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Ale Abbey News

Patch notes for 25/09/2025

[p]v1.0.1[/p][p][/p][h3]Fermentines 🍺[/h3]
  • [p]Fixed a major meditation bug causing time to slow and freezing the day-night cycle[/p]
  • [p]Fixed saves not loading due to meditation-related issues[/p]
  • [p]Fixed abbots scolding monks who weren’t in the same room[/p]
  • [p]Retired monks are now correctly removed from the Kneeling Pads[/p]
  • [p]Removed brewers already assigned from the recipe selector[/p]
  • [p]Fixed monk particles not displaying properly on stairs[/p]
  • [p]Fixed Bishop tasks asking for ale quality above 100[/p][p][/p]
[h3]Laymen 🧹[/h3]
  • [p]Fixed paths not updating when a room on their route was demolished[/p]
  • [p]Fixed bug when swapping a freshly built room before the layman had despawned[/p][p][/p]
[h3]Rooms 🏚️[/h3]
  • [p]Fixed room brightness not updating if light was added while the game was paused[/p]
  • [p]Room info panel is no longer blurry[/p]
  • [p]Prices for furniture and room building now correctly reflect buffs and debuffs[/p][p][/p]
[h3]UI 🛠️[/h3]
  • [p]Added an option to hide the HUD[/p]
  • [p]Added a toggle to disable the Feedback message[/p]
  • [p]ESC now properly closes World Event panels[/p]
  • [p]Fixed text in World Event descriptions being cut off when using pixel fonts[/p]
  • [p]Fixed frontend not displaying correct lighting with IncreasedBrightness tech unlocked[/p]
  • [p]Fixed style unlock icons showing incorrectly in the Capital’s reputation bar[/p][p][/p]
[h3]Carts 🛞[/h3]
  • [p]Fixed purchases not being logged in the sales cart history[/p]
  • [p]Fixed ale marked “in transit” not updating after being sold[/p]
  • [p]Fixed stuck cart appearing on load when only one cart is available but already in use[/p][p][/p]
[h3]Fame and Events 🎭[/h3]
  • [p]Fame unearnable debuff no longer triggers when ale is accepted but not delivered during Prohibitionism[/p]
  • [p]Fixed competition list not showing newly unlocked entries[/p]
  • [p]Oktoberfest event difficulty and pace have been reduced[/p][p][/p]
[h3]Visuals 🎨[/h3]
  • [p]Added final copper fermentor art to the brew UI[/p]
  • [p]Fixed boken visualization of the ale virtues in colorblind mode[/p][p][/p]
[p][dynamiclink][/dynamiclink][/p]

Word from the dev

[quoteHey everyone!
Emiliano here. You might have seen me pop up in some Steam forums or, more often, on our Discords.
First of all, I want to thank you for enjoying Ale Abbey, and to give a special thanks to every player who supported us during Early Access. You’ve been an important part of this journey.
To celebrate the release, I’d like to share a bit about the game and how development went. Feel free to read at your own pace, or just skip to the parts that interest you most!


[h3]The origin[/h3][hr][/hr]
Ale Abbey began as an idea four years ago, when I was still figuring out homebrewing. I explored many concepts for a brewing game, wanting to dive into a hobby I found fascinating.

After years of brewing (sometimes twice a month) and filling a bookcase with everything about beer from its history to brewing techniques and monastic traditions, our imagination took off. I even created two beers from recipe to bottle, inspired by Ale Abbey: Pixel Abbey and Sister Pinta. Sister Pinta, a nun archetype we made for the game, quickly became a favorite with both players and the team, the true poster nun of Ale Abbey

For those who knew Hammer & Ravens and our earlier titles, Ale Abbey was a pleasant surprise. It is our first project built around a calm and wholesome vibe, far from the darker Empires in Ruins or the hectic Razerwire.

[hr][/hr]

[h3]The team[/h3][hr][/hr]
When we started developing Ale Abbey, we didn’t even have a publisher in mind, which made it tough to put together a team for a concept that sometimes lacked a clear budget. So, I first turned to friends and professionals I trusted. People I had worked with before, including some who worked on Empires in Ruins.
When Shiro stepped in as Ale Abbey’s publisher, we finally had a budget and a chance to grow, bringing in more hands for development, music, sound, and a few other roles. Hammer & Ravens suddenly went from 1-3 members to a small indie studio of 9 degenerates!
With the team scattered across two continents, we never had proper office space. We worked online through Discord, using a team server, a bug splatting server, and a server we shared with Shiro. The best part was how clear and efficient communication stayed. We could produce results in every area, from sound and art to writing, with minimal revisions.

[hr][/hr]

[h3]The community[/h3][hr][/hr]
From the first weeks of working on Ale Abbey, we chose to be fully transparent with fans and players. That led to Something’s Brewing (in the Abbey), our weekly devlog on IndieDB! With its help, we gave players a look at where the game was heading, the challenges we faced, and even tips about beer and real-life brewing.
Our Discord community grew in two spaces. One server, for players who already followed the studio and its games, fellow indie devs, and content creators we were close to. It had a relaxed vibe and always felt more like family than a community. The second server, supported by Shiro - and where I’m very active - was dedicated solely to Ale Abbey. I was thrilled to see so many players who were also homebrewers, bringing the same energy to playing Ale Abbey that we felt making it.
Everything we share with fans has been transparent. We would rather face criticism and fix mistakes than hide them. From asking for help with gameplay challenges, letting players vote on visuals for Ale Abbey’s promotion... we always welcomed suggestions.

[hr][/hr]

[h3]The Early Access[/h3][hr][/hr]
The launch wasn’t completely smooth, but we were hyped and rolled out several updates, sometimes multiple in a single week. This momentum carried through for six months, right up to the full release.
We also added a feedback tool to the demo and Early Access versions that proved to be a gold mine. It was not only about making reports easy but also about the amount of valuable information we received.
What fueled the team was not only the players’ and streamers’ warm reception of the demo before release, but also that even negative feedback came from a place of respect for our work. What really stood out were the ideas coming from players and content creators. Many matched features we were already planning, showing us we had a solid sense of where Ale Abbey should go.
It was humbling to see the community on Steam’s Discussion Boards. Interactions were positive and welcoming, and veteran players often answered newcomers’ questions faster and better than we could.

[hr][/hr]

[h3][/h3][hr][/hr]
Can't finish this without telling you some secrets for the one who reached that part 👀
  • Clint Bajakian, the industry veteran and our composer and SFX specialist, discovered homebrewing as a young-er man, experimenting with recipes and flavors long before Ale Abbey existed. Yannis, our Community and Marketing guy, shared the same passion in the past, specifically homebrewing Saisons.
  • I used the game as the perfect excuse to dive even deeper into beer. I collected countless books, sampled quite a few brews, and even went on beer-focused trips to gather inspiration during development.
  • As a nod to the game, Shiro helped bring Ale Abbey’s world to life with a special beer brewed for the project!
To conclude, thank you all once again for enjoying Ale Abbey. This has been years in development, and I'm glad you all get to experience its 1.0 update! Don't forget to leave us a review if you haven't yet, it helps us a lot!

May the Ale be with you 🍻
- Emiliano


[dynamiclink][/dynamiclink]


1.0 UPDATE | OUT NOW🍻🎉

We are incredibly excited to announce we have concluded the Early Access development of Ale Abbey and have today officially launched the full 1.0 release🍻🎉

Thank you everyone for having wishlisted us or, even better, already played the game during the EA.

Now it’s time to show you what’s in store for the Abbey and to welcome all of you who will join us for this new phase in the brewing 🔥


[previewyoutube][/previewyoutube]

[h2]Official release[/h2][hr][/hr]
Build and expand your monastery, craft recipes and brew holy ales in this unique brewery tycoon. No pre-made recipes in Ale Abbey, oh no. It's a canvas for true beer alchemists. With time, you'll even be able to participate in prestigious tournaments and serve the richest tables of the region🍺

If you’re only beginning now and want some advice, check our latest tips and tricks post

https://store.steampowered.com/app/2789460/Ale_Abbey__Monastery_Brewery_Tycoon/
[h2]New content![/h2][hr][/hr]
Coming with 1.0 are four new markets, including the Grand Capital with its plush stalls and ever-thirsty patrons, eight new ale styles, a full-blown competition league, and the peaceful Contemplarium for your monks’ wellbeing.

You’ll also find fresh furniture, expanded research, new World Events, shiny Steam Achievements, and more ways than ever to keep your abbey buzzing 🍻

If you want to check the full patch notes click below:

[expand]
v1.0(!)
[h2]New Content[/h2][hr][/hr]
[h3]Markets & Competitions 🌍[/h3]
  • Added 4 new markets, including the majestic Capital
  • Introduced 1 new competition league
  • Added 1 new judge with updated jury preferences
  • 8 new unique competition reward furniture pieces
  • New trophies to unlock and archive

[h3]Brewing & Tech 🔬[/h3]
  • 8 new ale styles now available to unlock
  • Introduced 2 new tiers of research with 16 new techs
  • New gigantic 1000-liter copper brewing tool

[h3]Rooms & Furniture 🏛️[/h3]
  • New room: the Contemplarium, enabling meditation shifts
  • New decorative furniture: frescoes, stoves, and cellar dehumidifiers
  • Info panels added for rooms
  • Added competitions and trophies archives

[h3]World Events 📜[/h3]
  • Introduced 6 new World Events system (including Oktoberfest!)

[h3]Bishop & Tasks ✝️[/h3]
  • Added 3 new tasks from the Bishop

[h2]Quality of Life[/h2][hr][/hr]
  • Competition results and reward visualization added
  • Sorting enabled for monk and room lists
  • Reduced micromanagement: less cleaning and candle relighting
  • Removed cooldown from cleaning tools
  • Improved balancing for economy and difficulty
  • Increased stat impact on Fermentine work

[h2]Steam Additions[/h2][hr][/hr]
  • 56 Steam achievements added Not available on early access save
  • 8 Steam trading cards available
  • Game credits now viewable

[h2]Accessibility[/h2][hr][/hr]
  • Optional colorblind mode added in settings
[/expand]



[h2]Thank you all once again![/h2][hr][/hr]
Throughout the Early Access, we’ve received a lot of feedback from you, and those helped us get the game to the point it is now. For that we want to say thank you again for shaping this beautiful Ale with us!

If you want to brag about your skills in brewing, join us directly on our Discord and see you in the Abbey!

Tips for beginners!

If you're joining Ale Abbey with version 1.0, welcome to your domain, brewers!
Running a monastery brewery and crafting top-tier ale is anything but simple. There’s no single path to fame, and the road ahead is yours to shape. To help you find your footing, we’ve brewed up a small "brewmaster code" packed with early advice.
Keep it close and it might just give you the push you need to get started right 🍻

[hr][/hr]

    [h3]
  1. Keep on brewing 🍺[/h3]
    Keep your brewery running at all times. A steady flow of ale ensures a stable income and prevents production gaps that could hurt your economy.

    [hr][/hr][h3]
  2. Keep your fermentines happy 🎉[/h3]
    Provide good ale and luxury furniture to keep them satisfied. Happy Fermentines work better, leading to improved production and fewer issues.

    [hr][/hr][h3]
  3. Monitor market demands 📈[/h3]
    Different markets have varying demands. Selling ale in a market with low demand can lead to losses, so shift your focus to more profitable areas or let the demand recover before selling there again.

    [hr][/hr][h3]
  4. Use the right monks for the right jobs 💪[/h3]
    Assign monks with high intelligence to develop new recipes and those with high intuition to handle brewing. This specialization leads to better quality ales and more efficient production.

    [hr][/hr][h3]
  5. Take advantage of discounts 🤝[/h3]
    After unlocking the market, you’ll be able to buy ingredients and stock them. Buying ingredients when they are in season or discounted can lower production costs. Always plan your brews around the best available ingredients!

    [hr][/hr][h3]
  6. Cater to seasonal Trends 🍂[/h3]
    Certain ale styles are more popular in different seasons. Keeping up with these trends can significantly boost sales and maximize profit margins.

    [hr][/hr][h3]
  7. Negociate with Bandits ⚔️[/h3]
    To prevent barrels from mysteriously disappearing, consider striking a deal with the local bandits. While they are happy with a few gold coins, they tend to prefer golden laggers.

    [hr][/hr][h3]
  8. Don't be afraid to experiment 🧩[/h3]
    If your first batch of a new recipe turns out bad, try again with a different Fermentine. Some may have a better approach that turns failures into success. By experimenting you'll be able to perfect each style, making it a real competition winner!

    [hr][/hr][h3]
  9. Research and develop better tools 🔧[/h3]
    Investing in research unlocks valuable tools that provide market insights to help you make informed business decisions.

    [hr][/hr][h3]
  10. Plan your monastery layout 🏰[/h3]
    Keep workstations, leisure areas, and resting spots well-placed to minimize travel time for monks. A well-organized monastery improves efficiency and overall productivity. You can always switch rooms to gain some bonuses or optimize later on!

[hr][/hr]
Now it's time for you to go experiment by yourself, go make the best beers out there and see you for the 1.0 release tomorrow!

-The Ale Abbey Team

https://store.steampowered.com/app/2789460/Ale_Abbey__Monastery_Brewery_Tycoon/

Early Access Recap