Good news, Tavern Keepers, Major Update 2 "Digging Deeper" is now available on the Experimental branch for early testing and it's time to lift the curtain on some surprises! The experimental branch is where we polish new updates before they become generally available. Note: The e
Good news, Tavern Keepers,
Major Update 2 "Digging Deeper" is now available on the Experimental branch for early testing and it's time to lift the curtain on some surprises!
The experimental branch is where we polish new updates before they become generally available.
Note: The experimental branch still has missing translations, missing voice overs and can have bugs and balance issues. Do not use the experimental branch, if you'd rather wait for the fully polished experience.
If you do want to help test the new version, please check the instructions here:
We'll forgo flashy trailers and gifs until this update releases properly but Update 2 is a HUGE step-up for Tavern Keeper and comes with several headline features:
A brand new dwarven level and scenario
Tavern expansions
Cellars (Surprise!)
Run your own tavern shop
Bake cakes and serve desserts
Run your own blacksmith
Gain Guild Levels and reach 3.5 tavern stars in all your taverns
Assign job duties and better control staff
And more...
The Dwarven scenario: "Digging Deeper"
The fourth and largest campaign scenario takes you deep into the mountains of Domhain to build a tavern for the dwarven clans. Deal with 24/7 demand from patrons, handle earthquakes and help the clans to unearth an ancient artifact. "Digging Deeper" is the biggest campaign scenario yet with a new level, new mechanics: open a tavern shop, bake and serve cakes, run a blacksmith and reach 3.5 tavern stars!
Player Requested Extras
In addition to the new scenario, we went all in and also addressed your most important feedback! You wanted to have more space to build your existing taverns, you wanted more control over your staff, and you wanted a reason to go back to your older taverns and grow them further too.
Expansions and Cellars
Update 2 gives you way more room to play with. You can dig a cellar, not only in the new dwarven level but in all(!) existing levels too. Similarly, expandable areas have been added in lots of other places so you can now extend your tavern over the swamp in Riverbottom or dig further into the hills in Halflington!
Both cellars and tavern expansions require staff with the new "Construction" skill (in the Dogsbody role) and can cost a fair bit of gold. Depending on the game difficulty settings, creating a sizable cellar can be quite the undertaking.
Staff Duties
On the tavern management side, a brand new 'staff duties' system lets you manage your staff in more detail. You can now designate staff to particular sub-tasks which opens up a whole range of new strategies for micromanagement. For example: you can tell your servers to only take orders at the bar or split your chefs into those who do the cooking and those who do the preparations. While we worked on the Staff Schedule, we also added much-requested options to filter and sort your staff.
Guild Levels
A new "Guild Level" feature now tracks all your scenario taverns across the world map and with Update 2, you can now go back to older taverns and raise their star ratingto 3.5 stars in each of your taverns.
And more...
A new scenario is a ton of work to begin with, much of which has been years in the making. Update 2 also adds hundreds of minor and major improvements and fixes but the tavern expansions, cellars (and staircase) required the most additional effort as these features weren't ever planned. Indeed, we ruled out multi-level taverns (and expansions) at the start of Early Access before your feedback convinced us otherwise, but we are so glad we listened!
Having the option to run a tavern over multiple levels (and who knows, there might even be an upper level in a future update) brings the way you can build and manage your taverns to a whole new level!
We can't wait to hear what you think of this new update. If you do want to try out the experimental version, please do and please report any issues with F3.
Depending on the feedback we receive, we expect that Update 2 will likely graduate to a full release in about a month's time.
v0.75.15 Alongside our work on Update 2 (more news soon), we've also fixed many of the issues you have F3 reported in-game. This patch brings these fixes and improvements to the current game-version. Thanks for playing! Improved: Items that cannot spoil no longer show a spoiling
v0.75.15
Alongside our work on Update 2 (more news soon), we've also fixed many of the issues you have F3 reported in-game. This patch brings these fixes and improvements to the current game-version. Thanks for playing!
Improved: Items that cannot spoil no longer show a spoiling rate on their info panel.
Improved: The Steam Cloud conflict window now shows hours played for each option.
Changed: Staff applicants no longer have the same name as another staff member.
Fixed: The game could stay frozen after a failed save.
Fixed: The game could hang while quitting when online services were unreachable.
Fixed: Some furniture could get stuck unusable until the game was reloaded.
Fixed: Staff could sometimes get stuck with a "Can't find path" error next to furniture that appeared reachable.
Fixed: Janitors could endlessly pick up and put back a mop when banned from all rooms needing polishing.
Fixed: Janitors kept switching between "Passing time" and cleaning when a staff member was sleeping in the bed they wanted to clean.
Fixed: Entertainers left the stage when you moved furniture near them in Build Mode 🙃
Fixed: Instructing a staff member to do a task while they are running late no longer lowers their happiness.
Fixed: Patrons could expect rooms of a higher star rating than the scenario allowed.
Fixed: Accommodation was sometimes rated 0 stars by patrons when it was just an optional need.
Fixed: An item being crafted could get stuck in the air when the furniture it was made with burned down.
Fixed: The Soup Pot could get stuck looking full even after it was emptied.
Fixed: Dropped items that weren't ingredients could sometimes spoil.
Fixed: Barrels on taps and shelves could briefly appear as individual mugs.
July has been another strong month for the Tavern Keeper Workshop website with hundreds of new templates from new and established designers alike. We've grabbed some of our favourites and put them in a little corner. This image features: " Sescape Escape ", another magical painti
July has been another strong month for the Tavern Keeper Workshop website with hundreds of new templates from new and established designers alike. We've grabbed some of our favourites and put them in a little corner.
If you want to use any of the many designs made by other players simply head to https://tavernkeeper.com/workshop and add them to your library. The next time you start Tavern Keeper, the templates will automatically synchronize and you can build them in your tavern.
And if you made it this far, I want to leave you with a little status update on the next major update. Progress is going well, we are testing internally at the moment and tuning the scenario. The next step will be an experimental test (no ETA yet, but you'll hear once it's ready). The promised 'expandable tavern' feature is fully implemented, and we are so glad we've taken all your feedback to heart as the game will be much better because of it. We can't wait to show you more 💚 Update 2 will be a big step up for the game.
Hello there, tavern keepers! 🍻 As we wait together for Domhain , your creativity continues to flourish! Let’s take a look at what exceptional creations were added to the Tavern Keeper website this June! Are you a tea fiend, a matcha fiend, or just have an irrepressible need to s
Hello there, tavern keepers! 🍻
As we wait together for Domhain, your creativity continues to flourish! Let’s take a look at what exceptional creations were added to the Tavern Keeper website this June!
Are you a tea fiend, a matcha fiend, or just have an irrepressible need to see the world in pink? Look no further than espirall’s gorgeous Matcha Cafeteria Collection!
Complete your tea shop set by adding Makiya’s set of adorable cakes, which will look right at home next to your anachronistic coffee grinders and paper cups!
Ookami takes us to Asia with long (龍) dragons. As many of you already know, long dragons are creatures of rivers and water, as opposed to their fiery, damsel-eating, gold-hoarding counterparts.
While we’re waiting for more furniture to complete the set (such as the very iconic red lantern), get yourself a lucky cat to put next to your tap! This beckoning cat (still by Ookami) has its left paw raised, which means its meant to summon customers to your tavern.
Remember Bob the bouncer from May? Well he’s back with a backstory! Bob, full name Bobert Gump, has diversified his activities and taken up jobs as a janitor, a maître loyal, and a pirate. Dewhy’s exciting creative journey shows no sign of stopping though, as…
…they’ve also completed a set of minions with their overlord! The overlord is a perfect centerpiece for any tavern, canonically frozen in time or just too bored to move. Strike fear in your patrons’ hearts and give in to your inner goth with Dewhy’s demonic folk!
And lastly, are you missing any delightfully magical plants to give your tavern a touch of greenery? Look no further than Nekl's potted plants set!
v0.75.12 Hello tavern keepers, another regular bugfixing patch, ironing out some rare and some not-so-rare issues. Thanks for all the F3 reports! Quality of Life Improved: The Assign Bed button tooltip now shows which bed a staff member is currently assigned to. Improved: The Bed
v0.75.12
Hello tavern keepers, another regular bugfixing patch, ironing out some rare and some not-so-rare issues. Thanks for all the F3 reports!
Quality of Life
Improved: The Assign Bed button tooltip now shows which bed a staff member is currently assigned to.
Improved: The Beds Preferred by Staff context menu now shows the tier next to each of the staff members name.
Improved: The Controls settings page opens and refreshes faster.
Fixed: Opening the staff schedule from the staff infopanel again opens it with the staff member already selected.
Staff & Patrons
Fixed: A staff member would sleep on the floor all night when their assigned bed was only briefly unavailable.
Fixed: The Assign Bed context menu no longer worked.
Fixed: A staff member could freeze at the key rack while taking a room reservation.
Fixed: A cooked meal could stay stuck to a chef when a patron abandoned their order while the chef picked up the meal.
Fixed: A patron could freeze and eventually disappear after loading a save which was made while they were washing their hands before going to bed.
Fixed: A patron could get permanently stuck after leaving a gift box.
Fixed: Rarely, a gift box could appear at an exceptionally tiny size.
Building & Design Mode
Fixed: The camera position was not restored after saving a design template.
Fixed: The Bedroom and Front Office category buttons could be active even when their build categories were locked.
Interface & Tooltips
Fixed: Patron tooltips in the Patron Satisfaction menu would sometimes close while trying to hover over them.
Fixed: Some icons inside a tooltip could overlap the text the first time the tooltip opened.
Fixed: Repeatedly opening deeply nested tooltips could, in rare cases, freeze the game.
Fixed: An alert could show outdated text in its detail area when it had no details.
Fixed: The Ban From Rooms highlight did not update when switching between staff members.
Fixed: Cleaning mops could visually flicker sometimes.
Fixed: Page browsing did not work on the Older Saves list, and choosing "More" jumped back to the top.
Fixed: Toggling the "Use Right-Click to Rotate" setting scrolled the settings page back to the top.
Text & Localization
Fixed: Renaming a room could automatically translate the typed name if it was an English word.
Fixed: The "Banned:" label in the Ban From Rooms tooltip showed in English in all languages.
Fixed: Story choices in the "Can't Buy Me Love" story showed in English in all languages.
Controller & Gamepad
Fixed: Taking a loan did not move the focus to the Pay button afterwards.
Fixed: Exiting the World Map could loose status bar focus.
Misc
Fixed: Tier 3 Patrons were not appearing on the Patron Attraction Board.
Fixed: Arcane Orders could be placed at shops in World Map regions which were still locked.
Fixed: A drink removed from the menu kept triggering a low stock alert.
Hello Tavern Keepers! We know many of you are keenly awaiting Update 2 and while progress is going well on the new scenario and mechanics, as many of you have guessed, we do need a bit more time before it's ready for you. As it stands, we are moving the roadmap target to Q3 this
Hello Tavern Keepers!
We know many of you are keenly awaiting Update 2 and while progress is going well on the new scenario and mechanics, as many of you have guessed, we do need a bit more time before it's ready for you. As it stands, we are moving the roadmap target to Q3 this year and we are also going to add the single most requested feature from you: expandable taverns!
The Early Access roadmap will therefore take a little longer, but we believe Early Access works best when we listen and, more importantly, react to your feedback on our way to v1.0. Thank you all for providing such thoughtful and valid input (as well as bug reports)! Whether through the in-game reports (just one 'F3' keypress away) or through the Steam forums or our Discord, we are reading all messages and often discuss how to incorporate them in our plans. You are all very kind to give us your ideas and enthusiasm and we are thrilled to have you along!
Update 2 extended!
Update 2 will introduce an entirely new level, seeing you open a tavern deep under the mountain in the kingdom of the dwarves. It's an exciting new chapter in the story campaign with unique game mechanics and challenges. It also introduces large new systems (like the tavern shop) and raises the star-level cap for your taverns. It will be a huge step forward.
Adding the ability to expand your tavern in Update 2 makes a lot of sense, as the added systems will require even more tavern space and you are already telling us that it feels a little claustrophobic at times.
We'll talk more about the details on the 'expandable tavern' feature as we finalize the system, but the intention is that we still want to give you interesting layouts while also giving you more freedom on how to build your tavern - and wow, have you built some outstanding taverns!
(one of many beautiful player taverns - imagine what you could do with a little more space!)
Development process
We also wanted to provide some transparency about the development process for major updates. There are three main phases.
First, we work on an update internally until it is feature complete, feels good to play and is tested.
Second, once that’s done, we publish the update as an 'experimental' version. The experimental version is a Steam branch (that anyone willing can join), where we finalize mechanics, game balance and catch remaining bugs together with you, the community.
This phase of maturing an update in the experimental branch is crucial for us to deliver a high-quality update and is not something we can rush through. Update 1, for example, took a little longer to stabilize in the experimental branch as we added so many extra features - we really wanted the first update to be more than solely a colour picker. The good news is that the system and performance improvements in Update 1 are foundational for Update 2! We couldn’t have hoped to add expandable taverns without this.
The third and final phase, once the experimental version matures, is to update any missing translations and voice overs, then release it for everyone.
We hope this explains a little how a major update is made.
Update 2 Status
Work on update 2 has been going on for many years so it's not like we have just started (don't worry!). The majority of features (except the new expandable taverns) are completed, stories are written and most voice-overs are recorded too. However, the scenario flow needs more work and we are making some changes to stories and game-feel that will require some re-recordings and new translations.
It's important to state that everything you see, hear and read in our game is handcrafted by humans! However, this also means that when we change stories or polish the scenario progression, it can take weeks of coordination, production and processing to fully polish an update (with the help of our amazing actors and translators).
We hope the human craft, love and attention we put into the game really shows and I know many of you deeply appreciate it (thank you!), but that also means we need to ask for your patience as we take the time to uphold this level of quality going forward.
A word of thanks
Tavern Keeper is a big game, and we are a small team. We've been loving the Early Access journey with our community and really cannot overstate how much we appreciate every encouraging word, every in-game report, every constructive discussion and the many, many incredible creations and taverns!
Thank you all so much for being part of this journey and thank you for your patience as we get Update 2 ready for you.
Until next time,
Patrick
And the Tavern Keeper Team
PS: While you wait for Update 2, we'll continue to highlight community creations, deliver smaller bug fix patches, and our community manager has some fun new things planned on our Discord to tide you over.
v0.75.10 Staff & Patrons Fixed: Patrons could get stuck standing in the tavern when their conversation partner joined a fight. Fixed: Patrons could freeze holding a drink after getting sick from a contaminated drink. Fixed: Patrons could get permanently blocked when props wer
v0.75.10
Staff & Patrons
Fixed: Patrons could get stuck standing in the tavern when their conversation partner joined a fight.
Fixed: Patrons could freeze holding a drink after getting sick from a contaminated drink.
Fixed: Patrons could get permanently blocked when props were placed in a tight adjacent space.
Fixed: Infestation nests could appear on top of each other.
Fixed: The "Better With Age" trait added no extra flavor to a drafted drink.
Kitchen & Larder
Fixed: A Soup Pot could show wrong "Missing Ingredients".
Fixed: Prop requirements such as the Larder Shelf always showed as locked in a room's star rating.
Fixed: Clicking items in the larder view to cycle through them did not work.
Fixed: Error messages when selling a cooking pot mid crafting.
Fixed: Error messages when interrupting a staff member mid crafting at the Roasting Spit.
Interface
Fixed: The "Turns into Dust in xx days" tooltip flickered when the game was not paused.
Fixed: Cycling between groups on the Patron Attraction Board could select the wrong group on the first click.
Fixed: Uneven spacing between checklist tooltips.
Fixed: Scrollable content showed through a gap in the Arcane Orders dialog.
Fixed: The "Use Right-Click to Rotate" setting was reset after restarting the game.
Finance
Improved: Scheduled staff charges now appear in finance.
Changed: Onics backpay now appears as a staff payment in finance.
Fixed: Onics story now resumes correctly if your save was on the last payment.
Localization
Fixed: The staff happiness buff "Boss is a dragon slayer" appeared in English in all languages.
Fixed: The staff "Away" status appeared in English in all languages.
Fixed: The inventory filter showed an untranslated "insecticide" category name.
Controller
Fixed: Overlapping timeline icons were difficult to navigate.
Fixed: The Y button prompt did not appear on group requests.
Hello there, tavern keepers! 🍻 Since the Color Picker tool , the new Design Pieces, and many other features arrived in Tavern Keeper with Major Update 1 , the creativity we’ve seen from you has been nothing short of incredible.🎨 Check out some highlights! Feel like your tavern
Hello there, tavern keepers! 🍻
Since the Color Picker tool, the new Design Pieces, and many other features arrived in Tavern Keeper with Major Update 1, the creativity we’ve seen from you has been nothing short of incredible.🎨
Check out some highlights!
Feel like your tavern is lacking in the dragon-themed decor? This wall mounted Dragon head is here to help! The creator Ookami even grouped parts of the same color so you can easily set it to any color scheme you’d like.
Aphelium used the new animal icons available in Update 1 to beautifully create the Wildlife Paintings, then colored everything with a cohesive palette that makes this design feel like real-life paintings.
CruiserCrusher gave us not one, but 5 variations of their Large Persian Style Rugs. This design is perfect to give your tavern a touch of color and an extra boost in your decoration levels - try placing one in the middle of your taproom!
This is the perfect bed to take your Staffroom to the next star. The Steampunk Bed by Altrapath is a chic design that will certainly make your high-tier staff very happy.
Mostly made of simple shapes, wiror used the Color Picker perfectly to give the Fountain "Starry Duck Diver" that polished stone look.
The Druid Hearth by popnotbroth is a great addition to any corner of your tavern. The inlay details on stone and all the vines around it give this custom hearth a wonderfully elegant look.
This is Bob, the Bouncer! Bob is made out of cube shapes and - we kid you not - his body is created using a Large Barrel painted green. Very tavern-themed from you, Dewhy!
If you’re into a more whimsical, flower-y style, the Garden Chair by stan will fit perfectly in your tavern. Great use of the added Wisteria and Hydrangea flower shapes! 💐
Can you believe this is a toilet? The Druid Toilet, by Nithe, brings some freshness and nature to your patrons in their moments of unexpected stomach rumblies.
The Deep Dweller Stovetop Grill gives a perfect modern touch, even to swamp taverns. The creator Fireman absolutely slayed with the visual and proportions.
Few things go together as well as billiards and taverns. Is billiard canon to the Tavern Keeper universe? Well, now it can be in your tavern, thanks to Nenuphar who shared this fantastic Billard de Taverne design.
Motosuke masterfully recreated Tavern Keeper’s Storybooks in Design Mode (Riverbottom, Halflington and Gugamush). The level of detail is astounding, especially on the Halflington cover where the colors are IDENTICAL. Amazing work 👏
This isn’t the first incredible recreation from Motosuke. They’ve also used Design Mode to rebuild real-life works of art, like this Portrait of Hops, inspired by Gustav Klimt’s “The Woman in Gold”.
This is just a tiny taste of everything the community has been designing. For more creations, check out the Tavern Keeper Workshop (https://tavernkeeper.com/workshop). Easily add designs to your library and get them in-game - and hey, if you list your creations there, you might be featured in another Community Highlight!
Changelog v0.75.9 Design Mode Improved: The hierarchy view now expands and collapses consistently whether using a gamepad or mouse. Fixed: Design Items could be lost when moving them onto a different object. Fixed: The object hierarchy could disappear when dragging several items
Changelog
v0.75.9
Design Mode
Improved: The hierarchy view now expands and collapses consistently whether using a gamepad or mouse.
Fixed: Design Items could be lost when moving them onto a different object.
Fixed: The object hierarchy could disappear when dragging several items at once.
Fixed: Design Items could load attached to the wrong object.
Fixed: Duplicated Design Items could share a colour instead of keeping their own.
Fixed: The object hierarchy was badly offset on 4:3 screens.
Build mode
Fixed: The build menu now opens to the category of the selected zone.
Fixed: Context menus containing could appear in the wrong position.
Staff
Fixed: Staff could get stuck at the tap while putting a barrel on.
Stories
Fixed: A story title appeared untranslated in non-English languages.
Stability
Fixed: Infestation nests can no longer appear hidden under props where they cannot be reached.
Fixed: A prop could become permanently impossible to demolish after a chaos event.
Fixed: Various crashes and stability improvements.
v0.75.8
Designs & Workshop
New: Your saved Designs now sync through Steam Cloud, so your custom decorations follow you between devices.
Changed: Two Steam accounts on the same PC now keep separate Design libraries instead of sharing one.
Fixed: Some complex Designs couldn't be downloaded from the Tavern Keeper Workshop.
Fixed: The local database holding design templates was taking more HDD space than necessary.
Fixed: The import panel could appear with the wrong layout when importing Designs by share code.
Build & Design Mode
Changed: Building hotkeys now show a disabled state when they don't apply to what you're placing.
Fixed: A free gift could be hidden inside a variant group and hard to find.
Fixed: The decoration redo and ungroup shortcuts could trigger inconsistently.
Fixed: Quick-rotate and quick-scale could keep going if you released the mouse off-screen or the window lost focus.
Fixed: Grouped decorations could end up with broken pieces after loading an older save.
Fixed: The sorting button could show the wrong icon when switching between Design Mode and Build Mode.
Fixed: The staff locker's door didn't animate in some placements.
Staff, Patrons & Cooking
Fixed: Staff could get permanently stuck after an error while finishing a task.
Fixed: A Server could get stuck taking an order, or staff could get stuck delivering luggage, after loading a save.
Fixed: Staff could stay stuck panicking after the fire brigade put out a fire.
Fixed: A patron could get stuck in their at-the-bar animation.
Fixed: Patrons at the bar counter could be ignored by staff in some cases.
Fixed: A patron could be charged repeatedly for one bedroom when staff couldn't deliver the room key.
Fixed: A mop or other carried item could be left floating in the tavern after a staff member's task was interrupted.
Fixed: A staff member could keep emitting a looping sound after their animation was interrupted.
Fixed: The roasting spit's recipe selection stayed locked while it was waiting to be cleaned.
Fixed: A cooked roast could be invisible on the roasting spit.
Fixed: An order could remain on the food window after the Server already picked up the meal.
Fixed: A meal at the food window could be destroyed when you redirected the Server carrying it.
Fixed: A larder shelf stayed selected after you trashed an item from its inventory panel.
Text & Tavern Log
Improved: Food spoilage caused by a chaos event is now attributed to that event in the Tavern Log.
Fixed: Corrected typos in a couple of Tavern Log entries.
Fixed: Corrected several lines that showed in English in other languages (a guild letter, a line in the German Staff Happiness handbook, and some dialogue choices).
Controls & Controller
New: You can now bind a key or button to open the handbook.
New: The shoulder buttons cycle through patron satisfaction categories.
New: You can change pages in the Staff Schedules with the scroll wheel.
Fixed: Input rebinding could keep listening after the controls page closed, and a rebind couldn't be cancelled once started.
Fixed: Using a controller and mouse together could cause unexpected behaviour.
Fixed: The cursor could get stuck on some tooltip links.
Fixed: Switching between controller and mouse while building could leave the placed item off-screen.
Fixed: The Staff Schedules showed shoulder-button prompts even when paging was disabled.
Fixed: Button glyphs didn't refresh when switching controllers, could appear at the wrong size the first time, and were ignored by build menu hotkeys and codex tooltips.
Steam Deck
Changed: Keyboard glyphs now show only when docked with a keyboard and mouse, not when entering mouse-mode.
Fixed: Info panels closed when interacting via the touchscreen.
Display & UI
Improved: The Ban From Room tooltip now lists who is currently banned.
Fixed: The interface could be slightly offset or scaled incorrectly at 4:3 and other squarish resolutions.
Fixed: The Accommodation icon was misplaced in the patron satisfaction dialog when all categories were unlocked.
Fixed: The upper parts of the larder overview filter icons were not clickable.
Fixed: Tooltips didn't work in the main menu.
Fixed: Clicking a room link in tooltips didn't move the camera to that room correctly.
Performance & Stability
Fixed: Loading a large save could freeze the game for several seconds.
Improved: Reduced stutter from fires when a lot of the tavern was burning.
Fixed: Build mode could soft-lock if an auto-placed door failed to load after building a room.
Fixed: Staff could get stranded at certain wall corners.
Fixed: Various crashes and stability issues.
Fixed: Repaired several of the above mentioned scenarios in existing save files.
v0.75.6 Fixed: Staff could get stuck at the Arcane Orders Desk after they panicked. Fixed: Long-pressing and right-clicking at the same time could leave furniture uneditable. Fixed: Right-click and ESC didn't cancel some long-hold actions. Fixed: UI didn't scale correctly on screens narrower than 16:10 (e.g. 4:3, 3:2). Fixed (Controller): Switching between controller and mouse while building could leave the item stuck off-screen. Fixed (Controller): Controller focus could get stuck on some tooltip links. Fixed (Controller): Staff Schedule bumper hints showed when the page buttons were disabled. Fixed (Controller): Hold-to-confirm actions could cancel if the mouse moved mid-press. Fixed (Controller): B button could close the shop instead of reducing the purchase amount if the mouse moved mid-press.
v0.75.5 Improved: Budget figures in the Arcane Orders dialog now resize to fit text-scaling better. Fixed: Clicking an input field while holding the right mouse button could freeze the game. Fixed: The larder overview listed water types that don't exist in the level (such as Fresh Water in Gugamush) before a Well or Cooling Fountain was built. Fixed: Selection outline on furniture could remain after quick-rotating them. Fixed: Floating sleep particles (zzz's) could linger on a bed with no one sleeping in it. Fixed: Particle effects could appear offset in the New Unlocks screen and while placing a decoration. Fixed: The (collapsed) build menu could look wrong when opened right after gaining a star. Fixed: Typing in the Save Template name or description fields could cause an error. Fixed: A control prompt in the Spanish Arcane Orders handbook displayed incorrectly. Fixed (Controller): Build menu could get stuck collapsed when using a controller and mouse together. Fixed (Controller): Hold-to-exit (B) and hold-to-purchase (A) didn't work while viewing the larder overview in a shop. Fixed (Controller): Opening a nested rating tooltip in the Meal Designer no longer closes the one behind it. Fixed (Steam Deck): Couldn't change resolution while docked.
v0.75.4 Improved: Loading screen now stays more responsive when loading older saves. Fixed: Chef could get stuck cooking on the grill in rare cases. Fixed: Tap could be left empty when staff changed to a different task while they were refilling it. Fixed: Roasting Spit and Large Barrel Rack didn't always unlock in older saves. Fixed: Right-click didn't close infopanel. Fixed: Importing a share code could show an error in some cases. Fixed (Controller): Atmosphere overlay could close unexpectedly and didn't always restore focus when closed. Fixed (Controller): Color wheel mode toggle didn't work correctly.
Since the release of Tavern Keeper last November, we have published over 70 updates ranging from adding quality-of-live features, responding to player reports, and (of course) bug fixes, but now our First Major Update is here! This is the result of months of work, including anoth
Since the release of Tavern Keeper last November, we have published over 70 updates ranging from adding quality-of-live features, responding to player reports, and (of course) bug fixes, but now our First Major Update is here!
This is the result of months of work, including another six weeks of refinement in our experimental branch (thank you, testers 💚).
Update 1 has some major features that we have wanted to bring to the game, and was also majorly influenced by your feedback. We’ve got an incredible range of players, and we can’t wait to see how you all take these new features and create some amazing taverns. Let’s dive in!
Key Features of Update 1
Color Picker
Go wild and customize the color of any item in Design Mode. Each object has a number of colors associated with it. Click on the object and you’ll be able to change each one individually, including the hue, turning it metallic or shiny, and generally making it look exactly how you want.
This extends to any item in Design Mode - make a spooky tavern of only dark, moody colors, or a verdant palace of forest green. Your choice!
Steam Deck Verified ✅ & Controller Support
We heard your requests and went all-in implementing full controller support throughout the game and are happy to say that Tavern Keeper is now also officially Steam Deck Verified ✅
Adding controller support was a huge undertaking. Our UI is handcrafted (and hand-animated!) in 3D, which meant that we had to implement this from scratch! But this also meant we were going through our entire UI and we took that opportunity to make several improvements which benefit everyone, regardless of whether you play using a controller or use keyboard and mouse.
Some noteworthy highlights:
You can now scale the UI text to your liking.
Right-click to close is now implemented and the new default so you can close any windows or de-select objects quickly by right-clicking (an often requested feature).
There are more control bindings, you can now configure shortcuts to open the staff schedule, open the hiring screen and many others.
Additionally, we’ve added 16:10 screen support, integrated with Steam Input API (which means you can customize the controller bindings for pretty much any controller using Steam) and made sure you can switch between keyboard / mouse and controllers seamlessly.
Arcane Orders
We’ve heard your feedback that manually managing every single stock order can be cumbersome, so we added the Arcane Order system as a response. Sign an Arcane Order contract with any shop on the worldmap, set minimum and desired stock amounts and have your staff automagically order items.
You can also specify delivery times so you can have all your arcane deliveries arrive in a particular span of time. This enables you to optimize your staff schedule and ensure that fresh deliveries can be stored away promptly in your storerooms when they arrive.
You can set priorities, a daily budget, a money reserve and the cost of the arcane orders scale with our difficulty settings making this system add another level of strategic depth to the game.
Tavern Keeper Workshop
Since release, players have created tens of thousands of custom design templates and have shared many of them using our share-code system, but there was no easy way to discover them in a central place.
Now, we have created a bespoke section of our website called the Tavern Keeper Workshop, which will allow you to publicly list your own creations and discover items published by other Tavern Keeper players!
You’ll also be able to:
build a library of items you like
create collections of items
favorite items
discover fresh or trending creations
The item library you build on the workshop automatically synchronizes to the game so you no longer have to manually copy/paste sharecodes.
If you want to get a head start, click here to check out some featured items.
The Workshop is our foundational feature to support creative players even more in the future. It allows us to feature designs, and featured items may appear as patron gifts in your game!
⚠️ Tip: If you are one of the many players who have created amazing Designs and you want to share them more easily with players, just log into the Workshop with the Steam account that owns the game and you can publicly list your existing designs for everyone to see.
More Random Stories
Update 1 adds eleven new randomly occurring stories to encounter as you play. From disgruntled employees to enterprising smugglers, the world of Tavern Keeper continues to grow.
Additional Features
More Design Pieces
We added 391 more design pieces to Design Mode, further extending the big catalogue of building blocks available to you based on the feedback from players. There are now more basic building blocks with many curved, round and chamfered shapes. We added more flat icons which come in handy for posters and artworks and there’s a selection of flowers, organic shapes and broken bottles too.
Together with the Color Picker Tool, this unlocks even more creative flexibility for your designs.
Decorate Animated Objects
Previously any moving parts of objects were inaccessible to the Design Mode which meant you couldn’t decorate them. This was frankly robbing(!) you of the opportunity to make, let’s say, any genius decorations to the outhouse door for example. This egregious oversight has now been corrected - in fact, you can now make a completely custom outhouse too if you so wish. Go for it!
Design Sockets
This is a bit more of an advanced feature but if you've ever tried to design your own chairs and tables, you’ll have noticed that they automatically react to where they are placed, so if say, you place a 4-seater table against a wall, the chairs that don’t fit in this location will automatically disappear. Generally pretty helpful!
This previously worked for custom designs too, but the Design Mode guessed which parts belong to a chair based on the visual position, which wasn’t always correct. Now, designers can override in which “socket” a design piece belongs to, via the Object Hierarchy, which will make it much easier to create the exact layout and decorations you want.
Roasts
Unlocked at 2.5 tavern stars, Roasts are a new meal type. Take a single big chunk of meat, mushroom or sunroot and roast deliciously over a fire. Compared to soups or stews, they are easier to manage as they only require a single ingredient but beware: they also spoil quicker!
Thanks to feedback, we’ve also further rebalanced soups and stews. Soups and stews now give more portions and the optional third ingredient slot further increases portion size. Now soups, stews, and roasts all have their own strengths and tradeoffs, allowing for more varied strategies.
Large Barrel Rack
What’s better than a barrel rack holding three barrels? A Large Barrel Rack holding seven of course!
This new furniture piece also unlocks at 2.5 tavern stars, gives your storeroom that rustic barrel storage look and slows down spoilage more than the earlier drink storage options. Unlike the smaller rack, it does not have to be attached to a wall.
More Efficient Simulation
With Update 1 we have reworked and improved large swathes of the underlying systems, especially focusing on CPU usage. The game should run better and smoother throughout.
Additional Quality-of-Life Features
And of course that’s not all! There are many more smaller changes that address player requests, optimization, and more.
Here are some highlights (the full changelog follows below).
Holding down Q/E now fine-rotates the camera. You can still use click and hold on the middle mouse button, but this should give you more flexibility.
Build Menu is now faster, has better filtering and can be browsed with scroll wheel or shoulder buttons.
Game Speed 3 no longer oscillates and is smoother and faster.
You can now prevent rooms from auto-merging when building rooms via modifier key (toggle it by using Alt or Left Bumper + D-PAD Right on gamepad).
The finance button now shows upcoming payments and the tooltip shows a detailed breakdown of loans and wages.
You can now reclaim more of your screen space with the collapsible build menu.
And much much more…
What’s Next?
With Update 1 generally available now and given the sheer amount of changes, we’ll observe if there are any remaining issues we missed and deliver further updates if necessary. If you spot anything that doesn’t seem right, please feel free to press F3 in-game to report it.
Other than this, it’s onward on the journey through Early Access (see our Roadmap). We’ve been hard at work on Update 2 for a long time which will introduce a whole new level ⭐, bringing your story under the mountain into the realm of the dwarves and introducing a bunch of exciting features, content and mechanics.
Until next time: Happy tavern keeping,
Patrick
And The Tavern Keeper Team
Changelog
Here is the full changelog with some more details:
New
Color Picker Tool in Design mode
Full Controller Support
Steam Deck Support and Steam Deck Verified
16:10 screen aspect ratio support
Arcane Orders: Sign arcane contracts to automagically stock up your tavern when running low
Tavern Keeper Workshop and integration
New meal type: Roasts
New furniture: Large Barrel Rack
391 New Design Pieces in Design Mode
Ability to decorate animated objects
Ability to assign decorations to Design “Sockets”
UI Text is now scalable to your preference
Eleven new random stories
Featured Tavern Keeper Workshop items may appear as patron gifts (opt-out under Settings)
Quality of Life
Added Right-click to close and deselect (now the default)
Collapsible Build Menu
Scroll-wheel support in the build menu
Long press Q/E now fine-rotates camera
Press Alt (or Left Bumper + D-PAD Right on gamepad) while building rooms to prevent same-type rooms from auto-merging
Reworked autosave to run on configurable intervals
Confirmation popup when building walls or rooms would demolish existing objects
Worldmap now displays shop markers and clicking them navigates to the region and opens the shop
You can now instruct sleeping staff to do a job (and they will begrudgingly wake up and do it)
Added command to instruct sick staff to stay in bed until fully healed
Ability to disallow normal drink barrels to be used in fire extinguishers
Added control binding for toggling walls (default to End key or Right Bumper + X with gamepad)
Design Mode Object Hierarchy now supports multi-selection dragging and shift-click, shift-control-click behaviours
New icon on items in larder overview if stock-deliveries are underway
Clicking items in the shop or arcane orders will highlight existing stock in the larder overview
Digital/analogue clock preference is now remembered
Finance button now shows upcoming payments and tooltip shows detailed breakdown
Improvements
Enhanced story options for end-of-level stories
When multiple Janitors are cleaning, they now coordinate better
Soups and stews now give additional portions
Optional ingredient in soups, stews now gives bonus portions
Build menu now uses thumbnails and is much faster to navigate
Placing decorative lights on furniture now contributes real brightness on the atmosphere system
Hearths can now be built in hallways
Staff now get a bonus when in a higher-tier staffroom
Game speed 3 no longer oscillates
Improved patron feedback when patrons can’t book a room
Build and Design Mode now remember page positions
Clone tool now shows the cost to clone an object on hover
Context-menu now shows inline control bindings
Light decoration scaling now scales the light range
Banned rooms on staff now display with a clearer room overlay
Problem banner now moves out of the way of the larder overview
Tavern log now shows details about orders and deliveries
Missing ingredient message now shows more details about what is missing
Clicking a furniture a second time now selects the room it belongs to (allowing you to select a room that’s covered in carpets for example)
Toilet now shows a ‘needs maintenance’ visual when it requires servicing
Text decorations no longer clutter up the Design Mode menu
Staff schedule now remembers what page you were on
Dragging roles onto the schedule UI no longer skips hours when you drag too fast
Off-duty staff now serves dishes from the food window if no one else is available
Chef skill bonus now applies more granularly, not just at the end of the meal
Skills of all chefs are used to calculate final flavor rating of a dish
Chefs no longer wait for bread to finish baking when a side dish was ordered
Patron message about missing side dishes now shows details
Improved timing of the spoilage alert to be more useful
Reserve for context menu on storage now shows more useful information
Groups no longer try to fulfill optional needs before required ones
Temporary job applicants from stories no longer stay in the job pool forever
Staff now better take patron patience into account when taking orders
Staff can now maintain furniture (such as the stoves) in staffrooms when they are off-duty
Nerfed the Fear of the Dark trait
Better idle wandering behaviour on staff
Staff no longer wander far from the locker before their shift starts
Doors can now be placed closer to wall-corners
Beds can now be placed a little closer together
Staff locker can now be placed a little closer to other furniture
Staff names in wage tooltip are now clickable and support large lists of staff
Gugamush gazettes no longer spawn with generic (non-Orc) content
If you ignore random stories, they no longer respawn endlessly
Building/dragging rooms performs better and stutters less
Searching in the Build Menu is now faster
Improved ambient occlusion performance
Late-game save files are now up to 50% smaller and load faster
Optimized and improved many of the games systems
Enabled several actions to be bindable under controls
Improved selection highlights on build menu and in the schedule UI
Improvements to localizations across the board
Fixes
Achievement narrations no longer interrupt the narrator
Build menu search is now more robust
Schedule dialogs didn’t update to 24/12h clock setting
Disabling a soup/stew on the tavern menu no longer removes it from the soup pot
Chef flavor-bonus was incorrectly calculated
Chefs sometimes did not fulfill food orders
Chefs sometimes fetched partial ingredients when they needed a full basket
Several cases of stuck staff
After a fight broke a tap and it was rebuilt, the drink could remain off-menu
Servers sometimes walked to far-off taps when a closer tap was available
Servers sometimes served drinks directly from barrels
Spoilage rate was incorrect in some cases
Shelf-life on ingredients that are carried no longer show as ‘infinity days’
Soups were not spoiling in the soup pot when they should have been
Several cases where cooking got stuck
Some ingredients got stuck to the floor when staff dropped them
Refilling the fire extinguisher used sometimes drink barrels even if extinguisher barrels were available
Low stock alert sometimes was shown for items with plenty of stock
Bread-oven stirring animation could in rare cases produce a giant dough ball
Patrons who try to wander to an inaccessible taproom position no longer get stuck
Patrons could rate the tavern down for services that couldn’t exist
Socialize need sometimes stayed unfulfilled when it should not have been
Patrons could get stuck waiting to dry at a heater (after rain) even after they were already dry
Patrons sometimes got stuck after a conversation
Patrons sometimes tried to go to bed in the midst of booking a room
Patrons couldn’t always retrieve their room key at the registration desk
Patrons could get stuck at the dartboard after saving and loading
Patrons would try to use an empty scroll rack
Patron gifts sometimes appeared extremely tiny on the floor
Sleeping characters were visually offset from the bed when they went to bed after a fight
Footlocker stayed locked and closed if a patron fled the tavern due to a fire
Visiting groups could get stuck in conversation
Patrons sometimes double-rated their beds
Patrons were sometimes rating bars and tables
Bulletin board with a price of 0 was not rated by patrons
Group satisfaction display was inconsistent
Historic pawns on the Patron Attraction Board sometimes incorrectly showed that the tavern was closed
Bulletin station got dirty outside but wasn’t cleaned unless manually instructed
Incorrect alerts of missing cleaning gear and mops when staff was finishing a cleaning task
Mop could get stuck to Staff after their polish task was interrupted
Dogsbody could get stuck inspecting stock and ignored other tasks
Staff could not be renamed if they appeared in a story
Several cases where staff could get permanently stuck
Staff could take items from rooms they were banned from, even though the item was available elsewhere
Staff on leave could still start a fight or be pulled into one
Staff sickness alert badge information was not always correct
Staff who stress-slept while standing would sleep for a very very long time
Some tasks remained assigned to specific staff when they were fired
Some custom templates had the wrong build cost
Tables couldn’t be placed flush against a wall if there was another table on the other side
Building the same wall back after deleting it, no longer fails if props where snapped it
Decorations did not always give the right refund amount
Grouped items in Design Mode could deform when using undo/redo
Sometimes furniture was left in a squished state after building
Discounted build items didn’t always work well with filtering in the build menu
Decorations on wall could contribute decoration value to the wrong room
Filth atmosphere overlay could tint a prop green when it should not appear
UI would stay hidden after ESC-cancelling a build room action mid-drag
Booked entertainer time in the Stage info panel was off by one hour
Accommodation tavern menu would show incorrect info on what patron will book which room
Bankruptcy alert badge was off by one hour
Bankruptcy handbook triggered when taking a loan
Some items were stuck outside after delivery
Playing the starter level on Challenging could sometimes cause chaos events to start a fire
New job applicants notification didn’t trigger when it should
Soup pot sparks could sometimes fly through a wall
Some rooms spawned infestation nests even they should have blocked nests
Fixed several typos
Fixed several issues with tooltips across the game
It's April 1st already in parts of the world but I'm happy to say that this isn't an April Fools' post: Update 1 is now available as an experimental built . As we announced here , Update 1 is much more substantial than initially planned and comes with a ton of new features, impro
It's April 1st already in parts of the world but I'm happy to say that this isn't an April Fools' post: Update 1 is now available as an experimental built.
As we announced here, Update 1 is much more substantial than initially planned and comes with a ton of new features, improvements and fixes.
Important: Please only use the experimental version if you want to help us test the features and report issues before it goes live for everyone. If you don't want to deal with bugs and want the fully polished experience instead, we'd recommend you wait until Update 1 graduates from experimental.
If you do want to test this, you can read how to opt-in to the experimental version here.
Here's the changelog:
New Features
Headline Features
Design Mode Color Picker
Controller Support
Steam Deck support (16:10 screen, scalable tooltips, controller)
Hello Tavern Keepers, We are nearing the end of the first quarter of 2026 and thus our first Major Update “A New Hue” is almost here: It’s high time for an update! Major Update 1 adds the color picker tool, more stories and a couple of other smaller surprise features as visible o
Hello Tavern Keepers,
We are nearing the end of the first quarter of 2026 and thus our first Major Update “A New Hue” is almost here: It’s high time for an update!
Major Update 1 adds the color picker tool, more stories and a couple of other smaller surprise features as visible on our roadmap:
The good news is that all of this is nearly ready and the even better news is that we have been inspired by your enthusiasm for the game and have added significantly more features to this update.
Player Requested Extras 💚
Here are the Player Requested Extra features coming with Update 1:
As you can see we have a big new block of “Player Requested Extras” and these are all features that wouldn’t exist without your input.
Extra Feature 1: Steam Deck & Controller Support
Many of you asked for Controller Support and a better Steam Deck experience. We had initially not planned to do this during Early Access but you convinced us otherwise. Update 1 will ship with Controller Support (in Beta), 16:10 screen support (no more black bars on Steam Deck) as well as scalable tooltips (no more tiny tooltips on small screens). This Update drastically improves the experience of playing on Steam Deck or on PC with a controller.
Extra Feature 2: Tavern Keeper Workshop
We have soft-launched https://tavernkeeper.com/workshop: A bespoke website allowing you to discover and share custom Designs for Tavern Keeper. Build your library by adding Designs or Collections and manage your own creations.
The Tavern Keeper Workshop already features hundreds of player-made templates and will allow us to support players and creators with even more community-focused features in the future.
In Update 1, your library from the workshop will synchronize to your game and allow you to publish your templates directly to the Workshop.
Extra Feature 3: Arcane Orders
We heard your requests for some way to keep your tavern stocked with goods automatically and, with the help of some dark arcane magic, the "Arcane Orders" feature will allow you to do just that...
Extra Feature 4: Collapsible Build Menu
In Update 1, you’ll be able to see more of your tavern while in Build or Design Mode and reclaim your screen space with the collapsible build menus.
Extra Feature 5: More Efficient Simulation
While performance optimizations are part of our ongoing work, we spent weeks of additional dedicated engineering effort making the game run more efficiently. With Update 1, the game will play better across a range of devices (including Steam Deck). These initial optimizations largely focus on simulation efficiency, but we have further optimizations in the pipeline addressing rendering performance in future updates.
Update 1: When?
As you can see, Update 1 will ship with all our planned Roadmap features while also delivering so much more than we initially planned. We are still working on some last tweaks and a bit more internal testing, but the Experimental branch update should be available soon is already available. Once it's stable and ready, it will graduate from the experimental branch to full release.
Beyond Update 1
We hope Update 1 will demonstrate (beyond just words) that we truly care about your feedback and game-experience and see the Early Access journey as an opportunity to shape Tavern Keeper into something even better together.
Speaking of which:
You’ve told us you would like more freedom in expanding your taverns beyond the floorspace they currently offer, and while we initially ruled this out for being too challenging, you convinced us otherwise. We'll talk more about what we have in store in a future post...
Changelog Changed: "Fear of the Dark" trait is now slightly more forgiving Changed: Digital/Analog clock setting is now remembered between sessions Improved: Toilets now show a visual "Needs Maintenance" indicator Improved: Problem banner in the info panel moves out of the way wh
Changelog
Changed: "Fear of the Dark" trait is now slightly more forgiving Changed: Digital/Analog clock setting is now remembered between sessions Improved: Toilets now show a visual "Needs Maintenance" indicator Improved: Problem banner in the info panel moves out of the way when the Larder Overview is open Fixed: Text sizing on spoilage information in item panels Fixed: Sometimes ghost items appeared after building decorations Fixed: Patrons using a Scroll Rack when no scrolls were left Fixed: Patrons being served drinks directly from barrels Fixed: Patrons going to bed while still booking a room Fixed: Patrons drying themselves at a heater complaining that it was too hot Fixed: Beds being rated twice after a patrons stay Fixed: Beds blocking adjacent placement due to access point scaling Fixed: A rebuilt tap keeping its drink off the menu after the original was broken in a fight Fixed: Staff members stress-sleeping while standing never waking up Fixed: Ingredients used for grilling not being properly protected from spoiling Fixed: Low-stock alerts triggering for items with plenty of stock Fixed: Staff Sickness alert badge showing outdated cure-level information Fixed: Saving a design template could disable controls until reopening the Build Menu Fixed: Custom rotation being lost when picking up an entity Fixed: Water appearing in the Larder "Reserve For" menu when it was not available in the level Fixed: Previous story decisions getting stuck if the story giver left and returned after an error Fixed: Loading old saves with updated stories could lock up the story system Fixed: Possible crash when loading older save files Fixed: Patrons spawning without any needs
Changelog 0.70.15: Fixed: Error message while loading a save game. 0.70.14: Fixed: After the last update the non player made side dishes which are disabled and out of stock could not get enabled anymore because they would not show up in the tavern menu. 0.70.13 Changed: Made it c
Changelog
0.70.15: Fixed: Error message while loading a save game.
0.70.14: Fixed: After the last update the non player made side dishes which are disabled and out of stock could not get enabled anymore because they would not show up in the tavern menu.
0.70.13 Changed: Made it clearer which rooms a staff member is banned from (red overlay on banned rooms) Changed: Non player made side dishes won't be displayed in the tavern menu if out of stock Changed: The missing ingredient message now shows the needed and actual amount for easier understanding Changed: Disabling a soup in the tavern menu that is already selected in a soup pot will no longer remove it from there Changed: Steam Deck / Big Picture mode will try to use the Steam keyboard for input Improved: Context menu supports keybinding visuals Fixed: Scaling placed decorations with the keyboard did not update the decoration in realtime Fixed: Tavern logs could have the wrong tooltip data
Changelog 0.70.12: Fixed: Possible stuck noise output for Loud Sleepers Fixed: Possible stuck panicked or running trait when jobs were aborted Fixed: Refilling Fire Extinguishers incorrectly used drinks even when enough Fire Extinguisher barrels were available Fixed: Tooltip disp
Changelog
0.70.12: Fixed: Possible stuck noise output for Loud Sleepers Fixed: Possible stuck panicked or running trait when jobs were aborted Fixed: Refilling Fire Extinguishers incorrectly used drinks even when enough Fire Extinguisher barrels were available Fixed: Tooltip displayed unlocalized item type name Fixed: Rebuilding the same wall after deleting one with snapped Furniture did not work Fixed: Staff wandered too far from their locker before the shift started Changed: Staff members can now maintain heat sources in staff rooms while off duty if they are already inside the staff room
0.70.11: Fixed: Info panel could have a broken layout when staff where carrying an item Fixed: Timeline items could flicker when overlapping slightly Fixed: Cooling Fountain could appear idle even though it was still cooling Fixed: Plates where left behind on the floor when demolishing the Food Window fixed: Player crafted items could be incorrectly chosen for the "stock unavailable" event fixed: Group overflow buttons were not displayed correctly Fixed: Patrons could get stuck when being served barrels instead of single drinks Fixed: Staff members could get stuck while crafting items Fixed: Staff could endlessly fetch and return cleaning gear if banned from all rooms requiring polishing Changed: Disabled text wrapping on the digital clock
0.70.10: Fixed: Wash Basins were getting dirty faster witch each use (up to 100% dirt after a single use)
0.70.9: Fixed: Building doors was broken
0.70.8: Fixed: Fire spark emitter was slightly too large, allowing sparks to pass through walls when a Soup Pot was placed against them Fixed: Atmosphere outputs could be left behind when a furniture's position changed Fixed: Time controls could get stuck when transitioning between the Tavern and the World Map Fixed: Loading a game while firefighting could sometimes show an error message Fixed: Filth tint was not updating correctly Fixed: Delivering soup to the Food Window failed when the Soup Pot required maintenance
0.70.7: Fixed: Taps were not recognized serving a drink after being moved
0.70.6: Fixed: Ordered water is carried in by a Dogsbody instead of the Chef Fixed: Taps were not recognized serving a drink after catching fire and requiring repair Fixed: It was possible to remove water from the Tavern Menu Fixed: "Reserved for" icons in info panels did not display their status correctly Fixed: Patron Attraction Board could sometimes get stuck after opening Fixed: Duplicate "Fight fire" context menu entry for staff Fixed: Room Bans are now ignored when a staff members assigned bed is in a banned room Fixed: Facility rating was too precise for prop stars Fixed: Possible stuck staff members sleeping while standing Fixed: Staff members could get stuck while refilling Fire Extinguishers Fixed: Possible stuck staff members when being clumsy Fixed: Possible stuck staff members when standing up from the Staff Desk Fixed: Soups on the Tavern Menu were not marked correctly in the Soup Selection Menu
Hello, Tavern Keepers 🍻 The holidays are here and we are celebrating in Tavern Keeper with you in our very first in-game event. 🎄 HAPPY GIFTSMASH From December 24th now till January 6th, a festive event called Giftsmash is happening in Tavern Keeper. During this event, you can
Hello, Tavern Keepers 🍻
The holidays are here and we are celebrating in Tavern Keeper with you in our very first in-game event. 🎄
HAPPY GIFTSMASH
From December 24thnow till January 6th, a festive event called Giftsmash is happening in Tavern Keeper. During this event, you can build a special item called the “Giftsmash Tree”. Patrons will leave little presents under it, filled with incredible decorations and custom designs submitted by other players.
The community unleashed its creativity with Design Mode and cooked up some amazing holiday-inspired designs for the presents! You still can submit a decoration of your own - know more here.
And that’s not all! There are seasonal collectible cards, some festive touches here and there, and in-world letters and gazettes that shine a light on why it’s called the Giftsmash season - spoiler alert, it has to do with gifts... and a bit of chaos. Yayyy, Cuthbert was gifted an eye! He lost his original one during the Cinematic… our poor boy.
If you wish, you can opt out of this event in the Settings (under Extras).
HEADING INTO 2026
The last couple of months have been a wild ride for us at Greenheart Games. Since releasing Tavern Keeper into Early Access, the response from the community has been incredibly encouraging. We’ve been putting your feedback to work, delivering over 50 smaller patches and a larger Quality-of-Life update.
Next year will be a busy year for Tavern Keeper. We’re working on new tools like a Color Picker for Design Mode, new regions and taverns to explore, more stories, deeper progression for your tavern and staff, and a few surprises we’re saving for later.
Check more in our full roadmap on our Steam page.
Happy holidays to all of you and your loved ones, Tavern Keepers. Here’s to a great 2026! 🎉
Until next year,
Patty, Social and Community Manager @ Greenheart Games 💚
Changelog 0.69.8: Fixed: Storybook could get stuck after using the Fate Spinner Fixed: Loading during the credits screen could show an error when the sun had never been seen 0.69.7: Fixed: fate spinner could end up with invisible pips. Added even more logs to help us track down t
Changelog
0.69.8: Fixed: Storybook could get stuck after using the Fate Spinner Fixed: Loading during the credits screen could show an error when the sun had never been seen
0.69.7: Fixed: fate spinner could end up with invisible pips. Added even more logs to help us track down the issue with the stuck storybook.
0.69.6: Potential fixes for a rare issue where the storybook can get stuck Added more logging around the storybook to hopefully help us track the issue down if it still occurs
0.69.5: Fixed: Storybook could get stuck at the end of the story
0.69.4: Fixed: Storybook could get stuck after Fate Spinner got closed
0.69.3: Fixed: Storybook could get stuck open when narrator tried to play Fixed: It was possible to click through parts of the UI by spamming both mouse buttons Fixed: Clicking the Fate Spinner accept and retry buttons at the same time was possible Fixed: Some resolutions displayed an incorrect aspect ratio when changing screen size Fixed: Achievements could interrupt the Storybook during transitions
Fixed: In rare cases, storybook would not accept any choices anymore Fixed: Storybook could turn upside down after switching to another application Fixed: Saving was not possible while the story book was closing Fixed: Possible error when using quick-rotate action Fixed: Cinemati
Fixed: In rare cases, storybook would not accept any choices anymore Fixed: Storybook could turn upside down after switching to another application Fixed: Saving was not possible while the story book was closing Fixed: Possible error when using quick-rotate action Fixed: Cinematic could play while the loading screen was open Fixed: Feedback window opened unnecessarily when saving a file failed
Hello, Tavern Keepers! 🍻 Over the past weeks, we’ve been combing through all the suggestions shared, which inspired this first set of improvements. Update 0.69 focuses on some quality-of-life changes and addresses common frustrations, from better onboarding for firefighting and
Hello, Tavern Keepers! 🍻
Over the past weeks, we’ve been combing through all the suggestions shared, which inspired this first set of improvements. Update 0.69 focuses on some quality-of-life changes and addresses common frustrations, from better onboarding for firefighting and smarter janitors, to improved storage reservations and schedule presets.
Thanks to all who have played the game so far and shared feedback with us, you’ve made this happen. Hope you all enjoy this update.
Here is the full changelog:
GAMEPLAY
You can now save and apply schedule presets for staff, rooms, and objects.
More effective janitors, less dirt spawning around the tavern, and unzoned areas stay clean for longer.
You can now reserve an entire storage unit for product categories rather than just individual products.
The soup pot now shows a status icon when it's awaiting staff to finish cooking.
Custom decorations set to block pathfinding are now much easier to walk around, blocking less space.
Meal Designer is more intuitive and shows which ingredient type needs to be selected next.
Temperature ratings now consider the weather. If it is cold outside, patrons will be less likely to complain about the heat inside (and vice versa).
Temperature now also shows how much each rating contributed to the overall satisfaction of a patron.
Patron-accessible rooms now have an open/ closed trait to make it clearer when taprooms are accessible to patrons.
Improved onboarding for firefighting and polishing floor mechanics, with directions in the tooltips to guide you.
New Walkability overlay, showing how much space objects block around them, and which tavern areas are staff-only. We’ve also added a Handbook entry for this new overlay.
The staff bed assignment button now shows the number of staff assigned, and the tooltip shows their names.
Staff are now less likely to get the dislike skill trait on a skill they are good at.
STORY AND TEXT
Added the ability to deceive Dorothy in the Innocent Until Proven Guild-y story and changed the joke endings to go to the credits screen instead of closing the game.
Better onboarding and explanation of Vera's Experiments in the Gugamush story.
Clarified random event effects and story choices by adding more tavern log entries.
Renamed Nomad's Nectar because... It's actually a brew. 😅
Handbook information improvements.
Renamed "Not Assigned" to "Not Started" in task lists to better reflect its progress.
Food being cooked now shows "Cooking in progress" instead of appearing unavailable.
SETTINGS
You can now create and switch player profiles.
Less notification noise and configurable notification settings, including advisor messages.
More granular graphics settings, allowing you to toggle Ambient Occlusion, Anti-Aliasing and Camera Movement Smoothing.
You can now configure gift box frequency or turn them off completely.
GENERAL
Improved camera movement on high FPS to avoid choppiness.
Imported or received templates now appear as "new" in the Build Menu.
Faster Patron Attraction Board opening animation. The full animation still plays when you first open the Board, but all subsequent times are much faster.
Updated translations.
Many smaller bug fixes.
Happy tavern-keeping!
Cheers,
Patty, Social and Community Manager @ Greenheart Games 💚