When will Tavern Keeper come out?
We don’t have a release date yet - please sign up to our newsletter to stay up to date.
What will the gameplay be like?
At its core, Tavern Keeper is a business simulation management game. You don’t have direct control over any character. Instead, you lay out rooms, outfit them with items, hire staff and then manage their activities and workflows to make your tavern work. It is inspired by games like Theme Hospital and Startopia among others. The focus of Tavern Keeper is very much on the inside workings of a tavern; there is no dungeon crawling, no wars to fight and no armies to control.
Can I get my hands on the game? I’d like to test/review/buy it!
Sorry but the game is not available yet.
Why are you taking so long?
This is not an unusual time-frame for a game like this at all and we would rather deliver something worthwhile for you to enjoy, instead of rushing a mediocre experience. If you want to follow our journey please check out the twitter, facebook and newsletter options on our main page but if you prefer to be notified only when big news is announced, you can sign up to our company newsletter here.
Will you do a Kickstarter?
No, we don’t have plans for a Kickstarter.
Is the game coming to Steam?
Yes, once it’s battle-tested and ready.
Will the game come out on mobile or consoles?
Will the game run on Mac and Linux?
Mac probably, Linux possibly, but we will have to wait and test this closer to a Beta stage.
Will the game be available in my language?
We will consider translations once we get closer to a release. We value the different cultures and languages around the world and would love to localize the game.
Will there be modding support?
Eventually, yes, but first we are focusing on getting to Beta and then we will re-assess whether modding support is best implemented before or after the initial release.
Why don’t the characters have elbows?
They... They don't? Animating elbows is simply too expensive!
Seriously though, it’s an artistic choice. As our art director Seth explains:
One of the reasons was so we could have big hands, giving them more emphasis/visibility even when the camera is zoomed out (which it often is). Connecting them with relatively small arms would have looked odd and, as a bonus, it saves work.