- Fixed big FPS drop on pirate map
Fixed bug where chefs on pirate map were always focusing on expeditions even if you set them to focus on guests
- Fixed loud sound of bottle shelves refilling in the morning - Fixed one palm tree branches going inside the tavern - All wall and floor textures that were available in quests on the normal map are now available on the pirate map
- Fixed bug where research for hotel decorations and tavern games was missing - Rebalanced tables so better tables cost a bit more and give more prestige - Fixed info button for refill storage on pirate map - Fixed some typos
Hey everyone! I haven't done an update on Tavern Master for the bigger part of this year because I worked on Blacksmith Master, but finally I am ready to release some features that I've worked on throughout the year and of course, the DLC called Tavern Master: Pirates Retreat :)
The DLC contains a new pirate themed map, new gameplay mechanics, over 25 new decorations, new tables and seats, 15 new dishes and 4 new drinks in bottles :) If you're interested in that, you can check out the DLC steam page https://store.steampowered.com/app/3261130/Tavern_Master_Pirates_Retreat/
Besides this new paid content in the DLC, I have also developed a few features that everyone will get :)
- There are 2 new lights
- You can now change light color for every light source
- 3 new fences and new icons in the shop
- UI Scaling
- 22 new music tracks
- Many quality-of-life improvements like hire popup not closing automatically once you hire someone
I can't wait to hear your feedback, both good and bad, I'll be reading all the comments! As always, thank you all for the support throughout these 3 years since release, I hope many new amazing things await in the future :)
Fixed "A true food master" achievement and starting money for winter tavern is again 4000 coins
Hello everyone! I'm releasing this update just as preparation for the Tavern Master: Pirates Retreat DLC that releases on November 11th :) Besides the DLC assets, I also added a few quality-of-life features to the base game that I hope you'll like :) - 22 new music tracks - UI Scaler slider in the settings - Hire popup doesn't get closed automatically as soon as you hire someone - Stairs now have a frame around the on the upper level Thanks for playing and can't wait for you to try the new content when it comes out :) Cheers!
Changed the trailer on home screen to be Tavern Master: Pirates Retreat and implemented a mute button for trailer music
Hey everyone! Soon it will be exactly 3 years since Tavern Master released and I could have never asked for better community and support throughout these years. I've been constantly reading reviews, discussions on Steam and of course, messages here Some time ago I asked you guys if you wanted smaller updates or for me to spend more time and work on a DLC, and the results were overwhelmingly in favor of DLC. Finally, I have managed to wrap up the development and I'm thrilled to announce Tavern Master: Pirates Retreat, coming out on November 11th 2024! Here is the store page where you can watch the trailer and wishlist if you like what you see https://store.steampowered.com/app/3261130
I have worked on it in parallel with Blacksmith Master since February and there are a lot of additions:
-Pirate-Themed Furniture: Deck out your tavern with new benches, chairs, and tables fit for a true pirate!
-15 New Dishes: Spice up your menu with tasty pirate dishes that will keep your guests coming back for more.
-Over 25 New Decorations: Add a nautical touch with pirate flags, barrels, and maritime-themed decor to create the ultimate pirate hideout.
-Upgrade Your Pirate Ship: Build and upgrade your very own ship, then hire a crew and send them on dangerous expeditions to bring back treasures!
-New Drinks: Serve four brand-new drinks straight from the bottle to your thirsty pirate patrons.
Since there is still more than a month to release, I would love to hear your feedback and suggestions so I can implement even more things if I can I also wanted to add new achievements, but then it would ruin 100% progress for everyone who achieved it, so I don't think I'll do it.
Thanks again for the huge support!
Luka
Added Polish language Fixed bug where "Full bar" achievement was unlock at start of the game
Dear Tavern Master community, I'm thrilled to invite you to join me in a special celebration! Over the past two years, this game has grown tremendously, thanks to your unwavering support and enthusiasm. I've rolled out eight significant updates, each one enriching the Tavern Master with new features, enhancements, and content, all driven by your passion and your valuable feedback. As I reflect on this journey, I believe Tavern Master truly embodies the spirit of the Steam Labor of Love award.
So, I humbly ask for your support once more: please consider nominating Tavern Master for the Steam Labor of Love award. Your nomination is not just for the game, but for the love, dedication, and community that has made Tavern Master what it is today. Thank you for being an integral part of our journey!
Added localizations for all languages except Polish
Hello everyone! New update for Tavern Master has just been released and you can read all about it below :) To summarize, there are big changes to how bars work, you can now produce drinks using breweries, you can quit the game at any time because save files now resume from exact point in time, you can change color of 5 star beds, you can stash furniture so you don't have to sell it when reorganizing and much more!
First change I did was adding more bars. The game is all about managing your tavern and having only 1 bar seemed like a big missed opportunity. Every bar has its pros and cons, for example it could take less space but only support 2 barrels. It also adds a lot of customization options :)
Second big addition is having breweries. You need to hire a new employee (brewery worker) to take barrels and replace them in a bar that running out of that drink. For that reason, supply storage now only replenishes ingredients for food in chests, and to replenish drinks automatically you have to use breweries. There are 3 sizes for 3 different capacities and speeds of refilling.
Customers now also have a preference for drinks. You can check out a new tab in summary popup to see how much of each drink was sold and how much you earned. Price can be now set for each drink individually so you can see which drink customers prefer, what is selling the best, and maybe increase the price for that drink only. You can also choose to keep the price, and buy more bars with more barrels of that specific drink. It is completely up to you!
Water is now unlimited so there is no need to refill it manually.
Besides these big changes, I also did 4 community requested features:
1) You can now resume the game from exact point in the day where you left off instead of the day skipping to midnight every time you load. It doesn't save literally all the data, like exact position and animation for each customer, but it works much better than before
2) You can change the color of a 5 star bed
3) Items can be stashed now so you don't have to sell everything when reorganizing the tavern
4) There is a new checkbox in staff info popup marked with "G" so you can set employees to work in garden (or forbid them)
Some bugs that were also fixed:
- Getting stuck on top of stairs in third person mode
- Clicking 1, 2 or 3 shouldn't change the game speed while you're in some other menu
- Guard salary is now properly reduced at the end of a day
- Selling walls won't sell decorations on the outside by mistake
- Removed items in winter tavern that were not needed there, like a research desk
Lastly, I've upgraded the version of Unity in order to fix issues with Mac, so please let me know if any problems occur on Mac. IT should help mostly with M1 and M2 chips.
- Fixed bug where chef was getting stuck in basement - Fixed bug with thieves stealing from the basement - Fixed bug with adventurers when you start a new day while looking at basement - Removed cost for deleting walls - Reduced amount of customers for certain events in the winter tavern
Hello everyone! There are 2 big news today :)
First one is that I am finally ready to announce my second game called Blacksmith Master which I worked on for the past 8 months (one of the reason there were fewer Tavern Master updates). It's in the same universe as Tavern Master and I aim to introduce some new experimental features that I didn't include in Tavern Master. Check out the store page below!
Blacksmith Master Steam Page
Manage your own medieval smithy in Blacksmith Master and supervise the entire process from mining ores and gems to designing and selling finished products. Forge everything from weapons and armor to tools and cooking utensils to fund your craft and become the Blacksmith Master.
If you like the game, I would really appreciate adding it to your wishlist and following. I am really eager to hear your opinion on the game and of course, suggestions and wishes on what I should implement :)
Second big news is that the biggest update since initial release of the game is out! It includes 4 big things.
First one is that I removed the customer limit of 750 customers per day. I had many people suggest that the limitation is removed and the only reason why I had it was to make sure game doesn't crash from having too many characters on the screen. I've done some bigger optimizations and I hope it's enough to support lifted limit for everyone. I'll keep an eye on Discord and discussion boards to see if anyone is having problems
Second new feature is the addition of the winter tavern. In order to try it, you have to unlock it in the research tree in the regular game, and then start a new game where you choose the winter setup. In the winter tavern you need to have heating as a requirement for customers to use seats, similar like they need lights. There is a new bar serving hot drinks and a new map. You can also build more floors since the base is a bit smaller than regular tavern.
Third new addition is the basement. It acts as an additional floor and you have to unlock it in the research tree. It's available for both the winter tavern and regular one :)
Finally, there is a new area available across the regular tavern where you can build an outside seating area :) You can't build high walls, only fences and it's used by customers when weather is nice outside. There are also many new garden decorations like flowers, grass and trees
I can't wait to hear your feedback about everything!
Hello everyone! It's 1 year anniversary of Tavern Master this Wednesday! Since release, there have been 6 big updates and 16 smaller ones which made the game have almost 2 times as much content as on the first day. As you may have noticed, the frequency of updates decreased in the last few months and the reason for that is that I started prototyping for a new game. I don't have anything to share yet on that but I hope I will be able to soon :)
Regarding Tavern Master, there will most probably be 1 more big update (which I will talk about below), but it's not set in stone. I might take some breaks from the new game to come back to Tavern Master to refresh my mind a bit so I don't want to be too precise with plans, but it's pretty certain that my focus will be more on the new game :)
One more reason why I plan on slowly moving away from Tavern Master is that it became too hard to make new features without breaking the old ones. Really important thing for me was to never break save files with a new update and that becomes a limitation of what I can do. I have read all of your suggestions, feedback, all messages on discord and every review, positive and negative, and I compiled all that in a document that I will use for future games in the same genre as Tavern Master :)
Now, onto the details about the upcoming update :) One of the features that I had to postpone because of system limitations was adding a new type of tavern. I couldn't make the game run multiple taverns in parallel where you would be able to switch between taverns while your other ones are running in the background so I decided to make a winter tavern which you can play as a separate save file. That way you choose to either play a default map or winter map which has different rules.
Some of you might remember this screenshot below. It shows a new type of bar which makes hot drinks for your guests who want to warm up after walking in the snow.
One more change would be the requirement of heating besides lights in order for guests to sit down and enjoy a drink or a meal :)
Below you can also see a bigger version of the new map
I finished the hardest things for this update, mainly making the system support a completely different kind of tavern with different rules, but I am yet to add more changes compared to a default tavern. My estimate is that the new update will be released in January :)
Making this game brought me a lot of joy in the last 12 months and I want to thank you all who played and gave your support and feedback!
Hello everyone! Today I have a small update with 3 new Halloween decorations :)
In the last month I took some time off so I don't have other things to show yet but I hope I'll have some news soon :)
Fixed problem with deleting certain walls Fixed black screen when bar is burnt and new day should start
This patch release aims to fix some smaller bugs from yesterdays bigger update. Changelog: - There is a maximum limit of 5 people at each takeout counter - If there are multiple takeout counters customers will choose which one to use better - Thunderstorm sound is now connected to SFX slider properly - If you try to delete walls which support higher floors you will get a warning message properly
Hello everyone :) New update is finally ready! As you might have seen in the last post, biggest new things are weather system and takeout. Below you can read in more details what has been added :)
First thing is the introduction of weather. There will be 6 weather conditions: sunny, partly cloudy, cloudy, light rain, heavy rain and thunderstorm. Depending on the weather you will get a bonus or a penalty to the number of customers that you get daily. This also includes very beautiful clouds and sky (no longer single color like before). Besides that I wanted to go even deeper with this mechanic and I made tables and seats which are outside not usable during rain, some light sources also don't work (since candles and torches can't burn in the rain of course), but when it's sunny or cloudy weather you get a bonus for every seat outside, since some people prefer having an option to sit in fresh air :)
It was a real challenge implementing rain since Tavern Master doesn't have a system for creating roofs and you obviously don't want to see it raining inside the tavern, but I managed to do it after some prototyping, I hope you will like the result :)
Second big new thing is the introduction of takeout! You can now build a counter where guests can come and order food which will then be prepared and packed for them to carry somewhere else to eat :) If you decide to include takeout counter in your tavern, you should think about increasing the size of your kitchen since it will increase the number of food orders significantly.
Takeout counter works well with a new decoration - small roof (awning). Let me know if you like it!
I have also read all your feedback and suggestion and I added 3 more smaller changes:
- Waitresses will have higher priority to choose a path which is around tables and benches, not between
- Fires spread a bit more slowly
- When fire is extinguished you will get a popup to re-buy all burnt items instantly
Make sure to write in comments what would you like to see next in the game! I'm not responding to everyone but I'm reading all the comments regularly :)
If you want to be part of development, join Tavern Master discord server below!
Hello everyone! I didn't write anything on Steam for a while so I thought to share with you what I am working on and what will be included with the next update :) Since I will be on vacation for the next 2 weeks starting tomorrow, next update should come in the first half of September. There are 2 big new features that I managed to finish so far and when they are tested properly the update will be ready.
First thing is the introduction of weather. There will be 6 weather conditions: sunny, partly cloudy, cloudy, light rain, heavy rain and thunderstorm. Depending on the weather you will get a bonus or a penalty to the number of customers that you get daily. This also includes very beautiful clouds and sky (no longer single color like before). Besides that I wanted to go even deeper with this mechanic and I made tables and seats which are outside not usable during rain, some light sources also don't work (since candles and torches can't burn in the rain of course), but when it's sunny or cloudy weather you get a bonus for every seat outside, since some people prefer having an option to sit in fresh air :)
It was a real challenge implementing rain since Tavern Master doesn't have a system for creating roofs and you obviously don't want to see it raining inside the tavern, but I managed to do it after some prototyping, I hope you will like the result :)
Second big new thing is the introduction of takeout! You can now build a counter where guests can come and order food which will then be prepared and packed for them to carry somewhere else to eat :) If you decide to include takeout counter in your tavern, you should think about increasing the size of your kitchen since it will increase the number of food orders significantly.
Besides these 2 things I really want to solve the problem of sudden scaling of events when you unlock a new floor. I don't have a solution in my mind yet so I can't promise or share anything, but I just wanted to let you know I am thinking about it, I saw a lot of people suggesting that I change that :)
For the end I want to ask you a question to help me design a new feature :) If I introduced basements, how would you like to use them? Is it for storage, customers, brewery or something else? I thought we can try brainstorming that together since I really want to add basements :)
Let me know your thoughts and have a great day!
Hello everyone! New update has been released today with many features that were requested by the community :)
I'll start with the new mode that I had so much fun developing. It allows you to control a customer and walk around your own tavern. You can sit down at any bench or even switch view to the first person view!
While in game, you can click Esc to open pause menu and then you will see a small button with a black stick-man on it. If you click it, you will activate third person mode.
The most requested feature by far were chandeliers. I have added 3 different types and you can find them in the shop under "Lights" tab. They cost a bit more but they don't take away floor space so I hope you find them useful :)
There are now 2 times more quests and quest rewards. All new rewards are pretty much new wall and floor styles. You can also be much more flexible when customizing walls now because you can pick upper and lower part of a wall separately.
I have also added a small reflection of lights to the floor so let me know if you find it more natural now :)
Another very requested feature was the ability to change color of the red light. You can do that to create different kinds of atmospheres!
Some bugs have also been fixed, mostly regarding games which didn't work sometimes if there were on a floor that was not visible. Thanks to everyone who reported it and helped me fix it!
Many translations have not been finished because of the holidays so I will have to do an update in a few days when I have all the translations into Asian languages some other ones. I hope it will not be a big problem.
Let me know in the comments what you think about these new features!
~Luka
Hello everyone! Today I released a new update for Tavern Master which includes 5 new tavern games and various bug fixes :)
Tavern games are unlocked late in the research tree and they represent a new way of making money. There are 5 games, each with unique animations and sound effects and a game counter where customers can rent props needed to play games.
It's also possible to set a price for each game type which will affect how many people are interested in playing those games. You can experiment with those numbers and find a sweet spot where games are not too cheap so too many customers want to play them and counter worker cannot serve everyone, and that they are not too expensive so no customer wants to play them :)
Here is a gif of one of the games - archery
Besides tavern games, I did a few very requested features. First one is that chefs will not start preparing food if it's too late which means that ingredients and food are much less wasted.
Benches and tables can now also be placed inside hotel rooms, but they will not be used by regular customers of course
Below you can read the full list of bugs fixed and some other improvements:
- On hard difficulty customers are much less patient
- Food at 5 stars is less expensive so game is more balanced late game
- Prices for walls now turn red if you don't have enough coins
- Added floor number in top right corner
- Added new setting to lower crowd volume
- Games and hotel now have a number next to them in summary popup which represents number of customers that used games or hotel rooms
- Elite staff now gets a second trait when hired
- After fire adventurers now come into the tavern properly
- If an item which you are moving is overlapping with any wall, it turns red completely so it's more clear
If you want to be part of development, join Tavern Master discord server below!
This is it for this update and I expect to release the next one in late June or first half of July. That update will not have new mechanics, but it will have much new content. I plan on adding new quests, new quest rewards, new wall paints, new floor types, new achievements, more decorations, chandeliers and some other things :) You can see the preview of chandeliers below
This update is not very big but I tried to do some easy to do improvements and bug fixes to improve the stability of the game :) You can read all the changes below: - You can now select multiple furniture and rotate them all at once by right clicking or using Z and X - Added option to force musicians to face forward compared to facing the crowd - Burnt stairs are no longer used - Fixed problem with customers never leaving the tavern when they want to use the toilet - If 2 barrels are stolen at once better message is displayed - Added menu button on top right - When day starts customers will not spawn in rooms which are inaccessible - Kitchen items level 2 can be unlocked earlier - People will not use the toilet when day is near end - Lights don't go through doors anymore - Wrong images in upgrade popup are fixed - Researchers will return to their seats when day ends - Fixed various errors that were happening but that were not visible to players - Fixed people getting stuck on spiral stairs - Lux small table is rotated by 45 degrees to customers don't sit uncomfortably - On lux long tables cloth is no longer overlapping with mugs and dishes - When there is 0% chance of fire, there is a new label saying "No risk of fire" - Fixed sleeping emoji being visible in the morning - Fixed problem where hotel item is selected and then when something other than hotel item is clicked, stars were visible - Fixed guard portraits for some devices Let me know if there are more annoying bugs or features that you want fixed as soon as possible :) I will try to do smaller but more frequent releases in the future so you don't wait too long for new things :) ~Luka
In this patch I have: - Removed some music tracks that didn't fit and replaced them with new better ones. - Bug with chefs getting stuck is fixed - Added new warning when there are not enough cauldrons in the kitchen
Just a small patch for some small visual bugs
Hello everyone! First big update since release of Tavern Master is here! I carefully read all of the suggestions both on Steam forums and Discord and packed many small and big requests in this update.
The most requested improvement by far was to increase the area on which the tavern can be built so I increased the area by 25% (from 48 big tiles to 60). This is just the first step, it was fastest to do, but in future updates I will try to increase area even more in a meaningful way.
When I read negative reviews there are 2 things that always appear - the game is too easy and the game doesn't have enough content.
I realize that there are different types of players. Many people like Tavern Master because it's a relaxed game where you don't have to micromanage and stress about losing while others would like a bigger challenge. That's why I'm introducing game difficulties. When game starts, you have a choice between relaxed, normal and hard.
- Relaxed difficulty has exactly the same parameters as game had so far - it's easy to make money, in late game there is much more money earned than you can spend and disasters are not dangerous.
- Normal difficulty is much more balanced in terms of economy. Drink price cannot explode to very high amounts, disasters are moderately dangerous and staff requires a bit higher salary than on relaxed
- Hard mode is even more tough than normal. The economy of the game is very tight so you have to make the right choices in order to grow your tavern
Difficulty can always be changed from the settings, so if you pick a wrong one, you can change later on :)
Second big complaint is that there is not enough content. Addressing that takes a bit more time, and I will try to improve it in every update of course.
First new feature that I managed to add is a new disaster besides thieves - fires
Fires happen occasionally and the chance for fire to happen depends on the quality of wax and oil that you pick and on number of light sources. When fire does happen, you have to order your staff to extinguish it by using medieval fire extinguishers - buckets of water of course :)
Next thing on the menu was adding toilets. Every customer has a chance to require one after you unlock them, and if you don't have enough toilets and queues are long, customers will leave angry
Kitchen also got a big improvement. Grill, counter, crate and cauldron are now upgradable. Upgraded crate can hold more ingredients, upgraded counter can hold more food, better grill can be used by more chefs at once and upgraded cauldron allows for more soup to be stored in it.
I had quite a bit of time to experiment as well and during that time I managed to make customers inside the tavern interact with each other. They can now talk, laugh, nod and express other emotions. This doesn't have any functionality, it just makes the tavern a more natural place.
There are many new decorations available as well including many more plants, 2 new seats and kitchen decorations
Shop and staff popup got a huge rework. They are much easier to use now and I hope much less annoying than before :)
Doors are also a thing now, no more holes in the walls
Cauldron now has much nicer textures for soups
Besides these things with nice screenshots attached, I will just list other new things below:
- Linux support!
- All warnings are now clickable
- Adventures popup now has amounts for every ingredients so it's easier to decide which adventure to start
- Mac M1 problems are fixed now
- New paint tool so you don't have to click on every item to change its color, you can do it faster now
- More detailed summary popup
- Hotel guests are now coming during events
- When you load the game some guests will be using hotel rooms already
- A setting to disable edge scrolling
- Many new warnings to help you understand what is wrong with the tavern
- New outline effect
- Destroying walls costs money as well as buying doors and windows
- All reported bugs from Discord and Steam forums are fixed
- Added the Untitled Studio splash screen
I really hope you like these changes and as always please let me know what you do or don't like and what you would like to see in the game in the future. I plan to post a new roadmap next week with some of my ideas what to work on buy I want to hear your feedback as well!
I would also like to thank everyone who played the game and especially those who left positive reviews because reading those really motivates me to continue improving Tavern Master even after the release. I have some big plans for future updates so stay tuned!
~Luka
Hello tavern owners! I wanted to write a bit about the next update and to share some information since it will be by far the biggest update since launch. As you know from the roadmap, in February I was supposed to work on bigger area to build, weather and some other smaller things but I decided to spend more time on disasters, customers and economy. So far it is going amazingly well, I am super satisfied how things are going but I am only half way through with development, so I don't expect to release until end of March or mid April. Since the beginning of February I have worked on many things and in this post you can read a very short preview of things to come!
First thing that was on my schedule was to improve customers visiting your tavern. They really stood out as unnatural because they were very stiff while sitting, looking only forward and doing only 2 animations - for drinking and eating. Now there are animations for talking, listening, looking at other people sitting at the table, laughing, cheering and so on. You can see the results in the gif below where 4 people at the table are talking with each other.
Next in line was improving the staff popup. With the addition of custom waitress spot came the problem of having more staff than before, and old popup was already pretty bad. You couldn't see a lot of information on it, and it was tough navigating through it. I have reworked it in a way that you see much more info for every employee (floor that they serve, responsibilities and priorities, salary). You don't even have to open each employee now to change that information, you can do it much easier straight from the staff popup. Besides that there is a special highlight for staff that is ready to level up and you are automatically scrolled to that person so you don't have to search yourself. It is also now much more intuitive how to change staff names and you can now do it for the guard too. Below is the screenshot of the new popup:
After this I worked on improving the shop user experience. Icons were huge in the shop, it was not clear how to move carpets and with constant addition of new decorations and items it became really hard to find what you are searching for. I decided to rework the whole shop so icons are smaller, and when you choose an item you can read more information in the highlight section on the top. Carpets are now in a completely separate button so it's clear how to move them around and you no longer have to go back between switching build modes. You can directly go to carpet menu from building walls menu in one click. Besides these changes there is a new button for painting so it's much easier to paint multiple items at once. You just select the color and then drag across all furniture that you want to paint.
Next thing was something many people requested from day one, and that is doors :)
I always felt like kitchen is too simple, so I am now actively working on adding more depth to the kitchen and cooking. First in line was having upgradable furniture in kitchen. You can now upgrade 4 items - kitchen counter which allows you to place more plates on it, crate which allows you to store more ingredients, cauldron which allows you to store more soup in it and grill which allows more chefs to use it at once. There are 3 upgrade levels for each item.
Final big thing that I have already finished developing is the first big disaster - fire! Before I continue, I just want to be clear that I want to keep Tavern Master a stress free game for people who like it that way which means that I am paying extra attention to not make fires a stressful thing :) At start I wanted to make a very simple system where fire could break out in the kitchen but only grill and cauldron could burn down. I decided to give up on that since it felt too boring and I moved in the direction where your whole tavern could burn down if you don't pay attention to the risk of fire. I created a system where any wooden furniture could burn (bars, kitchen, tables, seats, decorations etc) and I introduced medieval fire extinguishers or otherwise known as buckets with water :) This means that fire can break out on any floor now and it will be triggered by using low quality wax and oil for candles and torches. If you improve the quality of those which increases maintenance costs, you will also reduce the risk of fire.
When fire starts, game will pause and you will have to choose which staff is going to try to extinguish it. You will have to tell each employee which fire extinguisher to use and they will do their best to stop the fire before it spreads. Fire extinguishers can also be upgraded to have more buckets which enables more employees to participate in extinguishing. Below you can see a gif of all tables burning at once:
There are also some smaller things that I did like using a new font for the game so all characters are consistent in all languages, added a lot of new researches, new seats, new lux long table...
For the next 30-45 days I plan to add a lot of new content as well :) My end goal is to increase play time by 50-100% with this update. Here is also a short preview of things I am yet to implement:
- Toilets
- Various tavern games
- More plants
- More disasters like poisoning, rats, bar fights etc
- Improve economy so you don't have too much money in late game which you don't know where to spend
- Add difficulties so people who want more challenge in the game can get it
Everything that I am yet to develop is subject to change of course. As I develop I try to get a feeling of what seems fun or doesn't so I will not add features that bloat the game and don't have any meaning.
Please also note that after this update your tavern will probably need some redesigning :) You will need to find space for toilets, maybe add some more space between furniture so in case of fire it doesn't spread super fast.
I also want to say once again that I am reading all the suggestions but I don't answer to everything :) I think 90% of features that I added so far have came from the suggestions board. As always, please write your thoughts and feedback in the comments! It helps me immensely to create a fun game for everyone!
Until next time, cheers!
Fixed bug where it was impossible to move the new lantern Waitresses serve food with much bigger efficiency Fixed bug with deleting save files from main menu People can now walk over waitress slot
Hello everyone! New update just got released with the main focus on improving behavior and AI of employees and customers. I want to thank every single person who wrote suggestions and problems with old AI. I have read every single comment and I hope I addressed all of the issues properly. The biggest reason why I continued doing free updates after the full launch is because there is so many engaged players and I thank you for that! There is no bigger joy for a game developer than seeing so many people actively involved in the game :)
In the roadmap I said that in January I would work on AI improvements, disasters and more customer interactions, but the effort for AI proved to be much higher and I wanted to do it properly before continuing to other features. That means that the next thing I work on are disasters and customer interactions :)
Here is the changelog of new features, but I suggest reading the whole post to see in details what are new changes :)
- Bartender now serves multiple drink types at once
- Waitress has much better path finding
- Waitress is more focused when cleaning and delivering drinks
- Chef has a new way of making soups
- Priority for chefs to prepare only certain types of food
- More slots for waitresses by the bar and kitchen counter
- Ability to buy individual slots for waitresses
- Indicators for walkable areas, icons for staff, icons for customers and angry timers for customers
- Customers now sit anywhere in the tavern when they walk in
- Delete button for save files
- Reroll button when hiring staff
- Lantern to celebrate Lunar New Year
First big change is how the bartender works. Before the update, he would wait until a customer orders a drink, then he would go fetch that drink and return to put it on the counter.
Now, the bartender will wait for an order, go to fill the drink, and when he finishes pouring he will check again if there are more orders, and if there are he will go to the next barrel to fill the next required drink. By having this change in behavior he manages to fill 10-20% more drinks during the day.
Next up was the waitress which got a lot of improvements. Biggest one is how path finding works. Before the update, if you make 2 tables next to each other, waitress would prefer to go around them if there is more free space because it looked more natural than slipping through narrow spaces between tables. I have changed that and added a different penalty for putting too many tables close together.
Around each table there is an area where everyone will move slower, like in real life. If you have to pass through narrow spaces you move slower than in open space. In order to see this, there is a new tool which shows walkable areas and it can also help you see if you accidentally blocked a patch with some piece of furniture.
Besides this waitress works much smarter when delivering drinks and cleaning. For delivering drinks, she will only take drinks from the counter that need to be delivered in a certain radius so she doesn't go all around the tavern delivering drinks, but actually has a bigger focus on one area and then, when she finishes, on another. For cleaning empty drinks, she will not only clean from one table, but actually clean all near-by tables as long as she has enough space on her tray.
All of these changes for the waitress increased the amount of drinks she delivers by around 30%.
Besides these behavior changes, I have also increased the amount of slots for waitresses from 3 to 4 besides the bar, from 2 to 4 besides kitchen counter and, most importantly, you can now also buy individual waitress slots which can be placed anywhere so you can have waitresses on floors with hotel rooms only for example.
Chef also got a big rework, specifically for soup making. Instead of having one big cauldron where a chef spends a lot of time making a single soup, he has a bunch of smaller cauldrons. Big difference is that when a chef makes a soup in the small cauldron it actually holds 5 plates of soup instead of one. That means that chef makes the soup once and then he can serve it 5 times.
Besides this chefs can also use basin, spice shelf and plate shelf without waiting.
These changes made chefs create about 100% more soups in the day, and because waitresses work faster, they also manage to make about 20% more desserts and main courses.
There is also a priority system for the chef so you can tell each chef which food to prepare and which not.
For the customer behavior, besides having better path finding like the waitress, they also come into the tavern a bit differently. Before this update they would first fill the ground floor before going up the stairs to sit on the second floor. I have changed that now so they pick a seat anywhere in the tavern when they come in. That relieves the stress from workers on the first floor because they would be overworked while staff on fourth floor waits half a day for anyone to go there.
I have kept the option to tell each employee which floor to work on, but you can now select multiple floors. There is also a new option for waitress to forbid them from doing a certain task completely.
Since all of these changes speed up money making I had to decrease the price of certain drinks and food to negate super fast money making. I am aware some people want really relaxed experience and other wish for a more challenging experience, so I will work on adding a difficulty option soon.
Big focus for me was also creating tools to investigate where you could improve your tavern layout and to see what is not working well. To do this, I have added a bunch of indicators that you can activate. One of them I already mentioned, for checking walkable areas, but other indicators include icons above heads of the employees, indicator above special customers so you can easily spot them and timer above customers heads to see how long they are willing to wait before they leave angry.
Since there were a lot of requests, I have also added a delete button for save files and a reroll button when hiring staff :)
One last bonus feature is the new light source - a lantern to celebrate Lunar New Year!
There were also many bugs fixed:
- Changing resolution sometimes didn't work, that is fixed now
- It's possible to complete achievement for 30% chance adventure when you are at maximum adventurer level
- Clicking on photo mode button where there is a bar below the button now doesn't make you go into the bar mode
- Condition for area of hotel room is now fixed
- Fences and short walls now render properly in the thief cutscene
- Animal hide carpet does not go through the bath and basin anymore
- Chef will not start making food for which he doesn't have enough ingredients
- Curtains are now counted towards decorations quest
As always, please write all of your impressions, suggestions and wishes for future updates, I always take it into consideration when I decide what to work on :)
Teasers for the next update:
In the next big update I want to improve AI (behavior of chefs, waitresses and bartenders) so I created this post and a thread in the game hub where I would like you to write your frustrations and wishes regarding AI only (I am reading the suggestions topic as well, I just want to make sure I don't miss something). I really love including people who play the game in the development so I thought about trying this format Here are a few things regarding AI that I am already working on: - Bars and kitchen counters will not be able to hold 4 waitresses - You will be able to purchase individual waitress spots so you will be able to hire many many more waitresses without the need to have a bar or a counter. Also it will be possible to put those individual spots on floors where you only have hotel rooms - Chef will get a priority system where you can tell each chef which food they should prepare and what is the priority of that food for them so you an make chefs with traits for desserts make only desserts and no one else - I will remove "Floor to serve" feature. It was really confusing and I plan on making it much more clear. If someone orders a drink, then bartender from that floor will take that order. If someone orders food then chef on that floor should take the order, not from other floors. Only if you don't have a bar or kitchen should staff from other floors take orders - Bartender will be able to pour multiple different drinks in one go. He will be able to go fill 1 mug of beer, and then go and fill 3 goblets of wine, and then bring back all 4 at once - Chefs will get 4 smaller cauldrons instead of 1 big. That way they will be able to create a soup which will stay in cauldron for 5 servings total. That way they will not spend too much time making soups on average. Also I plan on making new upgradable props for the kitchen, for example a grill where 2 different meals an be prepared at once - Basin and spice shelf will be usable by multiple chefs at once so it doesn't create big lines This is it for now, but let me know here or in the pinned topic what would you like to see My goal is to make AI that is serving more customers than the current one on average
First of all, happy holidays and happy new year! I hope it will be much better than 2021 and that we will be able to finally go back to our normal lives :) This is the first big update since Tavern Master launched. I planned on doing it in December but I couldn't finish everything in time so it is 1 day late. You can read the changelog below :) - Achievements! - Tiles in build mode are two times smaller now. That means that you can position furniture with much more freedom and everything can be centered now - Decorations can be placed on walls outside of the tavern - Huge optimizations, especially for the king and queen event - Added photo mode (open pause menu and click the new photo button) which removes all UI for better screenshots - Chef now actually uses the chopping board - Chef only uses tools on his floor (he will not go downstairs or upstairs to use something and waste time) - Fixed floating plates - New light source - torch stand - New cauldron model - Fixed paintings dimensions - Carpets cannot go over stairs - Some bug fixes I have made some really big changes for this release (how chef works and the build system) so please write honest feedback so I can know what you think :) So far all updates were centered around fixing usability issues and bugs, but slowly I am managing to add new content as well. Stay tuned for more amazing things in the next 2 weeks :)
Hello again! I wanted to share with you a detailed roadmap for the next few months :) I am still working on the game alone but I hope I will be able to find some more people to help me with development in December and January.
The most important thing for me to improve is definitely replayability and adding more content. That is the most requested improvement in negative reviews and suggestions thread in the discussions board. I am well aware that the game is too easy and it should be more deep but still easy to understand. Also I will keep in mind to make sure the game is still fun to people who want to sit back and relax :)
Below you can see the roadmap in a bit more details:
This is just a high level plan, I still plan to add more simpler features every month. For example I plan to add priority for chefs for the food they prepare in December or January :)
I was a bit tired after working on the game for a year and a half and preparing everything for the release so I took last week off but now I am ready to continue the development. I am reading all the comments, especially suggestions and that really affects the roadmap. Also, the roadmap is a thing that will change through time for sure, it is not set in stone. I will follow the discussions and see what you guys are most interested in and what should be worked on next. Let me know in the comments what are you most excited about and if there is something I missed but you would like to see in the game soon :)
Thanks for reading!
Dear Tavern Masters!
We had a great launch week! Thank you very much for choosing Tavern Master!
I hope you enjoyed managing your tavern so far. As the developer of this game, I'm also very curious about how your own taverns look like. You are welcome to post your tavern design via our Discord channel or social networks.
For example the following ones:
This patch brings some new bug fixes, spiral stairs, reworked kitchen menu popup and improved hotel room pricing! You can buy spiral stairs in the shop under the special tab. They only take 2x4 space and look really nice positioned next to a wall. New reworked kitchen menu brings many new improvements. It is much more organized, there is a list of all items on the menu and there is a quick way of selecting and deselecting certain types of food which is super useful for quests. I listened to your feedback and I increased the revenue from hotel rooms to where it was before, but you will have to have a 5 star room to achieve that. Let me know how you feel about the new prices! Below is the list of bugs fixed: - Chef which has a double soup trait will not get stuck - Dishes should not stay floating on upper floors - Supply barrels will refill everything even if you don't have enough money - Fixed one of the quests giving a huge number if you don't sell any drinks for a day - Localization fixes Let me know in the comments if you have any more bugs that are annoying :) I will not do any more updates for the next week or two because I will be focusing on new things and reworking the AI logic a bit since it's pretty rough. Thanks so much for playing the game and leaving amazing feedback!
Hello again everyone! I wanted to thank everyone for leaving so many positive reviews and suggestions! It has been amazing reading everything :) I just pushed a second batch of fixes for the most common bugs. I still haven't fully solved chefs and waitresses getting stuck but it should be better now. This week I plan on redoing the AI logic and hopefully fixing all of those bugs :) Thanks to everyone who reported bugs both on Discord and in Steam discussion board!
Changelog:
- When you don't have enough space to claim all ingredients from an adventure you will have an option to claim maximum possible amount and dismiss the rest
- Fixed certain situations where waitress and chef got stuck
- Bread is now considered a main course!
- Fixed a bug with customers not going upstairs even if there are tables and benches
- When you are scheduling an event it will say that you also need a recipe in requirements
- Hovering over ingredients will say how many there are in total in all chests combined
- Wall (small) bookshelf can now also be used by researchers
- Hotel rooms prices and rent change is now calculated much better
- Leveling up an employee to level 10 will instantly refresh his stats so new trait is applied properly
- Fixed the problem where it was impossible to move furniture when placing on higher floors without floor tiles
- Claiming an employee from quests now gives better warning messages if there is a problem
- Crowd noises won't be heard from people who sleep
- Fixed a problem where no-light icons were not updating while new light source was being dragged
- Fixed a problem where if you delete a bench from a customer eating food his plate staying indefinitely
- Many translation fixes in all languages
As a small teaser, check out the new spiral stairs that will be coming with the next release :)
Hello everyone! This patch contains fixes to some of the most reported bugs from the full release. Good thing is that there weren't many and not a lot of users were affected, but I wanted to fix them as soon as possible. Below is the list of all bugs that are now fixed: - Customers stop coming inside the tavern randomly - Where ever an item is placed it says it is overlapping with some other - Summary popup gives default values for all numbers - Fixed some specific translation issues in some languages like German and French - Quest for buying an adventurer table now has to be completed by actually buying the adventurer table - Quest for buying musicians podium and hiring musicians cannot be exploited anymore - Buying free props if total money is negative is now possible - Clicking enter while in tavern name change mode when day is finished will not trigger 2 actions at the same time - Ingredients for events are not stacking anymore when constantly scheduling and canceling an event - Quest for getting a 3 star hotel room will not appear before unlocking furniture required for that 3rd star I am reading all the posts in the pinned bugs thread and also on Discord so keep reporting if you see anything! There are just the bugs that were affecting the most users. Thanks so much for all the support!
Hello everyone! It has been 2 days since the game fully launched and I just wanted to thank everyone who purchased the game and for positive reviews! I have been working solo on this game for a year and a half and it's amazing to see how much people enjoy playing it! I also wanted to give a small plan for the future of the game
First thing that will be done is fixing all the bugs and improving the user experience on some features that weren't understood properly. I hope to do all of that by the end of November. After that I will continue doing free updates which will contain new features and content. My idea was to make the tavern more alive as a first update. That means more random events like fires, rats and bar fights. More things happening every day inside the tavern like gambling, card games, darts and similar. Besides that I also wanted to make sure every piece of furniture can be centered properly (for example I want to make sure fireplace can be centered on a wall because right now it cannot be).
Let me know your thoughts in comments on what would you like to see the most! There is also a pinned post in Steam discussions where you can leave and read others suggestions.
Until the next update, see you!
November 16th is coming really fast! It is only 1 month until the full release of Tavern Master. I wanted to use that occasion to let you know that core features of the game have been completed and tested so the remaining month can be used to improve understandability, polish and implement as much suggestions as I can that you guys posted on the discussions page and discord.
This past month has been super productive. I managed to finish much more than I expected which means that I will have more time for bug fixing, polish and feedback implementations.
The biggest feature from the last 30 days are adventures.
You can now hire adventurers to get special ingredients needed for events. Every day adventurers will come in to your tavern and you can assign them to adventures which give you certain rewards. This feature included revamping events which means that events now scale depending on how many floors your tavern has and all events require some ingredients which you gather on adventures in order to organize them. This basically prevents spamming only one event and adds importance to royal events since it will be hard to gather ingredients for them.
Besides adventures I have also added quests which will be driving progression (unlocking some paintings, recipes, elite staff and new designs for floor tiles). Both adventures and quests give you new tasks to do during the day which didn't have a lot of things to do compared to the night when customers leave.
I have a lot of feedback from everyone and I have compressed it into a todo list. This last month will be spent on improving all the problems you reported and I can't wait for you all to try the full version when it's released. Thank you so much for the support and feedback!
~Luka
Hello everyone! It's time for an update of what I was working on in August. There were 2 main features that I wanted finished - kitchen improvements and new staff type (a researcher). Read more about it below:
Kitchen improvements
One of the most requested improvements from the Prologue was adding recipes to food. I've worked on that first this month and made it so every kitchen crate now has slots for ingredients which are used to prepare food.
You will have to pay attention to your crates so they don't run out of ingredients. Besides recipes, I've also improved chef logic a lot. They will now act much smarter so for example, when one of them is using a crate or a grill, second one will wait for the first chef to finish. This solves many bugs and it creates a much better flow for the kitchen.
Researchers and library
There is a new staff type now - researchers! In order to research some of the advanced things you will need to create a room full of bookshelves and research tables. Hire researchers who will generate light bulb points which are needed to unlock advanced things.
Every day researchers will go grab a book, read it and when finish return nit and grab another one. If all researchers are completed you can use them to research for the local library and earn money from that.
Plans for September
For the next month I plan to add carpets, more decorations and quests which give unique rewards. If you have something else you would like to see write in the comments! Thanks!
Release date
Release date is now officially 16th of November! I've already prepared a final list of things I want to do and once I organize it I will share the list. Besides deciding on the release date there are a few updates in the last month.
Staff stats
Biggest new update is the introduction of many more stats for staff. Each stat has a certain amount of points you can assign to it and it's your decision on which thing you want to focus when leveling up an employee. You can have a fast waitress carrying small amount of drinks or a slower one able to carry more. Waitress stats:
- Walking speed while empty handed
- Walking speed while carrying
- Walking speed while climbing stairs
- Maximum number of drinks that can be carried
- Tip bonus
- Walking speed while empty handed
- Walking speed while carrying
- Drink pouring speed
- Maximum number of drinks that can be carried
- Walking speed
- Skill for preparing desserts
- Skill for preparing main courses
- Skill for preparing soups
Besides stats there is a bit more control over employees. You can tell them which floor to serve so it doesn't happen that bartender from second floor serves guests on first floor and ignores guests on second floor. You can also assign priority to tasks waitress does instead of just having on/off toggles. If a task has high priority it will be done before all medium priority tasks.
Usability improvements
I got a lot of feedback that it is hard to move furniture around, specifically when you try to move multiple things at once since that was not possible. Now, you will have support to move furniture in a same way you move icons on a desktop. You can drag to select multiple props with a selection rectangle or you can hold control and click on multiple props to select or deselect them. Check out the gif below showcasing this feature!
Bonus
There is a new floor tile now!
I've started working on implementing winter which will last for a certain amount of days. During winter customers will require heating besides lights so if there is no heating close to the table, no one will sit there. There will also be a new bar serving hot drinks like tea, mulled wine or warm milk.
Plan for August
In this month I plan to start working on kitchen improvements first. There will be recipes for food and you will have to manage ingredients in a similar way you do for drinks in a bar. If you have any other suggestions of what you would like to see in the game let me know in the comments!
New features
During June many new things were added to Tavern Master. I haven't posted updates in a long time so I wanted to write about some new things which are in development! First big thing is the introduction of thieves. They will occasionally come during the night and steal your bar barrels. Only way to prevent them is hiring a guard but be careful, thieves can have different danger levels so you will need to equip your guard with appropriate armor and weapons.
Besides the thief, there are now many more decorations including paintings, curtains, banners, shields etc. Important new thing is that wall decorations including lights no longer take up floor space. That means that you can put a table or a bench besides a light or a painting, there doesn't have to be empty space anymore.
Your staff members now also have special traits which makes them more unique! For example, a waitress can have a special trait where she gets 1 coin as a tip when serving drinks, or a trait which enables her to carry 8 drinks at once instead of 5. Bartenders and chefs also have new special traits which are specific for their job. Besides all these things there is also a new save system which will enable you to have multiple save files, there is more data in the statistics window telling you much more about your tavern, economy has been re-balanced and much more!
Things to come
Here is also a sneak peek of new features to come! You will be able to open multiple branches of your tavern and each branch will have different rules. For example, a winter tavern will require you to have heating near all seats and barmen will serve only hot drinks which they have to prepare before serving.
Let me know in comments your suggestions of what you would like to see in the game and make sure to check out the Tavern Master Prologue on Steam which is a limited free demo of the game!
After about 2 months of development there is a big milestone for Tavern Master. Hotel feature is finished which means that besides only serving drinks and food to your guests you can also create rooms with beds where they can spend the night.
To make that possible there is also a new way of building walls, doors, windows and even new floors with stairs. It's possible to make up to 5 floors high tavern.
There are also certain requirements which you can fulfill to rank up each of your hotel rooms from 1 to 5 stars and doing that will enable you to set a higher price for each of the beds.
Next update will contain major updates to how kitchen works and how you buy decorations.
Thanks to everyone who is following the development of this game! I will try to post more updates on Steam and hopefully soon you can all try the game :)
Tavern Master
Untitled Studio
Untitled Studio
2021-11-16
Strategy Singleplayer
Game News Posts 45
🎹🖱️Keyboard + Mouse
Very Positive
(9084 reviews)
https://store.steampowered.com/app/1525700 
sunny-place mac [1.4 G]
Linux is not in the OS list.
Design and build your own medieval tavern!
Tavern Master is a medieval tavern management game where you are in charge of building, maintaining and running your very own cozy tavern!
Buy tables and benches, fill barrels with drinks, hire staff and you are ready to serve your first customers. Make sure your employees are happy, there are enough drinks and seats for guests and soon you will be able to expand your business in various ways.
- Build a kitchen and hire chefs to start serving food of all kinds. Make sure that there are enough ingredients or your customers might leave angry
- Hold special events to attract special customers who have very specific food and drink requirements. They will come in the morning and stay all day
- Hire musicians to attract more people to your tavern and make customers have more patience while waiting for a drink
Build your dream tavern
You will have many tools at your disposal that will help you create a perfect tavern. There are many different walls, floors, fences, stairs and furniture that will make every tavern unique. At the beginning there will not be enough gold to buy the best quality furniture but as your business grows so will the tavern! As a cherry on top, make sure to think of an amazing name for it!
Optimize the workflow
In order to attract customers you will need to have enough seats and tables with a light source close by. The surrounding area also needs to look beautiful and decorations will help with that. At one point there will be a lot of guests coming in and it is important that your staff can serve everyone before they leave angry from waiting too long. In order to do that you will have to design the space so there is an efficient way for your employees to walk in an optimized route.
Create rooms for overnight stay
Some of the guests will want to spend the night so it’s a great thing that you can create rooms with beds in your tavern! Every room will be rated with stars from 1 to 5 which will determine how much money you can earn from the guests. It’s your choice if you want to create big rooms with 5 beds or smaller rooms with expensive furniture that would make guests spend more money.
Many ways to play
There are many different possibilities in Tavern Master and there is no single best way to play. You can spend your time decorating the tavern and making it look cozy and beautiful, you can work towards maximizing revenue by adjusting seating arrangement, prices and salaries for the staff or figure out a completely new way like building only bedrooms instead of having the bar and the kitchen.
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