
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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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 989 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
if you turn on waypoints you're given a dunce hat. summoning a skeleton blinds you, the game is way too dark, lots of jank. found a big hole in the world. Performance is a big oof. I'm a fan of no waypoints, I think games can be designed without them when done right, and people who don't like it can just look it up online. But I don't think the game gives you enough directions on where you're supposed to go (at least for the starting area). You're basically only given cardinal directions. A good example would be the shopkeeper who gives you a key to a house in town, his only description is "it opens the shack to the south, it's the place with a stool outside, can't miss it." I unfortunately missed it for like 30 minutes. I eventually found it, but it seemed more "southwest" to me. "Go down the road to the left of the tavern, take a left at the woman in front of the shrine, it'll be on your right. It's the one with the stool outside," would be a more helpful description. Also providing these directions in your journal would be a good idea, though maybe that's already in the game and I just missed it. Combat is janky but passable. It's too easy to do the "poke and run" attack strategy to avoid damage. I found these humanoid turtle enemies that were able to be exploited by strafing in a circle, making them unable to attack you while you just wail on them. I'd prefer if the game didn't have voice acting so that branching dialogue and extra roleplay value can be achieved with minimal effort, sort of like morrowind where voice lines were only used for idle/important chatter, but text was used for actual dialogue. Don't know why I spent so much time writing this, maybe I just really want another dev to make a proper scrolls-like and be able to say "♥♥♥♥ you, bethesda!" But I'll keep my eye on this, hope it turns out good.
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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 989 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
So far this seems really promising and fun. Early for sure, but the bones are there.
This game is cool and I'm liking it so far. It's a great homage to old school RPGs without feeling dated. I haven't really had any issues with stuttering or glitches too much yet. You can tell it's a project that a lot of passion was poured into. I am having one issue, though, that may be entirely a me problem. The world is very saturated, bloom heavy, occasionally very dark, and visually "busy". That, combined with the retro-style graphics and aggressively bright and large magic trail particles, actually makes it hard at times to even parse what I'm looking at. I feel like I hallucinate enemies or NPCs everywhere with all the "noise" in the graphics. That also compounds with some issues with sound design, I feel like certain things sound much closer or further away than they should. All together, I find myself getting disoriented very often. It's entirely possible I just have weird settings I have to play around with, but I'm excited to continue and for new updates.
Borderlands meets elder scrolls, i think this is well worth its weight for 17 bucks on sale pretty much at release.
great game with friends!
Fun game, the advertisement really didnt feel that wrong, the only reminder is that this is a indie game and of course smaller than an elder scrolls but still a LOT to do. I just finished the main quest and still had a bunch of side quest still on( I do find it a bit annoying that the main quest just "forces" you to do sidequests as a part of it), but still, the sidequest are mostly fun. The only real thing I feel like is it should give better directions other than "west/south/north/east of the tower" , its a big tower right in the middle of the map bruh of course its somewhere around it. Overall pretty solid, just need some bugfixes, hence the early acess tag
Told an alcoholic to drink water from a well and it ate him
It's an indie Elder Scrolls. One that plays it very close to the inspiration. I did NOT like Tainted Grail. That intro was boring and the aesthetic was lame. This however feels like Oblivion: Shivering Isles. (Not so much Morrowind.) In a good way. It's unique and goofy. - Quick intro! - I think the attributes and perks system is good. I was disappointed by the character creation being only the race, like Skyrim. - I love the map design. As you have a very clear(?) goal of getting around the big mountain to the tower. But you have a variety of routes to get there.
MORT YOU ♥♥♥♥♥♥♥♥♥♥♥♥ GIVE ME MY MONEY BACK ♥♥♥♥♥♥♥♥♥♥♥♥♥♥ BASTARD SHIVA TAKE YOU IN YOUR SLEEP
5 hours in the first day this game is amzing
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