1. Tavern Keeper ๐Ÿป
  2. News

Tavern Keeper ๐Ÿป News

Command janitors and surviveโ€ฆ taxes! The hidden depth of Tavern Keeper.

[p]Hello future Tavern Keepers! ๐Ÿป[/p][p]We are honoured to be featured in this year's Tacticon - celebrating strategy video games on Steam.[/p][p]When people think of tactical games, they often think of grand strategy and military strategy games and while those are certainly giants of the genre, Management/Simulation games like Tavern Keeper have plenty of reasons to be here too. [/p][p][/p][p]In Tavern Keeper, instead of commanding an army of soldiers, you manage a ragtag team of servers and janitors. But make no mistake: behind the cozy charm of running a tavern lies a deeply strategic game of choices and consequences. If you are curious about a tactical game with a slightly unusual setting, read on. [/p][p][/p][h2]โ™Ÿ๏ธ Tavern Tactics[/h2][p]Running a tavern consists of countless decisions, big and small, planned and improvised.[/p]
  • [p]Which staff do you hire?[/p]
  • [p]Do you take a loan?[/p]
  • [p]What products do you offer at what price?[/p]
  • [p]When do you expand your services?[/p]
  • [p]Which customers do you want to attract?[/p]
[p]These high-level decisions manifest your overall strategy on how your tavern evolves. Do you take a risky loan to expand early or play it safe and slow? Do you set your prices aggressively to focus on profit or keep customers happier with more appealing offerings - the choices are yours.[/p][p][/p][p][/p][h2]๐Ÿ”ฅ Gently managing chaos[/h2][p]No strategy survives contact with reality and the world of Tavern Keeper is no different. Many game systems gently influence each other, and what might look like a well-polished machine that happily ticks along minting you gold coins could go up in flames - sometimes literally - just hours later.[/p][p] [/p][p]Reasons for disasters can be varied. Perhaps you forgot to pay attention to your staff happiness and an overworked staffer finally snapped, or perhaps you were so busy serving as many customers as possible that you neglected to repair that dangerously broken lantern spraying sparks on your flammable furniture.[/p][p]And even if you did everything right, sometimes unexpected things happen, requiring you to switch gears.[/p][p][/p][p]As a manager, you need to balance many things and dealing with different battles is just part of the job but don't worry, in Tavern Keeper you will have the tools to master any crisis.[/p][p][/p][p][/p][p][/p][h2]๐ŸŒช๏ธ Relaxed, Balanced or Challenging[/h2][p]Tavern Keeper comes with three difficulty presets (plus the ability to customize your own) so you can play at the pace and challenge that suits you.[/p][p]Maybe you enjoy a more Relaxed experience - ideal for creating a cosy haven of chill vibes, or a Balanced approach where all details matter but mistakes are easier to recover from, or perhaps you are after a tougher challenge, requiring tactics and planning. Whatever you choose, you will always make all the decisions.[/p][p][/p][p]The Challenging mode, in particular, gives a whole new experience for players who want to plan and strategize.[/p][p]In Challenging, all mechanics of the game just become a little more important.[/p][p]Goods spoil faster, dirt & filth appear more often, fires are more dangerous, customers are less patient and, perhaps the worst enemy of all: the crown's new sales tax has defeated many-a-promising tavern keep.[/p][p][/p][p]Suddenly, simple tasks - like buying barrels of drinks - gain another level of strategy. Where you'd previously stock up and cruise along on a large storeroom full of goods, it now requires a bit more finesse. Is the storeroom in a cool location? How many barrels can you safely keep for how long? Do you have enough staff to carry in barrels when they arrive, or will they sit in the sun? What if a sudden heat wave hits?[/p][p]Nearly all such small mechanics gain new layers of nuance when playing on Challenging.[/p][p][/p][p][/p][p][/p][p]Running out of money, even briefly, can now send you into bankruptcy, and loans suddenly have unreasonably high interest rates. Perhaps you need to trade your bad loan with two smaller ones, or perhaps you have to make the difficult decision to let go of some of your staff, sell some of your furniture and overcharge your patrons!ย [/p][p]Perhaps if you micro-manage some tasks to be more efficient, you can make it - after all, maybe you just need to survive one more day to turn your fortune around.
[/p][h2]๐Ÿ‘‹ Hey, Boss[/h2][p]In Tavern Keeper, you are the boss, and with the right tactics and strategy, you can master any situation. It's your choices that matter!ย 
[/p][p]Tavern Keeper opens its doors in Early Access later this year. You can wishlist it here:[/p][p][/p][p][dynamiclink][/dynamiclink] [/p][hr][/hr][p]If you want to get all the latest news on Tavern Keeper, make sure to follow us on your favorite channel: [/p][p]๐Ÿ“ง Newsletter Discord X Bluesky TikTok
YouTube Twitch Instagram Facebook
[/p]

The Coziness of Tavern Keeper

Hello hello, tavern keepers! ๐Ÿป

Tavern Keeper ๐Ÿป is a part of the Cozy & Family Friendly Celebration for the first time, joining a lineup of good vibes, great games and Demos - including ours! This event is all about games that offer a space to unwind, which is the kind of experience weโ€™ve aimed to create in Tavern Keeper.

With the celebration starting today, we thought it would be a great opportunity to go through some of the coziest parts of Tavern Keeper!

[h2]๐Ÿƒ The vibes are vibing[/h2]
After a hard day, sometimes you just need to watch pretty lanterns float by. ๐Ÿฎ

[h2]๐ŸŽจ Design your happy place [/h2]
Place a flower in a vase, some books, a few candles, cute paintings, and voilร , your cozy corner begins to take shape. โœจ

[h2]๐Ÿ“š A smol friend appears [/h2]
Knock, knock, who is there? Oh, hello Inky๐Ÿ‘‹
Inky is a cute little creature that lives inside our storybooks!

[h2]๐ŸŒณ Right outside your tavern [/h2]
Cuteness and beauty can be found anywhere if you know where to look. ๐Ÿฐ

[h2]๐ŸŽ A little present [/h2]
Is there anything better than receiving a gift from your patrons as a reward for a job well done?

[hr][/hr]
Being a part of the Cozy & Family Friendly Celebration means a lot to us, and we feel Tavern Keeper is right at home in a community like this. ๐Ÿ’š

If you havenโ€™t tried our Demo, now is the perfect time to give it a go!

https://store.steampowered.com/app/2833530/Tavern_Keeper__Demo/

To wrap things up on a wholesome note, here are a few other great games from the celebration you should check out!


Cheers,
Patty - Social Media Manager @ Greenheart Games ๐Ÿ’š
[hr][/hr]
If you want to get all the latest news on Tavern Keeper, make sure to follow us on your favorite channel:
Discord X Bluesky TikTok YouTube Twitch Instagram Facebook






Where the heck is Tavern Keeper?! - An update


Last year, we delayed the Early Access release of Tavern Keeper. Why? There were just too many issues that could have made your first experience frustrating and, as a small team, we wouldn't have been able to fix them all while also supporting the launch properly at the same time.

We know many of you were looking forward to the release and the delay was disappointing. You've waited a long time for this, and we know that's not easy. This post isn't announcing a new release date yet (still targeting 2025), but we didn't want to leave you without news for so long. We want to tell you what we've been up to and show why the extra time has made a real difference.

Without our supporters, this game wouldn't exist. Not only because development was entirely funded by the unexpected success of Game Dev Tycoon, but the excitement you've shown for Tavern Keeper has kept us going. We just want to say: We don't take you for granted.

Our primary goal is to deliver a delightful game to you - one that respects your time and intelligence. Thank you for hanging in there with us a bit longer and for those of you who enjoy a bit of a dev-log, here's a behind-the-scenes look at what we've been working on and what our next plans are.


[h2]๐Ÿ› Bugs, bugs and more bugs [/h2]
[hr][/hr]
We fixed hundreds of high-priority bugs, then found hundreds more and fixed those too. Many of these bugs could have caused significant player frustration (or confusion) and some even led to game-breaking states (obviously a no-no ๐Ÿšซ). Of course, there was also a fair share of amusing bugs, such as tavern guests getting stuck on toilets with no energy (how relatable), staff serving customers drinks who are already in bed (dedicated... but creepy) and characters spinning wildly around in circles (the game is many things but a racing game isn't one of them).

Then, there is this horrifying visual glitch that causes our cozy characters to become the stuff of nightmares - Who knew we have things in common with AC: Unity...
Avert your eyes - We are still not sure what causes this one ๐Ÿ˜•

There were some more embarrassing bugs like no random stories triggering at all in scenarios (oops!) and several very hard-to-find issues, like a soup pot that would malfunction but only if the staff interacting with it showed an overhead icon ๐Ÿ˜ตโ€๐Ÿ’ซ.

We could go on... but what's important is that we took the time to fix hundreds of problems and the game is now much more stable.

Of course, a game with such complexity will always have some issues but ideally they would be minor nuisances, perhaps even amusing and not frustrating or worse, game-breaking.


[h2]๐ŸŒŸ Game Feel[/h2]
[hr][/hr]
Fixing bugs is important but equally important is making sure the game feels right. We have made dozens of adjustments, small and large, to that effect. This ranged from tiny changes like making some traits more likely, adding particle effects to highlight UI parts better, or changing the sound effects on some frequent sounds to be more subtle. We made some larger changes too, such as adjusting food recipes and ingredients and overhauling when and which guests spawn to come to your tavern. We also adjusted how fast your staff can walk (they are faster now) and how long a full day is (it's a little longer now).

[h3]๐Ÿ˜• Solving Experience Issues[/h3]
While testing the game, we observed a common frustration where players didn't quite have enough information to make sense of what was going on in the cozy-chaotic world of Tavern Keeper. The game already had a ton of features showing players what is happening - from alert badges, to narrator/advisor comments, to more drastic visual and audio effects - but even with all that, sometimes events were too easy to miss - and there was no way to look at a history of events.

To solve this we added a new feature: The Tavern Log.

The tavern log simply shows game events as little scrolls under the timeline (up to three at a time) and allows you to access a diary of such events so you can investigate what happened in your tavern. This was loosely inspired by combat logs in RPGs.

Here it is in action:



Gone are the moments where players would sit baffled, wondering why a staffer is no longer there (they quit in frustration), or where all the bread has gone (it turned to dust), or why the coffers are suddenly not quite so empty anymore (a generous patron gave an unexpected tip).

The tavern log is the kind of feature you don't notice is badly missing until you add it. On paper it sounds trivial, just a low-priority nice-to-have, but in reality it's a crucial feature that makes your first-play experience so much smoother. We're glad it made it into the Early Access release!

[h2]๐Ÿ“œ Game Content[/h2]
[hr][/hr]
Over the past months, we have continued to work on game content originally planned for our post-Early Access road map. Most of this has not meaningfully delayed the release further, it's just a side-effect of how we work most effectively as a team as not everyone can fix bugs all the time.

We have added more random stories, narrator/advisor content as well as additional game scenario polish. We added more animations and graphical assets including decorations and a set of new skeleton models. There's more sound design, voice overs, a new level-complete screen and even some new mechanics and environmental effects.

Above: A new environmental effect 'flying embers' which temporarily increases fire risks - watch out!

[h2]โ˜€๏ธ More Early Access Content[/h2]
[hr][/hr]
Tavern Keeper is built around a narrative campaign that takes you on a journey across six distinct locations. From the muddy swamp, across the unique lands of the halflings, orcs, dwarves and elves, all the way to the capital city. Each level feels and plays differently, has its own story, introduces new mechanics and level-specific challenges. Each level also comes with variations for a fresh feel in freeplay.

Over the past decade, we have implemented all the core mechanics, stories, and scenarios but the earlier levels (and systems) are far more polished than the later ones. A big reason why we are going into Early Access is to get feedback and observe different playstyles on these polished levels, before finalizing and releasing the late-game content for v1.0.

Our original plan for Early Access last year would have shipped two of the six total scenarios on day one with the third (the orc level) planned as the first major content update on the roadmap. Each scenario offers many hours of content but we were worried that this just would not be enough content for those who really wanted to dig in.

We therefore decided to change the plan to include the third level as well. This did cause a lot more work on our end but now you will just get more content from the get-go. Ignoring freeplay and design mode, the three scenarios alone should give you around 25 hours of highly polished content, more if you take your time.



[h2]๐Ÿ’š Quality of Life[/h2]
[hr][/hr]
As part of our bug-fixing spree, we also managed to implement several Quality of Life and other smaller features. These are features that just make the game smoother to play. Here are some examples:
  • Improved tooltips and handbook content with better formatting.
  • Loading screen tips now teach some of the less-obvious features.
  • Ingredients and meal tooltips provide much clearer information.
  • Ability to reset the schedule of rooms and staff back to default.
  • Staff schedule now visually indicates if staff would be overworked.
  • Patrons and staff can be renamed.
  • Selected staff are now highlighted more clearly.
  • If performance drops, we show you clues on possible causes.
  • Skipping the cinematic now prompts whether to auto-skip it in future.
  • Drink selection on taps now clearly shows what's selected on other taps.
  • Icon and button contrast has been improved throughout.
  • A new alert badge warning you if a room doesn't have any doors.
  • More ways to manually direct staff to do certain jobs.
  • Various UI interactions have been made more intuitive.
  • Discord and Steam rich presence are now supported.
  • Staff behaviour around storing goods is now considerably smarter.
  • And many more!

[h2]๐Ÿš€ Performance[/h2]
[hr][/hr]
We were worried about game performance and made huge improvements to many parts of the game these past months. The game runs a lot better now. We will post some minimum and recommended specs closer to release but we have been able to reduce requirements significantly. You will still need a machine better than a potato ๐Ÿฅ” but overall the game runs better now across a variety of devices.


[h3]๐ŸŽจ Design Mode Performance[/h3]
When we started to talk about Design Mode and launched our Creator Club last year, we held a few design competitions with the community. The results were truly awe-inspiring. We were absolutely blown away by what players have made using Design Mode.

The DnD table was one of the first designs ever made and with a whopping 640 pieces shows that there are few limits to what players could create.

Above: The amazing DnD table by Aleaty where every piece is hand-placed and adjustable. The little cards on the table? Those are scaled-down carpets - brilliant!

But that's just one example, see here for a list of the winners of our three competitions thus far.


It's evident that Tavern Keeper's Design Mode is incredibly powerful for beginners and advanced creators alike. We hope that, come release time, the community will go NUTS with this, create and share designs and enable cozy taverns like no one has ever seen before ๐Ÿคž

It is our job to enable this and, to that end, we've implemented significant performance improvements when building complex designs and when placing hundreds of decorative pieces in the tavern.

We've also developed the foundation for future improvements. One of the features we'd like to put on the Early Access roadmap is a colour picker that would allow you to customize the colours of any piece, not just select from a fixed selection of styles. With recent changes this is a lot more feasible now.

[h2]โš ๏ธ Some things didn't go so well[/h2]
[hr][/hr]
The past months were largely successful. We fixed issues at a good pace, even though we found more problems than expected. What didn't go so well was upgrading to the latest Unity engine version. We underestimated just how many things would break and spent significantly more time than anticipated fixing everything. This wasn't really anyone's fault. Unity itself was relatively painless to upgrade but our game is complex and several techniques (as well as assets) we used in the past caused cascading issues that caused a lot of things to break completely. It was really rough for a bit but the good news is that upgrading did give us a little better performance and a couple of other useful features and at least we don't have to go through this mess during Early Access.


[h2]โœ‚๏ธ Some things we have cut (for now)[/h2]
[hr][/hr]
It was secretly our hope that we'd have time to add controller support from day one but that is sadly off the cards for now. To give a bit of background: Adding controller support is more than just adding control-mappings, it requires adjusting all of our custom 3D UI to work with controllers, a big undertaking. We'll re-assess after the Early Access release and see what the demand is.


[h2]๐Ÿ›ฃ๏ธ What's next?[/h2]
[hr][/hr]
We hope this goes some way to show you how far we've come. We are nearing the end of preโ€“Early Access development; nearly all the big tasks are done and we're getting ever-closer! But there's still a little bit more to do: We are currently updating translations, some important issues remain, and the 'freeplay' experience needs just a little more attention.

Please know that we are just as keen as you to get the game into your hands but ultimately, we need to do right by you. Whether you are here for the management sim mechanics, the story moments, the creative decoration elements - or ideally a mix of all of these - we want your first experience with Tavern Keeper to be a delight - even in Early Access.

Thank you for hanging in there with us a little longer and thank you so much for your support, patience and encouragement.
It keeps us going ๐Ÿ’š

Patrick
And The Tavern Keeper Team

PS:
If you haven't tried the Tavern Keeper DEMO yet, we've just put it back online (though it does not contain the aforementioned improvements).

https://store.steampowered.com/app/2833530/Tavern_Keeper__Demo/

๐Ÿšจ Last chance to play the Demo this year!

Hello, tavern keepers! ๐Ÿป

As we mentioned back in July, our plan was to make the Tavern Keeper Demo available for a limited time. However, due to some changes with Steam's demo system - like being able to host demos on a separate page - we decided to keep it up for a bit longer.

Now, with over 200 reviews and a 96% positive rating, the Tavern Keeper ๐Ÿป Demo is going away at the end of this month. That means you still have a little more time to try it if you havenโ€™t already!
Could you be the protagonist the Narrator is looking for?

https://store.steampowered.com/app/2833530/Tavern_Keeper__Demo/
(don't worry, it will be back sometime next year!)

The Item Workshop is also available until then, giving you the perfect opportunity to craft stunning designs for your tavern - just like these winning creations from the October Design Challenge!


Above is a screenshot of the Item Workshop, a separate level in the Tavern Keeper Demo with no patrons, no management, and nearly unlimited gold to create your own decorations and designs.

To make the most of the last days of the Item Workshop this year, we are hosting a Design Party on our Discord! Join us in decorating our Tavern Keeper Christmas tree, which will be shared across our social media later this year during the holidays. ๐ŸŽ„

Cheers,
Patty - Social Media Manager @ Greenheart Games ๐Ÿ’š

October Design Challenge winners

Hello there, tavern keepers!

In October, we kicked off another Design Challenge to celebrate the spooky season! The community was tasked with creating Halloween-inspired designs with a 300 gold budget.
Now, we're thrilled to reveal the winning entries, which will appear on the Item Workshop stage in a future update and be added to the game!


Bar Snack โ€œEye Contactโ€, by lรถyly - Code TKC-521b52f4

Starting budget-friendly at 21 gold, lรถyly brought an eye-catching snack for any respectable tavern. I must say, itโ€™s looking delicious!


Gary the Skull, by FluxBot - Code TKC-82f35579

Skulls and Halloween go hand in hand. This skull was made from scratch using 42 gold, with simple shapes and horns as teeth. Who is Gary, you might ask? Well, thatโ€™s a story for FluxBot to tell.


A Familiar's Dream, by SavvyHolo - Code TKC-473be309

Run a witchy tavern with the ideal spot for a familiar raven. Coming at 156 gold, SavvyHolo made the perfect corner for a hallowed familiar to dream their days away.


A Strange Stump, by Zoragna - Code TKC-a7057899

This eerie and enigmatic decoration, created by Zoragna, seems to have once been something more... human, with a twisted branch resembling a hand offering an apple. Coming at 116 gold.


The Pumpkin King, by SxyWild - Code TKC-60c17c36

Itโ€™s not a Halloween challenge without a carved pumpkin! Travellers from all over the kingdom come to make offerings to the Pumpkin King, from coins to their most valuable possessions. For 260 gold, this decoration was created by player SxyWild!


[h3]๐ŸŽ‰ Congratulations to all the winners and everyone who participated! ๐ŸŽ‰
[/h3]

You can easily import the designs above into your tavern by copying the share codes and pasting them into the "Import" menu. And, of course, you can still explore the Item Workshop and create your own designs in the Tavern Keeper Demo!

https://store.steampowered.com/app/2833530/Tavern_Keeper__Demo/

Much love!
Patty - Social Media Manager @ Greenheart Games ๐Ÿ’š