Key art for Lap of the Gods

Game review

Lap of the Gods: A Visual Novel

7.2 / 10

Developer
Muda Games
Publisher
Muda Games
Released
20 April 2026
Platforms
Windows, macOS, Linux
Genre
Kinetic Visual Novel
Monetisation
One-time purchase, no in-app purchases or DLC
Players
Single-player only

The short version

Lap of the Gods is a kinetic visual novel built almost entirely around its presentation: over 100 hand-drawn backgrounds, 50-plus animated character sprites, and a surreal, glitch-inflected art style wrapped around a short, choice-free mystery. This review's research found a near-unanimous English-language review sample praising the story and visuals, undercut at launch by widely reported Ren'Py performance problems that the two-person developer addressed directly, including a specifically named engine-level fix in the weeks after release.

Biggest strengths

  • This review's research found the hand-drawn art direction and animation work praised consistently and specifically across nearly every review in the sample, with reviewers singling out the over-100 backgrounds, 50-plus animated sprites, and unusual "glitchy" visual effects as a genre-leading achievement
  • The story, centered on protagonist Marion investigating a mounting wrongness in the world of "The Lap" alongside its object-headed citizens, was repeatedly described as gripping and well- constructed despite its surreal, disorienting opening stretch
  • A two-person developer responded to a widely reported performance complaint with a specific, named engine-level fix (converting image assets from webp to avif) rather than a vague promise, and later reviewers confirmed the fix noticeably improved performance

Biggest weaknesses

  • This review's research found performance complaints dominating the earliest reviews, with one reviewer describing the game as running "under the water" and needing a workaround the developer had to publish directly on the store page before a proper patch arrived
  • As a kinetic visual novel, there are no choices, branching paths, or multiple endings, a deliberate design decision that this review's research found some reviewers explicitly wanted more of despite otherwise enjoying the game
  • Several reviewers described the roughly one-to-three-hour ending as abrupt, feeling like the story wrapped up faster than its buildup suggested it would

Who it's for: Fans of short, presentation-first visual novels who value distinctive art direction and surreal storytelling over player agency, rather than players who want branching choices, multiple endings, or a long runtime.

Our recommendation: Recommended, especially for visual novel fans drawn to unconventional art direction, with the caveat that players on older or mid-range hardware should try the free demo first and apply the developer's suggested Ren'Py settings if they hit stuttering.

7.2 / 10

Lap of the Gods: A Visual Novel opens with a warning, not about its story, but about its engine: the Steam page leads with instructions for tuning Ren'Py's renderer settings before players even reach the "About the Game" section. That's an unusual way to introduce a kinetic visual novel, but it turns out to be an honest one. Developed by the two-person studio Muda Games over nearly three years and released on 20 April 2026 for $7.99, this review's research found a small but strikingly consistent review sample built around two threads running in parallel: gorgeous, distinctive presentation, and a rocky performance story that the developer worked visibly to fix.

An art style reviewers kept calling unforgettable

The single most consistent theme in this review's research was praise for the game's visual identity. The store page promises "over 100+ hand-drawn backgrounds" and "50+ hand-animated character sprites," and reviewers backed that up directly: one wrote that the game felt like "4x times the effort of most" visual novels, while another called it "a real passion project" where "everything feels so laboriously curated." The world of "The Lap" is populated by object-headed citizens rendered in a deliberately glitchy, surreal style, and multiple reviewers specifically cited the game's unconventional visual effects and "trippy" atmosphere as something they hadn't seen elsewhere in the visual novel genre.

A short, choice-free mystery that mostly landed

This review's research found the story, following protagonist Marion as she investigates a growing wrongness threatening to unravel everything she knows, praised almost as consistently as the art. One reviewer called the "fascinating bizarre world" one that "has its own logic and rules that get a proper explanation," while another specifically praised the comedy for "informing the player about the characters, instead of the writer just trying to be funny." It's a kinetic novel — no choices, no branching, one linear path — and runs somewhere between one and three hours depending on reading speed. Several reviewers found the ending abrupt relative to the story's buildup, and one flagged a minor but real usability issue: it wasn't clear how the game's "skip unseen text" option was supposed to behave.

The performance problem that dominated early reviews

Set against that praise, this review's research found the game's first review, posted on launch day itself, dominated by a specific and detailed performance complaint: the reviewer described the game running "under the water," questioning whether the issue was image size or excessive animation, and directly asked whether Ren'Py itself "can't keep up with what you doing." That wasn't an isolated complaint — a later reviewer separately called the performance "atrocious," writing that "you need a top PC to be able to play this game without it stuttering and lagging constantly" despite it being "just" a visual novel. The developer's own store page anticipates this directly, walking players through a manual Ren'Py renderer fix (Shift+G, force GL2 renderer, 30 FPS, disable powersave) before players even reach the game's synopsis.

A specific fix, not just a promise

What stands out in this review's research is that Muda Games didn't just acknowledge the problem, they named and shipped a concrete technical fix: a patch converting the game's image assets from webp to avif format, with patch notes stating plainly that the goal was to "solve a few performance drops." That's a specific, verifiable engineering response rather than a vague "we're looking into it," and later reviewers confirmed it worked in practice — one wrote that "there've been updates since then and it ran smoothly for me," directing prospective buyers to the demo to test their own hardware first. That kind of transparent, traceable problem-to-patch history is a meaningfully different story than a game that simply launched broken and stayed that way.

System requirements more typical of a modern shooter than a visual novel

The scale of that performance problem becomes clearer when set against the game's own listed specifications. Where most visual novels barely trouble a laptop's integrated graphics, Lap of the Gods' recommended specs call for an Intel Core i7-11700 or Ryzen 7 5700X, 16GB of RAM, and an RTX 3070 or Radeon RX 6800 — figures more at home on a modern shooter's store page than a story-driven, point-and-click visual novel. This review's research found that gap directly reflected in player hardware data attached to individual reviews: several reviewers who reported smooth performance were running comparatively high-end rigs (a Ryzen 7 9800X3D with a Radeon RX 9060 XT, for instance), while at least one reviewer on a GTX 1060 and an older Core i7 laptop still finished the game despite noting it was "laggy." That's a meaningful data point on its own: the game is playable well below its stated recommended specs, just not comfortably, which makes the developer's demo-first advice on the store page more than a formality.

A small studio with an unusually explicit stance on AI

This review's research also found a specific, notable commitment buried in the store page's closing lines: Muda Games writes that "you'll only see AI used in our projects when we're long-dead," an explicit, written pledge against AI-generated art or writing in a genre where hand-drawn asset volume (100-plus backgrounds, 50-plus animated sprites, all credited to a two-person team over three years) is itself a meaningful selling point worth taking at face value given how directly it's stated. Steam's own review-embedded critic quotes echo the reception found in the player sample, including a 4.5-out- of-5 score from outlet "So Many Games," which specifically praised the game's setup as "one of the best" seen from a visual novel "in some time."

Taken together, Lap of the Gods reads as a visually distinctive, well-told, if slight kinetic visual novel whose ambition briefly outran its own engine at launch. The performance issues were real and well documented in this review's research, but so was the developer's specific, named response to them — a meaningfully different story than a launch that simply went unaddressed. For visual novel fans drawn to striking, unconventional art direction over player agency or length, this review's research found the balance of evidence weighing clearly in its favor, provided players check the demo first if their hardware sits below the recommended specs.

Pros and cons

Pros

  • This review's research found the hand-drawn art direction and animation work praised consistently and specifically across nearly every review in the sample, with reviewers singling out the over-100 backgrounds, 50-plus animated sprites, and unusual "glitchy" visual effects as a genre-leading achievement
  • The story, centered on protagonist Marion investigating a mounting wrongness in the world of "The Lap" alongside its object-headed citizens, was repeatedly described as gripping and well- constructed despite its surreal, disorienting opening stretch
  • A two-person developer responded to a widely reported performance complaint with a specific, named engine-level fix (converting image assets from webp to avif) rather than a vague promise, and later reviewers confirmed the fix noticeably improved performance
  • The developer's own store page includes an explicit, written commitment never to use AI-generated art or writing in their work, a specific, verifiable stance rather than a vague marketing claim

Cons

  • This review's research found performance complaints dominating the earliest reviews, with one reviewer describing the game as running "under the water" and needing a workaround the developer had to publish directly on the store page before a proper patch arrived
  • As a kinetic visual novel, there are no choices, branching paths, or multiple endings, a deliberate design decision that this review's research found some reviewers explicitly wanted more of despite otherwise enjoying the game
  • Several reviewers described the roughly one-to-three-hour ending as abrupt, feeling like the story wrapped up faster than its buildup suggested it would
  • A smaller UI complaint recurred about specific interface behavior, including character sprites becoming hidden when the dialogue box is hidden and confusion over how the "skip unseen text" option functions

Category scores

Category scores are the reviewer's read on each area. They inform the overall score but do not average into it — the number at the top of the page is a judgement, not a calculation.

  • Gameplay 5.5 / 10
  • Visuals 9 / 10
  • Progression 6 / 10
  • Interface 5.5 / 10
  • Story 8.5 / 10