fast travel back to town and just go until nightfall, then you find more beds and go from bed to bed, crack of dawn to night. It wasn't until later on in my playthrough I just started bulldozing through night cycles to get where I was going. That said: you can only have five custom waypoints on the map, and they're just "this is a thing I marked." I really would've appreciated something like in Hollow Knight, where some NPC sells you "bed marker" and now you can put a little bed mark on the map that ONLY shows up on the map. That way I can save my ever-persistent game world visible custom waypoints for important things and just mark "here's a quest guy," "here's a bed," "here's big enemies to avoid." At least then a lack of quest markers could be solved by being diligent and letting the player mark up their own map with points of interest. They started doing a better job of marking locations you've been to, but only after an update a few days after I started playing, and I'd eventually stumble into a lot of NEW LOCATION: [INTENTIONALLY LEFT BLANK] location markers where stuff is there but doesn't have a name yet. One thing I did expect was for the game to have a little Breath of the Wild in it: you could wait to do the tower at the end of your playthrough, when you're most equipped and you've taken care of parts of the final encounter by way of doing quests in the world; OR you could bumrush the final boss and deal with a harder fight at lower levels. Not only does that not seem to be how the game works, the day one speedrun route that would've enabled just that was aggressively patched out in a way that tells me the devs absolutely want you touching a minimum of this many parts. As it stands, you venture into the tower early, do an encounter that's not worth spoiling, and then THAT opens up not only a shortcut but access to more parts of the tower. I didn't realize until about 10 hours in that the first trip into the tower isn't the last trip, and I didn't realize until 20 that the upper part of the tower can be gotten to without abusing Fortify Jump. I was expecting goodies for being a good explorer, not a whole expansion to the tower I'd failed to stumble upon prior. Since the game is in Early Access, it was kinda hard to divine whether things not working the way I expected were my fault, the game's fault, or some fantastical save-load error where an NPC fell out of the world by accident, or killed themselves on a campfire. Some things became more obvious when playing around with collision off, I think a future repeat playthrough will be a lot smoother now that I know a little more of what makes the game tick and where more the secrets are. There's still whole areas of the game I haven't figured out how you're supposed to get to "normally." There's still quests I've finished by accidentally stumbling upon the answer ten hours after picking the quest up and failing to put together how someone was supposed to solve that intentionally. A lot of people have been complaining about game crashes and poor performance. I've had a couple crashes, but they're rare. I've had some stuttering, but it seems like I'm hitting some kind of load barrier or area threshold, because a lot of the single stutters I've had happen in the same place every time. My performance has been north of 60fps almost the whole time on a 6700 XT. and I even left Hardware RT on for the first day of playing because (at least in the early game areas) the performance penalty wasn't enough to make the game unplayable. I did get about 20+fps out of turning it off, and later areas, especially on top of the tower where you have long sightlines of complex scenes, start performing worse than the earlier ones. Overall: the game rocks. I hope they don't kind rid of ALL of the jank as they move out of Early Access. Being able to clip into the floor and levitate to the final boss to speedrun the game was exactly what I'd expect out of a game aspiring to be Morrowind. Still, when the performance issues are ironed out, and the NPCs stop immolating themselves on bonfires, the game's going to kick ass. I'll look forward to The Holy Fool too.
I might have hyperfixated a little. Just get it. There are worse ways to spend 20 dollars.
unoptimized slop.
I barely even started the game but I downloaded the latest hotfix, walked away for five minutes and there was another hotfix out. Devs out here working like their in a coal mine grinding for their daily bread. This games has already received more updates then payday 3 got in six months.
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