About the Game
Story
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.
Party-based adventure

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.
Combat
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!
Skills
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.
Character Advancement how you want
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.
Intercessions
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.
Songs
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.
Pagan Spells
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.
Rogue
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.
Field Kit
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.
Guard Duties
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.
About
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.
Screenshots
16 imagesVersion Information
Steam Patch Notes
Official update history
UI
🌱 Pressing the Escape key during character creation will open an option to return to Main Menu
🌱 Added text for rallies in Guide menu in the Attacking section
🌱 Fixed a bug where pinning a journal note then re-ordering notes and opening and closing them can swap pinned note on dock
🌱 Fixed bug where fists where sometimes showing 0 weapon condition if swapping weapons after a weapon was equipped
Updates
🌱 The spell effect Spore Cloak now leaves a faint image of the guard behind (along with their shadow) to make them easier to find/select while under the effect
🌱 Fixed a river water visual issue in the Southern Pass map
🌱 Brightened art for interactive wheels/cranks for cellars and gates
🌱 Removed incense globes from Calin’s Cart (Dura Mare reeve)
🌱 Fixed visual issue with Fairy-blessed robes for Pasaarens showing boots
🌱 Fixed a typo in guard’s discussion about crop goblins in Din Varens
🌱 Fixed an issue that resulted in a Volling death animation playing slower than intended
🌱 Fixed issue that could occur with rally chaining shroomer heart if second attack is a pocket rally
🌱 Fixed bug where blocking could end a down state early (the get up animation is just a visual and can be interrupted with it)
🌱 Adjusted the pricing of all the grindable gems to better reflect mineral value
🌱 Fixed a bug that could result in a Volphin offering assistance as Padurii bait
Controller
🌱 Fixed an issue where button to open combat dome needed to be pressed twice after interacting with world objects
🌿 fixed an issue that prevented the Conversation journal note from being opened within the notes menu
🌿 fixed an issue that could result in the necromancer's circlet not working during her ambush cinematic
🌿 Fixed bug where Field Kit was not closing when Level Up menu was open
🌿 Fixed some typos for item descriptions on guard docks
🌿 Fixed bug with chest in Inela’s Eastern Pass that spawned items in unreachable area
🌿 Fixed issue in notes menu where you could drag to re-order Conversation Notes scroll
🌿 Fixed some instances of land creatures deciding they could try swimming
🌿 Fixed some instances where enemies rotated quickly at the beginning of combat
🌿 Updated the Stonewood armor description to display length in realtime seconds and clarifies “wearer” as the recipient
🌿 Fixed issue where imps were spawning in shrines and Vol trees in New Game mode
🌿 Fixed issue that could occur with encountering Volphins for the first time if they got too close to boat
🌿 Adjusted some of the pagan robe armors
👊🧚👊
🌿 Adjusted the mother padurii and some other NPC’s spell potency to compensate for the vine wave changes
🌿 Adjusted of weight of Dracul’s sword
🌿 Fixed the Allure song effect to correctly only manipulate a spell summon or bound summon
🌿 Fixed a potential damage inconsistency with the spore bomb spell effect on detonation
🌿 Patch 1.1043
🌿 Fixed issue that could happen in Stonebridge after knocking out bandits where resting resulted in black screen
🌿 Fixed bug where hair stylist could be blurred after talking to Menestral
🌿 Fixed bug where exiles weren’t showing on Exile Island if purses weren’t turned in
🌿 Updated occult wand tooltips and damage feed information
🌿 Hotfix 1.10431
🌿 Fixed a potential black screen when repeatedly saving and loading in specific scenarios (introduced in 1.1)
🌿 Fixed an imp rat Treasury mode faction issue resulting in NPCs aligning with them, as well as prevented imp rats from potentially spawning from shopping
🌿 Updated demo
🌿 fixed companion pathfinding issue that could occur when they are trapped
🌿 fixed Shroomer Fat targeting behaviors to lay of the party leader
🌿 fixed an issue when using a controller in character creation when selecting randomized names
Hotfix 1.1041
🌿 Fixed damaging spells being able to break environmental objects that should require a directional hit
Changes
🌿 Updated credits videos
🌿 Updated visual for urns containing important Lachovinian treasures
🌿 Fixed an issue where turning in Banana Curry to Aven Dura blacksmith while curry is in belt could result in an issue where curry does not leave inventory correctly
🌿 Fixed a typo in the Moonstone Ring effect description
🌿 Fixed a bug where bandits could stay sleeping through combat in West Ruins fort
🌿 Fixed an issue where the character designated group head in the tactics menu wasn’t always keeping head status when dragging new characters into group
🌿 Updated Vine Wave to proc every time vine visually collides with target(s)
🌿 Fixed a bug where spells that reduce target’s health were showing a different number in Spell Effects listed in spellbook description than in the description and removed the redundant spell effect listing for clarity
🌿 Increased range of Reaper greatsword from 1.25 to 1.6
🌿 Fixed bug where using Siphon Spirit on summons with Stun mode activated would stun instead of kill them
🌿 Fixed bug where a character could return to the Forten even if their cage wasn't unlocked on the mountain
🌿 Summons cap is reduced for spells that summon more than one Vol creature at once
🌿 Fixed visual issue that could occur with Sea Monster fight when charging tentacles could cause them to fall down into the sea
🌿 Updated the water foam visuals on several western sea maps
🌿 Fixed a bug where Vision Increase buff icon showed orange instead of green
🌿 Updated walk/run animation fidelity for some of the Yeti weapon animation sets
🌿 Fixed an issue with some breakables not being affected by spell damage
🌿 Fixed a bug where hairstylists were incorrectly charging emeralds for same hair color
🌿 Fixed a visual issue where weapons could disappear until switched/used after paying for hair style changes
Controller
🌿 Controllers: Added functionality with right and left trigger to move inventory items from one guard to another more quickly
🌿 Controllers: Fixed issue where spell and song book entries could lose focus after moving an item in the inventory while book is open
Updates
🌿 Added notice regarding Volphin pods in games started before 1.1 after satisfying Volphin request
🌿 Updated seed description text in action bar to say throw instead of cast
🌿 Fixed an issue with small imps not attacking consistently
🌿 Fixed bug where Treasury menu wasn’t closing with Escape
🌿 Fixed bug where Escape no longer opened Settings menu in Main Menu after watching credits video
🌿 Animation for hair stylist playing correctly
🌿 Decreased health of shroom fat’s mushroom prison
🌿 Fixed issue where backward bird wasn’t displaying blood mask correctly
🌿 Update various Yeti animation fidelity
🌿 Fixed a collision issue in Forten Lazure docks area
🌿 Updated West Ruins tomb wall puzzle orientation to be more clear
1.101
🌿 Fixed bug where a certain achievement was not registering until second game load
🌿 Fixed description not showing for song Allure
🌿 Fixed an issue that could occur with Yeti model dropping through floor in Character Creation after opening the party generation menu
🌿 Fixed an issue that could result in the bomb larvae not exploding in the caves under the Falls
1.102
🌿 Fixed an issue affecting some players with specific end-game data preventing them from starting new games correctly
🌿 Fixed a controller issue present on the Treasury screen
Thanks everyone!
This update includes fixes for some issues reported, thank you so much everyone! This also has UI additions, fixes, and various balancing improvements. We’re gearing up for the 1.1 add-on update later next month, full of additions based off your feedback since launch, new cosmetics, armor visual variants, volphin travel, song and spell additions, post-game treasury menu add-ons and their steam-achievements, and some additional challenges!
Thanks again everyone, have a nice end of your week!
🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿🌿
Visuals
🌿 Fixed a visual issue with green gemstone earring model
🌿 Fixed issue where healed Forten guards could be standing on their beds instead of moving through their daily routines
UI
🌿 Added dock position locking functionality, button at top left with zoom/reset buttons
🌿 Fixed issue where sometimes action bar doesn’t go away after combat ends on portraits
🌿 Fixed issue with certain end game character walking wrong direction when leaving captivity state
🌿 Wandering Lady shrine prompts you to now only select jewelry
🌿 Fixed bug where fourth rally wasn’t showing extra bonus in timer display
Adventuring
🌿 Fixed an issue where charging and kicking white grevas could damage them while not in view of Sela
🌿 Fixed typo of Viorel’s dialogue when returning the heirloom
🌿 Aven Dura guards have more quip variation when they get up
🌿 Fixed an issue that could result in the guard’s Aven Dura house chest preventing item dragging with a “too heavy” message
🌿 Fixed soft lock that could occur with Bogda if returning head before discussing the fort with her in the West Ruins
🌿 Ending track “Land, Title and Wealth” only plays for a specific ending
🌿 Some powerful late game enemies have additional resistances and immunities to getting knocked down
Gameplay
🌿 Multihand left hand counts for songs with every other attack
🌿 Kick/Charge Together damage increased (strength dependant) +3 for each upgrade and +3 at base level
🌿 Added in a backup solution if hot key save file becomes damaged in a computer crash to avoid a black screen
🌿 Fixed some errors with M chip macs and mirroring texture graphics warnings
🌿 Fixed issue that could occur when leveling up after replacing character with Grigore in Forten Lazure
🌿Rally Multiplier is now applied only to Stat + Weapon + Buffs, and no longer includes Severity. The base multiplier and additional technique addons have been increased.
🌿 Increase cost of overpower in spellcrafting by ~2
🌿 Can no longer open spellbook, songbooks or field kits while boro bag is open or at a trader
🌿 Sculptor’s jewelry:Shroomer earring x2 reduction in armor penalty
🌿 Sculptor’s jewelry:Wolf adds kick to end of pinning as well as confusion effect
🌿 Sculptor’s jewelry:Greva earring also adds poison to every attack +2
UI
🌿 Fixed issue where shift-clicking or right-clicking ground item can cause inventory item to be unusable until another item is moved
🌿 Fixed some instances where there can be rally attacks where UI returns and game keeps going
Adventuring
🌿 Fixed a dialogue bug where party could have a blank response to Dioniso telling you only one guard remains to be found
🌿 Fixed various instances where some kills were not being recorded accurately in treasury
🌿 Fixed a potential issue where some summoned wolves could change factions to attack their summoner
🌿 Fix bug that could occur if a late game enemy is killed but their minions kill you after
Gameplay
🌿 Threadbare blankets used before normal blankets when resting
🌿 Fixed an issue where the game could freeze when using Kick Pummel against a summoned enemy
🌿 Fixed an issue where the Charge Together post-combat quip could be missing a second guard’s name when called out
🌿 Fixed bug where “Can’t bind while airborne” is showing instead of correct reason binding will fail
Form Up
🌿 Right clicking while holding Form Up hotkey will now break an active form up
Rally + chain
🌿 Added indicator to let you know to let go of mouse to start rally attack
🌿 Rally chain info for timing (when hovering over the guard’s weapon icon on the chain) now uses real seconds instead of in-game seconds
Visuals
🌿 Fixed bug where fleeing dolki remained in invisibility state even if attacked
🌿 Adjusted the sleeping position of the guard Filip at the Forten Lazure lighthouse
🌿 Fixed issue where sometimes stunned enemies could stand and fall again when out of view
🌿 Fixed an issue where the spell Corpse Nest's swirl icon could remain if reloading a scene if the afflicted character was still alive while loading
🌿 Fixed issue with kick timing where hit animation and effects were happening too early
🌿 Fixed visual where the splashes could remain behind from the Forten Lazure boat patrol in Stonebridge after giving you the boat
🌿 Fixed starting position for later Pavura dialogues where he was positioned incorrectly against a window
🌿 Fixed a visual issue where dynamic sea mist relating to a quest was not layering with guards and boat correctly
UI
🌿 Total weight now shown for stacks instead of individual weight
🌿 Fixed the cursor not displaying the correct dialogue cursor icon during some special events that change the NPCs that usually just quip without it
🌿 Fixed a potential issue with the local maps not showing/saving correctly for the caves under Forten Lazure for new games
🌿 Pinned notes and journal entries can now scroll like the game feed
🌿 Fixed a potential issue with the boro bag where a failed drag could leave behind the purple hover state square
🌿 Fixed an issue with boro bag where stacks were not adding to overall weight correctly
🌿 Boro portrait default position moved to bottom left
🌿 Fixed an issue where some world interactions could happen when hovering off screen when in window mode
🌿 Added Invisible spell status effect on portrait to reference
🌿 Updated silent status effect color to be gray instead of orange
🌿 Changed in-game save time to be more accurate for new saves
🌿 Fixed a bug where leader could not be selected with hotkeys if hovering over UI elements
🌿 Vaha’s ethereal fist blessed rings now show how much + damage they are doing
🌿Fixed unintentional line that could be drawn between last cursor position and new position when making spells
🌿 Fixed some issues where map drawing wasn’t working correctly in caves and tombs under Forten Lazure and transferring to Invimona maps
🌿 Fixed issue where Harmony buff did not update evasion buff if it was unlocked/upgraded during an active Form Up circle
Audio
🌿 Volling voices play equally in Left/Right channels now
🌿 Fixed a bug where Semizen stops playing during intercession crafting
🌿 Fixed a bug where Gems for Trees could stop playing during spellcrafting
Adventuring
🌿 Geofri has found his courage and now attacks during combat while being a guest in your group
🌿 Mihal now has additional dialogue if you speak to him after leaving the mountain
🌿 Can click through cafera animation after watching it once
🌿 Fixed an inventory issue with Mihal where he could drop a second set of maps if killed
🌿 Fixed issue where Mihal could be on the mountain even if he was not alive from the guard’s adventures earlier in the game
🌿 Mihal has a new dialogue vignette when spoken to on the mountain
🌿 Updated Valentina’s end slide to react to dryad flower planting
🌿 Delivering banana curry to the stonesmith Cristo in Aven Dura now has Quest End screen and XP
🌿 Fixed an issue with the Wolf Lord fight that could occur if you go into pit before combat is over
🌿 Increased range for Shrine of the God of Good Harvests offering
🌿 Fixed issue where Cornel from Din Sera didn’t spend the night drinking at the bar as he suggested he would do if you speak to him at the gate. His priorities have been sorted and he now heads there immediately after his shift
🌿 Rain Acolyte will now bless the earring even if it is in the boro’s bag
🌿 Boro herders in towns now respond differently if you haven’t collected your boro yet
🌿 Fixed an issue where Cristian could go back to sleep after evidence is found against him
Map specific
🌿Stonebridge Map: added map exit icon on northern water exit when opened
🌿 Rozafir map: added screen edge map exits at the bottom of the stairs in Chora’s cave entrance
🌿 Southern Pass map: Fixed visual bug where the top side of Southern Pass mountain door was unlocked but still looked sealed
🌿 Stairway Ruins map: Fixed placement of some chests to be more accessible
🌿 West Ruins: Add edge click exits into West Ruins multi-level tomb stairwell
🌿Abandoned Farm: Fixed a bakka ambush point that could potentially land on top of hill awkwardly, in top right of map
🌿 Dura Mare: Fixed a kickable log that could be kicked from either direction instead of the one intended direction
Performance
🌿 Some small VRAM improvements that may help performance with low-end machines
Gameplay
🌿 Can now kick, charge and pin flying creatures that are stunned or knocked out on the ground
🌿 A fix has been added to help with some players getting black screens after a cinematic event where dialogue should have started
🌿 Failing to catch a boro will immediately stop your guard from sneaking
🌿 Fixed an issue where creatures bound while jumping or flying through air would float in air after until they moved again
🌿 The Chain rally prompt can no longer be broken by pressing movement keys
🌿 Fixed an issue where the boat exit icon could be covered by an abandoned enemy boat if they had beached on top of it
🌿 Fixed an issue where dropping a recently bought item near merchant quickly could allow them to put it up for sale again
🌿 Fixed an issue that could occur with support guards rallying where they ran in place and never reached target
🌿 Adjusted in-town NPC pathfinding so they can move around one another easier while patrolling
🌿 Din Varens Gadaar’s quip no longer interrupted by first attack
🌿 Fixed issue that could result in the guards telling summons/bound creatures to wait outside while exiting instead of entering
🌿 Fixed issue where support guards could pin bakka high up in the air and travel to it
Controller
🌿 Controllers: Fixed bug where saving lower save slots would move
🌿 Controllers: Fixed issue with consuming health item where the action bar stopped working until you closed and opened it
🌿 Controller: Fixed issue where deleting a character didn’t move cursor correctly
🌿 Controller: Fixed bug where scroll bars could get in the way of dragging items around merchant/boro and move the item somewhere unexpected
🌿 Controller: Fixed issue where inspecting badges at the top of the screen wasn’t working if there was only one
Current Release
Build 24338901
Uploaded Jul 28, 2026
System Requirements
How to Install
Banquet for Fools.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
You May Also Like
View AllDownload Banquet for Fools for PC with a direct link or via torrent. Get the full version of Banquet for Fools for free. Banquet for Fools is a Action released by Hannah and Joseph Games.