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Every great story needs a great villain, and RoadHouse Manager, this is Mr Weasely.
Mr Weasely owns the second floor of the traveling trans-dimensional roadhouse you call home. But he has a problem: if your roadhouse is too much fun for patrons, they'll never make it upstairs to his Cocktail Bar on the second floor.
Your failure is Mr Weasely's success! Every night he'll ponder your progress and if need be, will send some of his minions to cause big time trouble in your roadhouse. In this way he's a reactive villian, and the goons become parts of a system of nemesis where they are promoted or dismissed according to their success and failure.
Eventually one goon will be promoted to right-hand wo/man, and this person becomes your... Arch - Nemesis!
[previewyoutube="FtpbDzKfT0s;full"][/previewyoutube]This spices things up, in a big way. The full game will feature 10-12 different types of these special trouble makers, each with their own unique gameplay mechanics. You'll have to bounce them out of the roadhouse with extreme haste and prejudice to keep order in the roadhouse.
RoadHouse Manager had a roaring success at our recent first public playtest demo featuring in Edmonton's GameCon. This was an invaluable event for us, and thank you so much to everyone who played the game and gave feedback.
Being the first real play test, the feedback was vitally eye-opening. As a solo dev, I'm too close to the game to really get a sense for what needs work.
On the positive side, I had a ton of compliments for the look of the game. On the needs work side, sliding beers was way (okay, more like way way way) too hard, and the game needs vastly expanded tutorials to explain everything.
So I'm adding taps on the left and right of the bar to address these concerns and slowly ramping up the mechanics in a much slower pace instead of throwing people in deep.
Thanks again for everyone who gave the game a whirl!
I thought I'd have the Steam demo out but after the great playtest feedback, I now want to fix all those things before putting the first Internet-public demo out.
In my personal life, I've spent a lot of savings working on this game these last 2 odd years, FT. So I had to take a in-term recent job. This is good as I won't have to figure out coding in the streets, but bad for production, as I'll have greatly reduced time to work on the game.
I've broken down my remaining production to get the revised demo out to about 16 days of work, 2-3 hour sessions. This means that Steam demo will be coming out in July.
The next demo will be the Playtest Demo and anyone who tries the game out and submits feedback will be credited in the official credits! I rely on your feedback to make this the bestest game it can be.
The tentative release date is going to be after October Next Fest. Most likely mid November, as I'll incorporate the feedback from the updated demo in Next Fest, and wait until the Spooky Halloweenie games have had their moment. I'm also revising the scope of the game so that expanded parts will be in a sequel or DLC so that I can release the first title sooner (next news will be about this!)
As a solo dev who is not doing this for the money, releasing the game in a good state when its done is my main goal. This is balanced out with not taking eternity to release the game.
Thanks for everyone reading this and showing interest in my game. If you think a friend may like this, please tell'em about the game, as I'm practically invisible on Steam these days, and a game's not a game without players. Like you!
Time for another update!
When you think of what makes a terrific roadhouse a terrific roadhouse, what comes to mind? Whatever the answer, there's a good chance it's covered by one of our 70 odd upgrade blueprints! This last month, been working on the upgrade system. I'll let the youtube video show you it in action: [previewyoutube=In_2eU3b8tM;full][/previewyoutube] There's 7 different sets of upgrades you can build (but not all in the same game!): [olist]
Happy Halloween folks! May your times be fun and only slightly haunted. Here's another update! [previewyoutube=rRDPNP5nklw;leftthumb][/previewyoutube]
Good day all future roadhouse managers out there. Thanks for reading. Get comfortable and we recommend pairing this update news with a fresh beer. Today we'll look at two things: a general update on how the game is coming along, and a look at the possible beers on tap in your roadhouse.
Hello world! Today, with great pride, I'd like to introduce RoadHouse Manager to the world. What a momentous occasion! First, a tiny bit about me. My name is Kevin. About two years ago or so, I quit my day job with Activision Blizzard to make my own games -- a lifelong dream. This was a big leap of faith, as I didn't really know how to make games at the time, but hey, we only live once in this game, so I hopped. Gameboardgames studio came into being. I got into the groove making some blockchain games associated with my crypto-company, Steak4All, on the Sandbox platform. But I wanted more. So here is more:
Welcome to The Fog’s End: a roadhouse in an alternate dimension where there are many thirsty travelers. In this strange place, every night a fog bank rolls through the land. Here the fog bends worlds together, and makes you forget who you are. Lost in fog, misfits and lost travelers wander through infinite possibilities. The Midnight Train from some other place stops here, every night. These travelers will come to The Fog’s End, a beacon in the mist: looking for friends, looking for forgotten memories, and a well-made drink.
Oh ya, and some jerks will come in as well. You'll have to throw them out -- maybe through a window, or down the stairs.
Most folks in this world are friendly, but not all of them. You have thirty days to prepare for the end of the world. It will take all your skills and a hell of a perfect signature cocktail to appease the OMEGA CRITIC, the weird being who owns this dimension. If you don’t make the cut, you get cut; your reality phased-out into the fog and mistified.
No two games play the same way, as different travelers find you in the fog every night. Over 50,000 possible looks to these random NPCs. Each night's travelers include one VIP guest. VIPs are vital for your roadhouse. Send them on quests, or gamble-dice to win cocktail infusions for your custom cocktail, or hire them to staff.
Your drinks are famous. Sometimes they are so good, they'll shock the guests into remembering that they were once famous.
Socrates. Maurice Rocket Richarde. Cleopatra. You can infuse guests with over 100 possible historical personalities if you have can craft the correct cocktail!
Once a wanderer enjoys one of your fine beverages, they’ll decide to stay, and become a permanent fixture in your bar. You can even hire them as staff. Maybe Seneca could work coat check, and Nikola Tesla be your handy-man, the choice is yours.
Dialogue for these famous guests are generated by a live AI using a simulated personality matrix, enabling near limitless possibilities! But please note: a network connection is needed for this feature -- you can still play offline though, without the dialogue, if you aren't much of a reader.
No one ever bartended like this before, in gaming.
Each drink is a performance in The Fog’s End. You’ll need some good flair to impress your VIPs. Toss the glass, spin it, balance it on your arm. Pour it perfectly. And your ingredients have to be up to snuff to, as only the highest quality cocktails can trigger an Infusion, where your VIP remembers he or she is a famous figure from history!
24 kinds of beer. 24 kinds of wine. 100 different spirits. 99 different beverages and juices. 85 kinds of sweeteners, mixes and syrups. No game has ever had any bar anywhere near as stocked as yours, with 333 possible ingredients in the roadhouse. Ralph, our in-house AI, calculates upwards of 2,364,896 possible unique drink recipes are possible with this many ingredients... and that's a lot!
As the days go on, you’ll need an increasingly better ambiance to entice fog-wanderers to stop by. Through your staff, you can spend money on upgrading your roadhouse: show lights, plants, seating, appliances, and enhance your VIP room for your most famous guests. The day time is for casual prepping for the night time.
Reminiscent of old-school design, when the night starts, you'll have to run around to pour drinks, keep your customers in line, and collect tips and glassware, some of it flying through the air! To keep operating costs low, catch those flying glasses and try not to break furniture if you got to bust heads and do some coolin'. During the day, you can rebuild, upgrade and explore the open world.
Utilizing an AI-powered Signature Cocktail designer, the amount of drinks you can create is almost endless. Only have some lime juice, maple syrup and gin? Don’t worry about it! Our AI will come up with something!
Our cocktail creator offers near infinite possibilities. You may be able to generate your very own original and delicious legendary drink that you could make in the real world if you have the same ingredients. Millions of possible cocktail inventions are possible in your roadhouse!
But only the Best Cocktail can save the world! If the OMEGA CRITIC isn't impressed, your roadhouse will get knocked down to make way for a new trans-dimensional highway bypass. It's all up to you!
You have a magic interdimensional jukebox that can bring in over 120 songs from alternate dimensions, unlocked via impressing traveling VIP musicians.
You are limited in how many VIPs you can keep as regulars though. Each one has different stats and bonuses. Choose wisely, and swap out when needed. Upgrade the VIP room for a bigger squad of patrons.
With each new run, you can carry over a few of your prized bottles of booze. Choose wisely to make the next run count!
Rule number one for your roadhouse: always try to be rice.
Rice is flexible. Rice is easy-going. Rice is nice. You always try to be rice. But sometimes, being rice just won’t cut it.
If push comes to shove, you’ll have to deliver an occasional beat-down to keep the unruly guests chilled and reasonable. Punch, kick, and throw unruly guests down the stairs to prevent a giant bar fight from breaking out, wrecking your roadhouse!
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