

You're the newest addition to Dreadwinter, a coffee shop based in Lunara, a charming, timeless town. With your management and coffee brewing skills, transform a small, struggling café into the talk of the town!
You can even grow further and make your name known on a global scale, or keep things simple and cozy. With multiple storylines based on how you run your business, there's no correct way to play!

From a simple coffee, to fancy espresso, to the trendy bubble coffee, you'll be able to brew all sorts of artisan drinks!
By mixing different varieties of coffee beans, you can create your own special blend of premium coffee.
Master a range of machines and brewing methods to expand your recipe book!

Experience a world that's cozy by day, spooky by night. Open for business while it's dark, and you may notice your customers are a little more frightening..
Explore multiple cities, each with their own vibe. From the quiet Lunara to the hustle and bustle of Neo Solara, everywhere you go is a new adventure!
Join the Adventurers Guild and use a variety of magic and weapons to explore dungeons and uncover hidden secrets.

Expand your business by opening a bakery, adding an underground bar, growing your own coffee beans, and more!
Multiple backstories to choose from, with each one providing different benefits and NPC interactions.
14+ NPCs that can be romanced, as well as many more you can befriend! There are also regular customers that you'll get to know throughout the game.
Take part in karaoke night, visit the aquarium, make it big in the stock market. There's no shortage of things to do!
Hey there! This is just a quick post to say that Dreadwinter is in Midwinter Spirits! It's a week long event showcasing loads of games and demos, with a spooky, cozy theme!

I'll be releasing a more detailed update later this month, but here's a short summary of what I'm planning to work on this month:
Cafe Expansions - open up the top floor, expand outwards, set up a kitchen, and an animal sanctuary!
[/*]Manual Saves - Save (almost) any time and start from where you left off
[/*]More townspeople - All of the characters you can meet in Lunara will be added to the game. They will also have unique interactions with each other that will randomly occur!
[/*]
That's it for now! Check out the event, and thanks for reading!
-Alex

[/h2][p align="initial"]Hey! It's that time again, another Dreadwinter development update! There's quite a lot of small changes added to the game, alongside working on filling out the rest of the game's content, so let's go through it all.[/p]
[u]Demo Updates[/u]
[p align="initial"]I recently released another update to the Dreadwinter demo, it's mostly bugfixes, but there's a few little things I added as well! Here's some mini patch notes:[/p][p align="initial"]Gameplay updates:[/p]- [p align="initial"]Move speed increased by around 25%[/p][/*]
- [p align="initial"]Added sprinting (hold Shift)[/p][list]
- [p align="initial"]This is mouse and keyboard only right now, but the next update will add it for controllers[/p][/*]
From November 18-19 combat was broken altogether, so you probably wouldn't have noticed any issues with the player sprite in combat (what a day!steamsad)
[p align="initial"]There's a lot of bugfixes as well, I'll leave them at the end of the post if you want to check what's been fixed. If there's anything missing, let me know and I'll do my best to fix it![/p][p align="initial"]I tend to push updates once there's a lot of things done, since it's a bit of a long process to update the demo, but they should happen regularly enough.[/p][u]Gifting[/u]

[p align="initial"]I'll also add some other ways to gift items to characters, it's just a matter of fitting it into the game.[/p]
[u]Mail System[/u]
[u]New Locations[/u]
[p align="initial"]I'm currently working on filling out the rest of the town, hopefully by the end of the month all of Lunara will be explorable. There isn't too much to do, but it's still quite time consuming.[/p][p align="initial"] [/p][p align="initial"]Here's some screenshots of the new places:[/p][p align="initial"]Kazuho's Home[/p][p align="initial"]
[/p]Nought's Apartment

The Mayor's Manor

[/h2][p align="initial"]Each season has a few events and festivals going on, some are just for fun, and others will have practical value, such as things you can buy for the caf and your other business ventures.
[/p][p align="initial"]One example is [u]The Murder of Mayor Moon[/u], a fun little event during the spooky season. It's a murder mystery event, where the Mayor is killed during a dinner party, and you have to figure out who the culprit was.[/p]

[/p]

[u]Demo Bugfixes[/u]
[p align="initial"]Bugfixes:[/p]
- [p align="initial"]Doors can now be interacted with more than once[/p][list]
- [p align="initial"]They previously disabled themselves after interacting with them[/p][/*]
19/11 - Fixed crash at start of combat
[/*]Gave Tofuu animations
[/*]20/11 - Updated trouser sprites for clothes obtained during the intro
[/*]21/11 - Fixed a bug during combat that disabled player inputs when using a defense/player card and immediately passing turn
[/*][p align="initial"]Bugs I am aware of:[/p]
- [p align="initial"]It is possible that customers can sit on the same seat[/p][/*]
- [p align="initial"]Some objects are positioned in a way that you can get stuck between them[/p][/*]
- [p align="initial"]Assorted crashes[/p][list]
- [p align="initial"]Leave details of these if you can![/p][/*]
[u]Welcome[/u]
Hey! Welcome to another Dreadwinter blog, this time around it's the spooky edition (not that anything changes). There's a few things that happened that I want to talk about, and I'll also elaborate more on what the next steps are in the game's development, so stick around!

[u]Steam Next Fest[/u]
Dreadwinter was part of this years October Steam Next Fest! It's a week long event made to showcase upcoming games and demos, and is very useful for getting eyes on your game.
There have been a lot of people playing the demo, and putting Dreadwinter on their wishlist! Thanks for playing, and/or wishlisting. The demo will still be around, and will get updates when available, so keep an eye out!
[u]Bugs and Improvements[/u]
I think one thing that needs to be improved is guiding the player at the start of the game. There were a few comments that players weren't sure what to do or where to go. I wanted to give players a lot of freedom in how they played from the start, but I think it's a good idea to guide players along until the core gameplay is introduced.
For example, when you start the game, you wake up, and from there you can go wherever you want. I expected most people would leave their apartment, see the cafe, and head there first, but it seems some players chose to wander around first, and got a bit lost!

I'll work on streamlining the experience, and making it a bit more obvious as to what you need to do to start off.
[u]A Frustrating Bug[/u]
There is currently a bug that may occur when moving between levels, such as entering/leaving Dreadwinter, your room, or the furniture store (these seem to be common locations). When you move to another location, there is a chance that your character will warp, but the game does not realise that you have moved to another level, and so the camera will not follow, as well as certain background things not happening.
This makes it seem like you are stuck in a level, and is essentially a soft lock. I have an idea of what's happening, but I don't know what's causing it, and I currently am unable to reproduce the bug myself. It doesn't seem to be a consistent bug, which makes it quite hard to figure out.
For now, as a short term fix, I plan to add a "stuck" button for when this occurs. It seems that you can still access the menus, and the game continues as normal, which makes me believe that you still have control, but the camera is no longer tracking your character. The "stuck" button will warp you to a safe location, which should hopefully reset things.

I plan to add manual saves to the game as well, and have the game autosave after a cafe shift, so you don't lose too much progress if you have to restart. There's a lot of extra data that has to be saved, so I'm not sure how long this will take to add.
[u]What's Next[/u]
I outlined my plans in the last blog post, but here it is again:
Remaining townspeople in Lunara (Around 10 or so)
[/*]Interiors for buildings/homes in Lunara
[/*]Manual saves
[/*]Functioning Dreadwinter expansions (Being able to unlock the expansions + gameplay features)
[/*]Automation in Dreadwinter (Via machines)
[/*]Takeaway mode - Serve orders to go! Seating not required!
[/*]Adding in the story/stories
[/*]
I'm currently designing the remaining NPCs in the game, and their homes, as well as any other interiors that aren't finished. Here's a preview of what I did in the last few days:

It's been a while since I designed new characters, so I'm glad to be getting back into it. Afterwards, I'll try to get manual saves into the game, hopefully I don't break it!
That's it for this blog post, thanks for reading, it was a bit of a long one!
-Alex
[u]Welcome[/u]
[p align="initial"][/p][p align="initial"]Hello! Welcome to another Dreadwinter development update! This one is a bit late, since there's been a lot going on, but none of it is particularly interesting. Here's a quick summary of what's been going on![/p][u]Bugfixes[/u]
[p align="initial"][/p][p align="initial"]The majority of what I've been working on in the past month has been bugfixes. The demo released with quite a few bugs, some even causing crashes, which needed to be urgently fixed. There's still some I'm working on fixing, and there are probably more to be found. Any feedback is appreciated, so give the demo a go![/p]
Here's some notable and funny bugs that have been fixed:
- [p align="initial"]The auto brewer didn't use any coffee grounds, which meant you could create infinite coffees[/p][/*]
- [p align="initial"]The auto brewer did not load when starting the game, instead being replaced by a regular brewer[/p][/*]
- [p align="initial"]The D-Mon merchant that appears on Wednesday nights would freeze the game if you chatted to it[/p][/*]
- [p align="initial"]Dread & Winter would occasionally walk through walls[/p][/*]
- [p align="initial"]Dread was set to inactive during the night, which meant he would disappear until you reloaded the game[/p][/*]
- [p align="initial"]Some of the new hats would crash the game if you equipped it[/p][/*]
- [p align="initial"]Claire, the manager of the Adventurer's Guild, didn't have any character data, which would crash the game when you opened up the relationships page in the journal[/p][/*]
- [p align="initial"]The demo did not end after day 7, but time would stop anyway[/p][/*]
[u]Steam Next Fest[/u]
[p align="initial"]I'll be participating in the October Steam Next Fest this year! It's an event hosted by steam that showcases new and upcoming games/demos. Hopefully this brings some new players in, and I can get some more feedback on anything that needs to be fixed or improved.[/p][p align="initial"]I've mostly been working on the demo in preparation for this, and once the event's over, I plan to go back to adding in more content, and a few features that I thought of.[/p][h2][u]Upcoming Features/Content[/u]
[/h2][p align="initial"]Here's a rough outline of what I plan to add next:[/p]
- [p align="initial"]Remaining townspeople in Lunara (Around 10 or so)[/p][/*]
- [p align="initial"]Interiors for buildings/homes in Lunara[/p][/*]
- [p align="initial"]Manual saves[/p][/*]
- [p align="initial"]Functioning Dreadwinter expansions (Being able to unlock the expansions + gameplay features)[/p][/*]
- [p align="initial"]Automation in Dreadwinter (Via machines)[/p][/*]
- [p align="initial"]Takeaway mode - Serve orders to go! Seating not required![/p][/*]
- [p align="initial"]Adding in the story/stories[/p][/*]
Hey there! The Dreadwinter Demo is now available to play!
[u]Features[/u]
The demo has the following features:
Play the first 7 days of the game - equivalent to around 2-3 hours of gameplay
[/*]Brew coffee, mix your own blend of coffee beans, and add additional ingredients to make unique drinks!
[/*]Day and night shifts - serve ordinary humans during the day, and the supernatural at night!
[/*]Customize your caf! - Add furniture, change the flooring and wallpapers, and adopt a pet!
[/*]Meet 6 of your regular customers, who will visit the cafe weekly in the full game!
[/*]Fast-paced, turn-based combat using magical cards!
[/*]Explore a charming, timeless town and get to know the people there
[/*]
I hope you enjoy the demo!
-Alex
[u]Welcome[/u]
Hi there, welcome to another Dreadwinter update! This is a quick, but important one, so make sure to read on!
[u]Demo Release Date[/u]
First of all, the demo will be (re-)releasing on Friday, 15th August 2025!
There's been a lot of updates since the last one, and it should be a much better taste of what the game will be like. It's not 100% perfect, but it's in a state that I'm happy to show off! I felt like if I kept trying to perfect every last detail and add things, you'd probably be waiting for another year, so I really should just release it.
I'm currently working on updating the store page; adding new screenshots, updating the graphical assets and making a new trailer. There's also a bunch of small things to take care of in the game, and making sure it doesn't immediately break.
[u]Features[/u]
The demo has the following features:
Playable for 7-days of in-game time, which is about 2-3 hours of gameplay
[/*]Brew coffee, mix your own blend of coffee beans, and add additional ingredients to make unique drinks!
[/*]Cafe customisation - Add furniture, change the flooring and wallpapers, and adopt a pet!
[/*]Meet 6 of your regular customers, who will visit the cafe weekly in the full game!
[/*]Revamped combat - Combat has been changed to a card battle system
[/*]More characters and cutscenes
[/*]
Look forward to it, and I hope you enjoy the demo!
-Alex
[u]Welcome[/u]
Hi, welcome to this month's dev blog! This was quite a busy month, with a lot of content added, as well as some under the hood stuff, so I'm going to give a quick overview on some of the changes.
[u]Regular customers[/u]
One of the main features of Dreadwinter is its regular customers. These are special NPCs that will visit every week, and bonding with them can provide alternative methods to progress the game. Initially, I only had 2 added into the game, so I've been working on creating the rest of them.
For example, you have Peabody, a dwarf, builder and owner of a construction company. After you build up your relationship enough with her, she may offer to expand the caf for free, rather than you having to pay someone to do it.
Regular customers have a different relationship system from the townspeople, as it's influenced by serving them drinks they like, which you'll have to experiment with and figure out. Every so often, they will make a special request, which can boost your relationship by a lot!
[u]Cutscenes and tutorials[/u]
The vast majority of development has been spent on building the systems for the game, and designing the world, so there isn't much actually happening in the world yet. I've taken some time to add some more cutscenes into the game, which should make the world feel more alive, and help build up the world.

Hopefully, this helps establish a connection to the game, and gives you an idea of what's going on. I've also added little tutorials and help menus to the game, to make some of the mechanics and features clearer, since that was an issue before.

[u]Journal system[/u]
I've added additional menus to the game, to account for some of the newer features, but there were too many to fit into the current pause menu, so I added a journal system, which is essentially another pause menu, but is composed of the more informative parts.

For example, the settings menu is probably worth keeping in the pause menu, but something like a calendar would fit better in the journal. The calendar should help you keep track of when events and birthdays happen, and there's also a reminder of what day and time your regular customers will visit.
I'm working on adding in a mail system, map, and a tracker for which drinks your customers like and dislike.
[u]Controller Support[/u]
Controller support is coming along nicely, and most features have controller support. There's a few things that required more work than I would have liked, such as the on-screen keyboard on the Steam Deck, but most of the hurdles have been cleared. I'd say the main challenge is now to add controller support for the combat system, which I anticipate will be somewhat tricky.

[u]Adventurer's Guild[/u]
I've finally added the adventurer's guild into the game. This is your hub to take on quests, and make your name known throughout the kingdom! In the earlier version, the dungeons were just there to explore, and it wasn't particularly clear what you were meant to be doing, or how to do it.

I'm working on getting the gameplay and tutorials set up so you can get a license, gear up, and start exploring the world, which is one of the things I want to get done before I release the demo.
[u]Demo Progress[/u]
I believe the demo should be ready within the next month (fingers crossed), and there are 3 things I want to tick off before I can say it's ready
[olist]Remaining controller support
[/*]Adventuring gameplay streamlined and playable
[/*]Overworld music
[/*][/olist]I'd like to have a few tracks that play when you're out and about, since music adds a lot to a game. I'm currently trying to produce them myself, which is something I'm somewhat new to. I'm optimistic, though, and I'm enjoying the process.
That's it for this update, it turned out to be longer than I thought, but if you made it this far, thanks for reading!
Welcome
Hey there! It's been a while since I've posted an update here, but I've finally gotten some time to give another one. There's been a lot of things added, but here are some highlights!Updates to the combat system
I've changed the combat system in Dreadwinter, from a hack and slash dungeon crawler, to a turn-based card battler. I wasn't happy with how the previous system played, and I didn't enjoy working on it. Rather than work on something I didn't like, and end up with something that wasn't great, I thought it would be better to change it to something I actually enjoyed working on.
If you're interested in how it works, check out my blog post or my youtube devlog .
Outside of that, you're still exploring dungeons like before, but now you can buy packs from Blunder Muffin, the local hobby store, to acquire new cards and upgrade your deck!

Game intros
One thing I've been meaning to add to Dreadwinter is an actual game intro, to give a bit of background to your player, and the world that they live in. There are 3 different intros, depending on the lifestyle you imagine yourself living, before you become a part of Dreadwinter.
These are based on the 3 different playstyles you can focus on, adventuring, business, and coffee. There are small bonuses depending on the path you choose, but how the game plays out after is up to you!
Updating the game
I started working on Dreadwinter nearly 3 years ago, and a lot of the core assets and gameplay were made quite early on, so the quality is a bit lacking, compared to what my standards are now. I've hit a point where I'm trying to update the parts of the game that are now toddler aged, to make the quality consistent, before moving on to anything else.
A lot of the changes probably aren't noticeable, unless you've being paying close attention since the start, but there were a lot of things that I think were messy, or unclear, which have been improved on.

Cafe customisation
One of the core features of Dreadwinter's gameplay is to be able to customise your cafe to your desire, but I hadn't got around to actually being able to acquire furniture and decorations in the game. The furniture store, run by our resident talking pumpkin, has been around for a while, but it didn't have anything on sale. Not anymore!
You can buy furniture from a "catalogue" in the store, but there is also a selection of seasonal furniture on display, which you can buy by interacting with it. As the name suggests, this is a selection of furniture that is only available during certain seasons, and rotates at the end of the month. It's a bit fancier than the regular furniture, and therefore costs more, so make sure you save up for when it's available!

I'm also working on adding pets to the cafe. You can adopt them from the store, and they'll spend their time in the cafe, being cute and running around. Your first pet can be adopted for free, but additional animals require you to expand Dreadwinter to a certain level.
Steam Deck/Controller Support
The last thing I wanted to talk about is adding support for the Steam Deck, which would include controller support. From testing on my own Steam Deck, Dreadwinter is already playable and runs fine, but a lot of the menus are designed for mouse and keyboard, and don't have controller support.You can run around and make coffee without any problems, but you may have trouble accessing your inventory, unless you bind a trackpad to function as a mouse.
I'm working on adding in full controller functionality, which I've found isn't as difficult as I thought it would be, but there's a lot of menus to rework.
That's it for this update! Thanks for reading, and I'll see you in the next one!
-Alex
Welcome
Hey there! Thanks for taking the time to check out this blog post.If you're not caught up on what's been going on, I'd recommend watching my video devlogs on my Youtube channel to get an idea of what I've been doing so far.
January Progress
So the main goal for January was to add a new town into Dreadwinter, known as Neo Solara.It's the financial capital of Lindengard, the country that Dreadwinter takes place in, and is the complete opposite of Lunara, where you live and work.

Lunara is a small, cozy village that's beginning to transition into the modern age, while Neo Solara entered the modern age a long time ago. My inspiration was big cities like London and New York, where you're surrounded by skyscrapers and massive buildings.

You can travel there from Lunara by taking the Sky Train, a train that travels in the sky! It's rather expensive, so you'll need to save for a while to make the trip.

The first place you arrive at is Neo Solara station. The platform is on top of a skyscraper, which I thought would be cool, and made sense, considering how high up the train travels. My vision of Neo Solara is that despite being based in a world full of magic, capitalism is still the driving force behind everything, and you're bombarded with advertising as soon as you arrive.
I think the buildings can use a bit of weathering and extra detail to make it pop a little more, but we're off to a good start!

Coming out of the station, you'll notice MerryAutumn Coffee House, one of the major businesses in the game. MerryAutumn is a company that specialises in luxury coffee products, all the way from beans to machines. It's owner, Autumn, will be a regular customer at Dreadwinter, and befriending her may reward you with some neat stuff!

Lastly, I designed the headquarters of GenerousSpring Investments & Loans, another major business in the game. It's a mix of cozy, grand, and just a bit of investment banking.

What's Next?
I'm now working on overhauling the combat system in the game. It's not the primary selling point of Dreadwinter, but I think it should be a high quality, fun experience nonetheless, and I think the original version of it wasn't that interesting to play, or to make.The original gameplay was similar to Stardew Valley, in that it was more of a hack and slash RPG, with skills and spells you could learn.
After a few months of thinking before going to bed, I thought of an idea for a turn-based combat system using cards, similar to something like Moonstone Island. It's quite a big flip in style from the original idea, but I don't think anyone interested in the game was drawn in by the combat system.

I wouldn't say the new system is any easier to make, but I enjoy turn based games a lot more than action ones, so I'm having fun making it right now. I'll cover the details of how it works in another post, since there's a lot to go over, and it's still in development, but here's a quick look at it right now.
That's it for this update, thanks for reading to the end, and I hope to see you again soon!
-Alex
Hello! It's been a long while since my last devlog, my goal for this year is to give more frequent updates, alongside working on Dreadwinter.
Anyhow, there's been a lot of progress since the last update, and I think the game has come a long way from when I started working on it 2 years ago. I'll go over a few highlights, and outline my plans for this year.

I've updated a lot of the graphics, since a good chunk of it was made a long time ago. There's still quite a bit to do, but I'm happy with the direction it's going in!

I've also started working on seasonal designs for the world. Currently, spring, summer and autumn are complete, but winter is still a work in progress. There will be plenty of seasonal events alongside it as well!

There are also a load of new areas in the works!

Gameplay wise, I've added an espresso minigame, which is a separate experience from making coffee. It's a more midgame feature, since there's more steps involved, and I felt it should be something you unlock with experience.

Cafe customisation has also gotten an update, there is now a few expansions available, that range from just adding space, to giving access to new gameplay features. You can also customise the floor and wallpaper to your liking!

Last but not least is a small farm you can develop, which allows you to grow and produce coffee beans. It's mostly automated, so won't distract from running the cafe, but it allows you to grow your own variety of coffee beans, with unique bonuses!
I plan to share more of my progress on a regular basis, so check out my socials here: https://linktr.ee/vogybear
There's still a lot of things to be added to the game, and I also need to clean up some old content, but my aim is to have all features added by mid-2025.
Once that's done, I'll start prepping the demo for re-release. It should be ready around October 2025.
My goal for release is early 2026, but that's assuming nothing goes wrong, so I won't promise anything.
It's been a long journey, and there's still a lot more to go, but I think things are starting to come together, and I'll work hard to get Dreadwinter to the finish line.
Thanks for reading!
Alex
Hello!
Thanks for taking the time to read this, I'll try to keep it short!
This is the first devlog I've written for the steam page, so I'm not quite sure where to begin. Hopefully you've seen the store page and have a fair idea of what this game's about, and perhaps you've even played the demo, so I won't go over what kind of game Dreadwinter is, and what's currently in the game.
If you have played the demo, you may have tried to explore some of the places in Lunara, the main town, only to find they're not ready for business yet. In the last month, I've been working on opening them up, and coming up with some cool ideas!

First off is Lin Fei's Dim Sum Diner and Bathhouse. As the name suggests, it's a restaurant that serves dim sum, a chinese meal consisting of a range of small dishes. Each dish you order will give a boost to certain stats for a short while. This could be anything from increasing your health, making you move faster, or increasing income gained (don't ask how). Make sure to visit often!

You can also take a relaxing bath if you want to. Don't mind the color of the water, it's just tea, supposedly it's good for your skin (don't try this at home!)

I'm currently working on getting the observatory into the game. As you can see, it's a lot more than just an observatory! There's a museum section, a library, greenhouse, as well as a study/relaxation area. The museum is currently looking a bit empty, as it was recently robbed, and you've been enlisted to find some new exhibits!

On the top floor is the telescope hub. Monitoring the telescope isn't the most exciting work, though, so the museum's director, Elysa, tends to use her research budget on strange experiments. Maybe you'll be able to help her out!
That's it for this update! There's still more places to add, so keep an eye out for the next devlog.
Thanks for reading!
-Vogy Bear
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