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Tidehaven: Ale & Trade News

Steam Next Fest Starts - Next Fest Update is Live!

[h2]Gameplay & Balance
[/h2][p]Economy Adjustments:

Various item prices and building costs rebalanced, Salted Beef, Flour, Honey Cake, Kitchen upgrades, and old carpets all tuned for better progression flow.[/p][p]Tip System Overhaul:[/p]
  • [p]2-chair tables now give 20 coin tip[/p]
  • [p]3-chair tables give 30 coin tip[/p]
  • [p]4-chair tables give 40 coin tip[/p]
  • [p]Single bench large tables give 60 coin tip[/p]
  • [p]Double bench large tables give 60 coin tip[/p]
  • [p]All other large tables give 80 coin tip

    So now table pricing is way more meaningful.[/p]
[p]Gambling:[/p]
  • [p]Consecutive gambling limit set to 3 plays (No bankrupt at day 1, no broken families.)[/p]
  • [p]Gamba rolls no longer suspiciously mirror player's roll. (Can't guarantee that you'll be more lucky than before though...)[/p]
[p]Progression:[/p]
  • [p]Normal Bed requirements changes; Bedrolls requires 100 sleeping guests before unlocking normal beds.[/p]
[h2]Auto-Buy Additions[/h2][p]Warehouse NPC:[/p]
  • [p]Added Bread, Cheese, Apple, Fish, and Flour to auto-buy options.[/p]
[p]Bartender:[/p]
  • [p]Added Brandy and Cider to auto-buy options.[/p]
[h2]UI & Quality of Life[/h2][p]New Feature:[/p]
  • [p]You can now sell decoration items directly while holding them. [/p]
[p]Fixes:[/p]
  • [p]Hover tooltips no longer float across the screen when moving mouse away.[/p]
  • [p]Cursor boundary detection improved, small inputs near vertical edges no longer ignored.[/p]
  • [p]Wishlist reminder now properly disappears after wishlisting.[/p]
  • [p]Warehouse NPC description text and money texts readability improved.[/p]
  • [p]Various collision and placement fixes.[/p]
[h2]Tutorials[/h2][p]Tutorial Flow Fixed:[/p]
  • [p]Cleaning tutorial now waits for actual click before starting Customization tutorial.[/p]
  • [p]No more tutorials skipping over each other.[/p]
[p]New Tutorials:[/p]
  • [p]Bedroom tutorial added[/p]
[h2]Visuals & Audio[/h2][p]Visual Fixes:[/p]
  • [p]Brandy and Cider glass sizes reduced to match other drinks.[/p]
  • [p]Metal Oil Lamp no longer clips behind pillars.[/p]
  • [p]Wall decoration cursor no longer invisibly drifts downward after placement.[/p]
  • [p]Wall item colliders improved for better placement accuracy.[/p]
[p]Audio: [/p]
  • [p]Music volume levels normalized across tracks.[/p]
  • [p]New SFX added for items and actions.

    Heads up: the next two patches will be the biggest ones yet[/p][p]Dozens of new items, town building features you haven't seen or tested yet, new mini-games, the 'Happy Mugs' rating system we promised before, economy rebalancing based on your feedback, Smuggling quests, and much more. We'll keep sharing details as we go.

    If you’d like to help us be a bit more visible on social media, we’re especially active on X and Bluesky. We’re also building a small, cozy community on Discord, where you can ask us anything.[/p][p]Until the next update post, keep your tankards full! 🍺[/p]
[h2][/h2]

Celebrating 5000 Wishlists & Roadmap Reveal!

[h2]5,000 Wishlist: The Inn Keeps Growing[/h2][p]To the thousands of people who will soon fill our inn, we raise our glasses, even if only virtually 🍻 Your support has been an incredible morale boost for us while making our very first game.[/p][p]As those of you who’ve been following the journey from the very early playtest stages onward, witnessed that, we’ve always tried to involve players directly in shaping the player experience. Throughout playtests, and the demo, we’ve shared frequent updates, openly presenting our vision despite technical rough edges, to show that this is not just another ordinary desktop idler, but a true passion project.[/p][p]Before Steam Next Fest in February, we want to do more than just say thank you. We’d also like to give you an early look at the updates and improvements we’re working toward, what we plan to add, and what we’re aiming to make better.

[/p][h2]New System: Happy Mugs[/h2][p]You all want to build your dream inn and grow your town, but have you ever wondered what your customers actually think about you? (Yes, our NPCs are picky!)[/p][p]With the upcoming rating system, you’ll now see in real time how NPCs feel about your establishment. A dirty, foul-smelling bar isn’t likely to make anyone happy besides a few drunks! Naturally, this will directly affect your inn’s rating.[/p][p]And really, who wants to eat the same bread and cheese every single day? Keeping an eye on your stock and kitchen, and offering a broader menu, will make your guests happier.
Happy customers mean more coins, and a brighter future! Fortunately, there is no king or tyrant ruler in this medieval world to take it from you![/p][p]With this system, mechanics like product variety, cleanliness, and interior investments become far more meaningful. We’re very much looking forward to your feedback on this one.[/p][h2]Other Major Improvements[/h2]
  • [p]With the last patch, we completely overhauled the grid system to give you much more flexibility when decorating your inn.
    In the next patch, we aim to push this even further by improving the collider system, delivering a more satisfying decoration experience and much smoother NPC movement flow.[/p]
  • [p]On the economy side, we’re still actively revisiting areas where the game feels lacking, such as production balance, bedroom, and overall income. We’re planning to have some of these improvements live by Next Fest.[/p]
[p]One important note:
With this upcoming patch, the demo will receive its final progress wipe. During Next Fest week, everyone will be starting fresh with reset save files. Unfortunately, due to technical constraints, we couldn’t implement these changes without resetting progress. We sincerely apologize to our early players whose saves were affected.[/p][p]We hope the permanent cosmetic rewards you can earn by playing the demo and wishlist the game help ease the pain a little![/p][h2]What Awaits You After the Demo[/h2][p]As you may know, or shame on you if you don’t, because you really should try the demo, the warehouse is the final unlockable unit in the demo.
Beyond that point, however, the game opens up dramatically with many new mechanics, including:[/p]
  • [p]Smuggling (this one opens up a whole new world)[/p]
  • [p]A new gambling mini-game[/p]
  • [p]Also 3 new surprise mini skill games in outdoor zone[/p]
  • [p]Outdoor town-building mechanics[/p]
  • [p]Horse breeding and trading[/p]
  • [p]Construction and maintenance of city buildings[/p]
  • [p]New items and buffs that directly affect economy and gameplay[/p]
  • [p]A new music playlist [/p]
  • [p]A brand-new surprise pet[/p]
  • [p]Weather systems with subtle gameplay effects[/p]
[p]These are just some of the features you’ll encounter when the game launches in Early Access.
And of course, as you progress, you’ll continue unlocking new cosmetics and chasing fresh achievements.[/p][h2]Things We Know - But Want to Keep as a Surprise (For Now)[/h2][p]We’re actively working on expanding the game even further, adding features that push it beyond a traditional idle experience, some of which may be firsts within the desktop idler genre.[/p][p]Among these are:[/p]
  • [p]A mysterious trader whose gifts we haven't yet revealed[/p]
  • [p]Hard-to-earn secret achievements and cosmetic rewards[/p]
  • [p]Expanded town and environment customization, similar to the aesthetic control you already have indoors[/p]
[p]All of these are part of our roadmap. We'll update our Steam Store page accordingly quite soon.[/p][p]As you can see, even summarizing all this turns into a pretty long post. But if you made it to the end without skipping to a TL;DR, we’re guessing these updates are just as exciting for you as they are for us.[/p][p]If you’d like to help us be a bit more visible on social media, we’re especially active on X and Bluesky. We’re also building a small, cozy community on Discord, where you can ask us anything.[/p][p]Until the next demo and update post, keep your tankards full! 🍺[/p]

Update: New Item Placement Feature & Economy Balance & More

[h2]Fixes[/h2][h3]Dirt, Grids & Placement[/h3]
  • [p]Fixed dirt remaining under beds, tables, and furniture when placed on top.[/p]
  • [p]Fixed dirt spawning on occupied grids, preventing unreachable dirt (e.g. under straw beds).[/p]
  • [p]Fixed incorrect grid alignment in the cellar.[/p]
  • [p]Fixed room unlock tool animations looping incorrectly.[/p]
  • [p]Fixed decoration layer issues where items could appear in front of furniture incorrectly.[/p]
[h3]UI & UX[/h3]
  • [p]Fixed incorrect room unlock texts for Bedroom, Warehouse, and related areas.[/p]
  • [p]Fixed William’s (Trader NPC) first visit lacking clear visual feedback.[/p]
  • [p]Fixed localization inconsistencies; all changed and added entries are now properly updated.[/p]
[h3]Crafting & Stock Issues[/h3]
  • [p]Fixed crafted food instantly going out of stock due to single-item output slows down the Kitchen production.[/p]
  • [p]Fixed crafting queue running sequentially even when materials were available.[/p]
[hr][/hr][h2]Improvements[/h2][h3]Cleaning & Economy[/h3]
  • [p]Cleaning dirt now rewards 5 coins per spot. If you ever needed motivation to clean… this is it.[/p]
  • [p]After unlocking the Warehouse, cleaning rewards increase to 15 coins per spot. If this doesn't interest you either, then I give up![/p]
  • [p]Added dust puff + sprinkle visual + sound feedback when cleanliness reaches 100%. Mmm, that satisfying feeling of a perfectly clean room.[/p]
[h3]Crafting & Production[/h3]
  • [p]Food crafting time reduced from 5 seconds to 3 seconds.[/p]
  • [p]Each craft now produces 5 items per cycle.[/p]
  • [p]Crafting now runs in parallel when materials are available.[/p]
[h3]NPCs & Trading[/h3]
  • [p]Auto-trade NPCs will not purchase items if stock exceeds 100 units. We figured that getting stuck with 2000 beers and only 10 loaves of bread in your warehouse wouldn’t make either you or your customers very happy.[/p]
  • [p]Auto-trade NPCs will never buy more than 250 units of a single item. [/p]
  • [p]NPC food and drink consumption speed reduced by 25%. Let’s try to be a little kinder to our health.[/p]
  • [p]Auto-trade behavior is now more predictable and easier to manage. Also shopping menu improved.[/p]
[h3]Tutorials & Progression[/h3]
  • [p]Added two new tutorials to demonstrate core features.[/p]
  • [p]Players now receive one free 4-seat round table during early progression. Found it on the warehouse, please clean before use it.[/p]
[h3]Visual & Build Mode Enhancements[/h3]
  • [p]Added red “-10” currency feedback when painting. Nothing good comes free, you know...[/p]
  • [p]Increased grid density and added grid preview in build mode.[/p]
[h3]Balance Changes[/h3]
  • [p]Table prices have been rebalanced. [/p]
[hr][/hr][h2]Important Notes[/h2]
  • [p]Due to core grid system changes, existing save files are not compatible with this update.
    Please be aware there will be a bigger patch with February Steam Next Fest. Which also will reset your all saves. This is a demo, and as you might expect, your progress will not carry over to the full release. However, due to some deep but absolutely essential updates that significantly improve gameplay, we unfortunately have to reset the current save files as well.[/p][p]We know this is an interruption, but with the next major patch coming on Steam Next Fest, we believe you’ll want to take another look at the game. You’ll find new updates and meaningful gameplay improvements that we hope will make this reset worthwhile. We're trying to build a genuine and friendly community on our Discord, we'd like to chat and answer your questions. Cheers![/p][p]Thank you very much for your understanding.
    May your tankards stay full![/p]

Tidehaven: Ale & Trade demo officially online. Come, have a sit!

[p]Before the long winter has fully receded, the hearths of the northland are already ablaze.[/p][p]Today, with both reverence and excitement, we announce to all travelers—[/p][p]Tidehaven demo is now officially live.[/p][p][/p][p]This is a tavern situated on the edge of the North.[/p][p]Here, you will experience:[/p]
  • [p]Relaxing Idle Management: Enjoy the freedom of a hands-off experience.[/p]
  • [p]Massive Decorations & Customization: Craft your own unique medieval tavern.[/p]
  • [p]Upgrade & Expand: Watch your humble inn evolve into a bustling trade hub.[/p]
  • [p]Epic Lore & Mysterious Guests: Immerse yourself in a gritty and authentic medieval atmosphere.[/p]
[p][/p][p]Tidehaven is an idle game at its heart:[/p][p]It doesn't pressure you to conquer the world[/p][p]Instead, it invites you to sit by the fireplace and watch the years pass by.[/p][p]This Demo showcases the core gameplay loop and the overall atmosphere.[/p][p]It is not yet complete, but it is authentic.[/p][p]In the future, we plan to continue polishing this journey in Early Access (EA).[/p][p]Your experience, feedback, and trust are the kindling that keeps the tavern's fires burning.[/p][p]We will continue to provide updates, [/p][p]from gameplay optimizations to the construction of the surrounding town.[/p][p]We are committed to perfecting every detail[/p][p]to ensure all players can enjoy a more charming medieval inn![/p][p][/p][p]If you are willing to push through the door and escape the freezing wind—[/p][p]Please, take a seat. The ale is warm.[/p][p]Tidehaven awaits your arrival.[/p][p][dynamiclink][/dynamiclink][/p][p]Feel free to download and try the demo, and you’re always welcome to join our Discord.[/p][p][/p][p]https://discord.com/channels/1366852885975007319/1366853705361522879[/p][p][/p][p]Chat about your management tips — or simply… complain about today’s customers 😉[/p]

Big day is coming! Finally demo drops January 19th!

[p]Hey everyone,[/p][p]Our demo drops January 19th at 5 PM GMT, mark your calendars and refill your jugs![/p][p]We've been grinding away at polish and fixes, and we wanted to give you a quick rundown of what's been cleaned up. This is still a demo build, so you'll see some rough edges, but we're pushing updates through Steam Next Fest based on your feedback. Here, you can find new content for the demo, as well as what we're working on for the release in April (Yes, this April!):[/p][p][/p][h2]What We Fixed (The Big Stuff First)[/h2][p]UI & Controls[/p]
  • [p]Fixed upgrade buttons not registering clicks on edges[/p]
  • [p]Wishlist button no longer escapes off-screen[/p]
  • [p]Mouse panning speed restored (it was way too slow)[/p]
  • [p]Room icons stay visible after unlock so you don't forget what's what[/p]
  • [p]New decoration unlocks now show the item icon on the notification banner[/p]
[p]Building & Placement[/p]
  • [p]High Arch Window placement fixed (no more chimneys phasing through)[/p]
  • [p]Kitchen chefs no longer walk through counter decorations[/p]
  • [p]Doors now unlock in proper progression order[/p]
  • [p]Lamps no longer glow before placement[/p]
  • [p]Layer fixes: decorations behind furniture stay behind[/p]
  • [p]Cellar grid alignment corrected[/p]
  • [p]Outdoor buildings got health bars, and this is why there is a guy to help you repair them[/p]
  • [p]Blacksmith: Since there is outside town life, you need someone to fix outdoor stuff that breaks down over time. Your blacksmith is not only good at repairing swords and shields, but also the most gifted guy in town who helps you with almost everything![/p]
[p]Outdoor World[/p]
  • [p]You now have a fully living world that extends beyond just the stable![/p]
  • [p]Stable, Well, Blacksmith, Butcher, Bakery, Tailor, and Chapel buildings have been added to the game.[/p]
  • [p]Each building has its own unique features. Some unlock new quests, while others offer mini-games, mysterious merchants, or special items that help you discover rare animals.[/p]
  • [p]More buildings and customization options for these structures will be added in future patches.[/p]
  • [p]Game also now a small lively world features such as wind and rain. It's not super detailed yet, but a harbinger of what is to come![/p]
[p]Customization[/p]
  • [p]New paint colors: light blue and aqua green[/p]
  • [p]9 new tiles with medieval patterns to decorate your inn in proper medieval fashion![/p]
  • [p]Paint brush no longer paints while menus are open[/p]
  • [p]Paint brush animation fixed (no more ghost strokes on open/close)[/p]
[p]Save System[/p]
  • [p]Saves now remember your dog's color[/p]
  • [p]Locked rooms no longer get dirt (yes, this was a thing)[/p]
  • [p]Floor tiles and customizations persist between sessions[/p]
  • [p]Blacksmith health bars save correctly (yet he's not accepting visitors during the demo)[/p]
[p]Bartender & Auto-Buy[/p]
  • [p]Auto-buy now triggers immediately when toggled, even on empty stock[/p]
  • [p]Warehouse auto-trade defaults to OFF (no more surprise purchases)[/p]
[p]NPCs[/p]
  • [p]Visitors now speaking! I mean, basically they're just expressing their feelings but that's a good start.[/p]
  • [p]More accurate pathing.[/p]
[p]Mini-Games: Upcoming new challenges after the demo[/p]
  • [p]A new game on outside game gives mystery gifts and also cleaning buff! (Surprises inc.), [/p]
  • [p]A new game: Newton's Harvest, (A little surprise again, not active for few weeks more)[/p]
  • [p]Blacksmith also has a new mini-game. Do some stretches with your point finger...[/p]
  • [p]We're also testing another well known game called "Shell game a.k.a. tricky cups". But we're not going easy with this one, just so you know...[/p]
[p]Horse Breeding[/p]
  • [p]"Breed New Horse" button no longer randomly locks up[/p]
  • [p]Selling a horse properly clears the cooldown slot[/p]
  • [p]Added 10 new horses across Epic, Legendary, Mythic, and... Divine rarities.[/p]
[p]Items & Inventory[/p]
  • [p]Wooden Cask no longer appears in "All". It's drink-specific storage (+100 capacity) fixed.[/p]
  • [p]Clay Amphorae now correctly displays its +30 drink capacity bonus[/p]
  • [p]Column items color-corrected [/p]
  • [p]Sconce can now mount on columns like other torches[/p]
  • [p]Wheelbarrow can be placed in kitchen[/p]
  • [p]Pantry Shelf and Kitchen Shelf shrunk 10% so they stack properly[/p]
  • [p]Table Lamp, Sword, Armor, and Mounted Deer Head unlocked for Owner's Room[/p]
[p]Quest & Balance[/p]
  • [p]Gamble quests delayed until Inn Level 2 (Or I feel like you'll bankrupt before the second hour of the game!)[/p]
  • [p]Gamble quest frequency reduced (5-minute spacing added, I try to protect you here!)[/p]
[p]Misc Polish[/p]
  • [p]Kitchen/Inn room icons shrunk 20% to reduce overlap with decorations[/p]
  • [p]Ground trash highlight stroke toned down[/p]
  • [p]Decorations now spawn dust effects only when placed, not while dragging[/p]
  • [p]Exit positioning centered on actual building layout[/p]
  • [p]Game now defaults to your selected language [/p]
[p]Known Issues Being Addressed[/p]
  • [p]Grid system. Now, we're not super happy about it, and would like to give you more precise item placement both on ground and walls. This is quite tricky for us — giving you all the freedom without messing up proper item placement and NPC pathing. We're trying to find a sweet spot here and we believe it will be ready before the Early Access release[/p]
  • [p]Economy. I'll call Warren Buffett if I need to. No worries. We're aware some unbalanced math equations might be there, but they will be addressed with both The Hangover math gif technique and finger counting methods. Trust the process.
    [/p]
[p]Also, 70+ other stuff fixed between our last playtest and demo. Game now also supporting, both Traditional and Simplified Chinese, Japanese, Korean and Turkish.
French, Italian, Spanish, Portuguese, Russian and more will be available with Early Access and beyond. And we hope to hear your feedbacks about localization & translation process, it means a lot for a small indie trio like us.

Hope you enjoy the demo, and we're more than welcome to any kind of feedback. We're trying to build a genuine and friendly community on our Discord, we'd like to chat and answer your questions. Cheers![/p]