Skip to content
Enter Submit to view all results. Ctrl+Enter View and filter in instant search.
Close ×
Search powered by Algolia
Update notes via Steam Community

Tavern Keeper’s biggest update ever is here, adding a new scenario level (dwarves!), new mechanics as well as expandable taverns(!), cellars (!!!), and a ton of other improvements!

Key Features of Update 2

Cellars

With Update 2, you can now dig out your own cellars, build stairs, and give yourself much more space to work with in every single level of the game. These are features we had actively ruled out before and that simply wouldn't exist without you! We just want to say thanks for your constructive input, the game is much better because of it.

Cellars and stairs truly adds a whole new level to Tavern Keeper, if you'll excuse the pun, and gives you so many interesting new options on how to build and structure your tavern.


Little dev note: We never planned for multi-level taverns and implementing this was the single biggest architectural change we have ever done, touching practically every system: from adjusting our game systems so that heat, cold and fires propagate up and down stairs, to changing every single level, including Freeplay variations, and adding cellars to them.

We also spent extra time making sure that these new features are available in all your existing taverns, not just newly started ones.

Stairs were a fun challenge: we ended up placing individual markers on every step so that our walk animations feel right and characters tilt their heads up and down as they walk on them, just to name a few tiny details. We are also particularly happy with the improvements to our build system which enable you to place full furniture items right underneath staircases (or even hang a chandelier off the staircase, if you wish).

(That bed for me, boss? Thanks!)

Tavern Expansions

Digging down is not the only way you can expand your tavern footprint in Update 2. The Riverbottom, Halflington, and Domhain levels have also received expandable areas on the ground level.

(Gugamush's unique architecture and layout make adding ground-expansions impractical, but the Orc level received a huge diggable underground area to make up for it.)

Construct Foundations

Both cellars and the tavern expansions make use of the new “Construct Foundation” tool which you can find in the Build Room menu. 

By default, constructing a foundation takes both a lot of gold and time. You buy the land and then your Dogsbody staffers clear debris and manually construct the foundations of the expanded tavern before you can build on the new area.

You can speed up construction by hiring and assigning dedicated staff for the task or, as with many features in Tavern Keeper, you can fine-tune these systems to your liking with the game difficulty settings by increasing construction speed or even making it instantaneous.

Level - Domhain

The fourth and largest campaign scenario brings you deep under the mountain in Domhain: The home of the dwarves. Build your grandest tavern yet, dig out ancient rooms, and assist the local dwarven clans to unearth a long-lost artefact.

This new scenario adds many hours of tavern keeping fun, dozens of new stories and introduces some unique challenges and characters. It also gives you the largest buildable area and the most freedom on where and how you want to build your tavern.

Shop

As your tavern expands, you can now run your own tavern shop. Buy goods from the merchant or from one of many trading points on the world map and offer them in your shop. Set prices, then watch out for demand spikes and supply shortages while providing enough variety to satisfy your patrons.


Blacksmith

Higher tier patrons often want to buy tools and weapons from your shop and while you can (usually) buy them through trading points in the dwarven mountains, with a bit of an investment (and the right hire) you can also build and operate your own blacksmith.

Earthquakes

A unique challenge in the mountains of Domhain are earthquakes. Watch out for the damage they cause and make sure your Dogsbodies are ready for repairs!

Desserts

Desserts bring some new sweet (or tough, or gross - depending on your choices) culinary options for your discerning patrons. Desserts require a Cake Base which you can bake in the Bread Oven and store in your larder. When someone orders a dessert, your Chefs then finalize the cake at the Cake Table with a wide variety of toppings.


Staff Duties

You can now designate staff to prioritize (or avoid) specific duties as part of their roles.

This feature is much more impactful than it might first seem as it allows you to optimize your staff assignments like never before. Want one server to focus on serving at the bar and another to serve tables? Want your best chef to focus on cooking while others do the serving and preparations? With Staff Duties, now you can!


Guild Levels

Every time you earn a new tavern star in a scenario level, you increase your Guild Level. When you reach a new maximum star rating in any level, you can now go back to your previous taverns and also raise your tavern stars there (as well as use those freshly unlocked features and services).

Tavern Reputation

We have reworked and simplified how tavern reputation works and how it appears. Previously, this was a rather hidden and obscure mechanic and in Update 2 it should be simpler to understand and plays a big role in the new Dwarven level. We plan to build on this system more in the future.

Reworked Patron Ratings

Update 2 changes how patrons rate your food, drinks, and services. Patrons are now more discerning about personal preferences and price. If you want to satisfy all patrons from different types, it will require a little bit more nuance and variety on your tavern menu.


Additional Quality-of-Life Features

In the past months we have added many other quality-of-life features and improvements, many of which were shipped as part of small patches already but here is a list of some noteworthy additions new to Update 2. 

  • Janitors and Dogsbodies are now much smarter and more efficient than before.

  • Staff Schedule can now be sorted and filtered.

  • Storage shelves now have an option to reserve the entire room for particular item types or items.

  • Taps remember their selected drinks when they run out.

  • You can now assign drinks to taps that are temporarily out-of-stock.

  • New "Mute Misophonia Triggers" setting that mutes sounds like burping, vomiting and munchy eating sounds.

  • When staff can't reach an area, they now continue doing other things and show an error with a clear link to where they wanted to go.

  • Clicking the same spot repeatedly now cycles through every object under the cursor.

  • (Design Mode): Selected snapping points now stay stable when switching between object variations.

  • Late To Work behaviour on Tier 1 staff is now a visible trait.

The full (rather long) changelog also follows further below.

Player Tavern Showcase

From one of our experimental players: An incredible player-created tavern full of customized (hand-made) dwarven themed furniture and decorations.

Steam Reviews

If you like what we are building for you with Tavern Keeper, please consider writing a Steam review. Your support and encouragement mean more to us than you might imagine, and as a small independent self-published studio we only exist because of you.

What's Next?

Update 2 has already received many fixes and balance changes as part of our Experimental branch refinement (thanks to all testers, truly!). The update should be in a good spot. However, if you spot any bugs or have any feedback, please send them through (preferably by pressing F3 in-game) and we'll address any issues that might arise. We are also not done listening to our players so any feedback of things you’d like to see in future updates are also welcome.

After Update 2 settles, we'll focus on our next goal on our Roadmap: Major Update 3: "Strut Your Staff". Where Update 2 gives you more space, more ways to build your tavern and much more to do, Update 3 will give you more options on what staffers you get, how you manage and evolve your staff and how you run your tavern, among other surprises.

Until next time,

Patrick

And the Tavern Keeper Team

Full Changelog

For those curious about (hopefully all) the new changes, here's the full changelog.

New

  • New scenario level: Domhain, the largest campaign scenario yet, with dozens of new stories

  • Diggable cellars in every level

  • Tavern expansion areas in Riverbottom, Halflington and Domhain

  • Tavern Shop: buy goods and sell them in your own shop

  • Blacksmith: forge your own tools and weapons for the shop

  • Desserts: bake cakes and offer desserts on your tavern menu

  • Earthquakes in Domhain

  • Staff Duties: have staff prioritize or avoid specific duties of their role

  • Guild Levels: raise all your scenario taverns up to your maximum achieved star rating

  • Reworked tavern reputation

  • Reworked patron ratings with more discerning patrons

  • Doors now come in three sizes (Narrow Door, Wide Door and Grand Door) and can be built on outer walls

  • 10 new main stories and 30 new side stories for the Gugamush gazette

  • Three new music tracks

  • New staff traits, including Wants To Sleep Underground and Loves Construction Work

  • Patrons with Diarrhea now have their own (very urgent) toilet animations

  • New "Mute Misophonia Triggers" setting

  • New "Hold to Rotate Continuously" setting (default on)

  • Closed rooms are now dimmed and indicate when they reopen (opt-out under Settings)

  • Clone option in the furniture right-click menu

  • New sound effects for free drinks, placating and kicking out patrons, and many menus

  • (Design Mode): Hovering over a style now previews it on the object

Quality of Life

  • Staff Schedules can now be sorted and filtered

  • Staff Schedule entries can now be copied via right-click

  • Staff who can't do the selected role are now dimmed in the Staff Schedules

  • New "Reserve all in room" storage shelf option

  • Taps now remember their drinks when they run out

  • Out-of-stock drinks can now be assigned to taps

  • Staff who can't reach something now carry on with other work while indicating the problem

  • Clicking the same spot now cycles through all objects under the cursor

  • Saving no longer cancels placing or moving furniture or building rooms

  • Toggling snapping and cycling snapping points now have separate key bindings

  • Rooms now show their name and cost on the floor while building rooms

  • Blocked wall sections (or blocking furniture) are now outlined in red while dragging walls

  • Furniture can now be moved while a character is walking toward it

  • Guides can now be skipped once or permanently (you can re-enable them in Settings)

  • Deleting a save now asks for confirmation

  • Status bar buttons stay highlighted while their window is open and clicking them again closes it

  • Info panel arrows now cycle staff and furniture in better order

  • Tavern Menu remembers the last selected category

  • After creating a meal in the Meal Designer, the Tavern Menu opens on that meal's category

  • Price sliders now indicate the default price

  • Tavern Menu now shows when a dish is disabled

  • Item tooltips now indicate when an ingredient is missing

  • Storage Overview now shows an alert icon on items that can't be made

  • Scroll Rack info panel now shows how many scrolls are left

  • Shops with an active Arcane Orders contract now have an appropriately magical glow on the World Map

  • Checklist goals with large targets (like gold or room size) now also show your progress as numbers

  • Tavern Log now shows more information about several events

  • The New Unlocks screen closes faster

  • Crowded event icons on the timeline now group together better

  • Patron Satisfaction chart now groups extra patrons into a badge when a column is full

  • Furniture that staff can't reach now shows an "Unreachable" warning, and a new "Unreachable rooms" alert shows rooms nobody can walk into

  • Staff trapped in a walled-off area now trigger the "Some characters are stuck" alert

  • Late To Work is now a visible trait on some tier 1 staff, who are no longer late every single day

  • (Design Mode): Snapping points now stay selected when switching variations

Improvements

  • Janitors and Dogsbodies are now much smarter and more efficient

  • Staff now consider walking distance instead of straight-line distance when picking tasks

  • Idle staff now stay close to where they last worked instead of wandering across the tavern

  • Off-duty staff no longer stand around at their work stations

  • Staff now repair broken furniture before damaged furniture, and fix broken or sparking furniture before other Dogsbody work

  • Urgently needed furniture (like your only Food Window) is now repaired first, even by off-duty staff

  • Staff now wait briefly for a colleague to refill a nearby tap or shelf instead of walking to one in another room

  • Janitors now grab a mop closer to the room they're polishing

  • A small fire no longer makes every patron at a table get up to put it out

  • Tired patrons now finish what they are doing before heading home and no longer leave while waiting for their order

  • Dirt from destroyed furniture now spreads better

  • Served plates now slide onto the table instead of snapping into place

  • In Freeplay, the Gugamush and Domhain regions now unlock as your tavern gains stars

  • Patron gifts are now more likely to contain furniture designs you don't own yet

  • Custom decorations that block movement now block far less ground

  • Bulletin Board and Work Schedule now block less space in front of them

  • Food Window "Too many orders" hint now suggests scheduling more Chefs

  • Patron Attraction Board now shows a checkmark on confirmed groups

  • Hour labels and icons in the Staff Schedules are now easier to read

  • Tasks in an info panel's task list no longer jump around while you prioritize them

  • A "denied" sound now plays when assigning a role a staff member can't do

  • The "Bomb" action on infestation nests is now called "Use Nest Killer"

  • Honeycomb is now called Honey

  • A staff member's days off in the Wares Wolf story now show up in the Tavern Log

  • Skyler's job application in Halflington now expires after 14 days

  • Letting staff play Slippery Wigglies now cleans the floors as well as polishing them

  • The Warmongrel story now picks a more suitable staff member

  • Narration and voice-overs now pause while the game is in the background

  • Saving is now more reliable

  • Subscribed Workshop designs with damaged downloads are now re-downloaded at startup

  • Improved performance, especially in large taverns and taverns with many staff

  • Improved performance when building and demolishing walls in large taverns

  • Improvements to localizations across the board

  • (Design Mode): Improved performance while decorating

Balance

  • The mix of patron tiers visiting your tavern now adapts to your tavern stars

  • Bedrooms and the Front Office now unlock at 2 tavern stars (was 1.5)

  • 3-star bedrooms can now hold 2 beds (with a footlocker for each) and no longer need a Wardrobe

  • Maximum bedroom prices now depend on the room's star rating

  • Higher-tier patrons now accept higher bedroom prices

  • Taprooms no longer need a minimum number of tables for 3 stars

  • Tier 1 and 2 patrons now treat food as optional more often

  • The Merchant now offers goods closer to your tavern's star rating

  • Side dishes now have higher flavor ratings

  • Patrons now get less tired

  • Waiting patrons now lose patience faster when they have nowhere to wait

  • Staff with the Wants To Sleep In Darkness trait are now less bothered by dim light

  • A Chef's low-skill penalty on a meal is now capped

  • Dartboards last longer before needing repairs

  • Food Windows get less dirty

Fixes

Staff

  • Several cases of stuck staff

  • Clumsy staff who tripped while refilling a tap would sometimes remove the keg again

  • Staff woken up mid-sleep could keep walking around in their night clothes

  • Staff and patrons busy with something else sometimes ignored the evacuation when the fire brigade was called

  • Entertainers were cut off abruptly when the stage caught fire during a performance

  • Staff with several tasks lined up could start a routine one before a more urgent one, like fighting a fire

  • Fire extinguishers sometimes stayed unavailable after the last fire was out

  • Idle Servers sometimes picked the furthest away task instead of the most suitable one

  • Repairs sometimes stalled and never finished

  • Rebuilding a burnt Key Rack or Firefighting Gear left it empty

  • Fixed several staff happiness issues related to specific traits and situations

  • Staff who joined through a story could get upset about colleagues fired before they arrived

  • Advertising for staff could reshuffle the applicants already shown and stayed more expensive for longer than intended

  • Characters could stand still for a few seconds after some activities

  • Furniture and tool animations could lag behind characters at faster game speeds

  • Carried items could turn invisible when set down or, in rare cases, appear giant (like covering the whole screen big!)

  • Janitors could have a second broom and bucket sliding along at their feet

  • Janitors could get stuck trying to reach dirt in walled-off corners

  • "Clean here" and "Polish floors" orders sent staff to the dirt nearest to them instead of the spot you clicked

  • Fires and fights in polished rooms could leave invisible dirt spots that Janitors kept trying to clean

  • Servers with the Multi-Order Taker trait sometimes froze at the Food Window

  • Orders sometimes went unserved when the Server who took them went to bed or on leave

  • Plates of food could pile up on the floor in front of the Food Window

Patrons

  • Several cases of stuck patrons

  • Patrons sitting back to back at different tables could start a conversation

  • Patrons could complain about "No social interaction!" even after chatting with others

  • Patrons with Diarrhea could go to the toilet twice in a row after loading a save

  • Patrons sometimes washed their hands far away from the Wash Basin in the air

  • Selling a Dartboard mid-game left the patron throwing darts forever

  • Fights could throw characters through walls

  • Patrons waiting to start a story could block furniture

  • Patrons couldn't leave a room after it was set to staff-only

  • Kicking out a patron sometimes did nothing while they were busy

  • After offering a free drink, Try To Placate and Kick Out stayed disabled until the patron's next drink order

  • Waiting patrons kept the Seated patience bonus after standing up

  • Patrons who didn't order anything could still rate the service and were counted as having left early

  • Patrons in a group could end up with different needs than the rest of their group, or keep group traits from a previous visit

  • Timeline events and stories sometimes sent patrons wanting rooms of a higher star rating than the scenario allowed

  • Several room booking issues: patrons losing a room they paid for, being charged for a room they never got, or a bedroom staying reserved after its guest left

  • Tired patrons could go to bed halfway through checking in and leave their room key on the Registration Desk forever

  • Patrons could fall asleep standing up when their reserved bed was briefly unavailable, and kept their sleep icon after waking up

  • The Registration Desk warned about missing Key Racks when a Key Rack was only temporarily unusable

  • In Freeplay, patrons could ask for accommodation before bedrooms could be built

  • Right-clicking a patron's gift box offered "Trash item", which destroyed the gift unopened

  • Gift boxes could in rare cases open with nothing inside

Kitchen & Larder

  • Several cases where Chefs got stuck

  • Bread, stews and roasts that were cooking when you saved took about six times longer to finish after loading (ouch!)

  • Meals made by several low-skilled Chefs could drop to 0 stars

  • Canceled orders could leave a half-cooked meal on the station or make the Chef's ingredients vanish

  • Changing the Soup Pot's dish while a Chef was picking up a serving left the Chef empty-handed

  • Idle Chefs sometimes left a finished meal for other staff to fetch from across the tavern

  • Fixed several Roasting Spit issues, like it getting stuck waiting to be cleaned, its fire going out between batches or finished roasts disappearing

  • Homemade bread recipes deleted from the Tavern Menu sometimes kept being baked

  • After renaming a dish, the Soup Pot and Storage Overview kept showing its old name

  • An emptied barrel or keg could still count as stock

  • Cooling Fountains were refilled outside their scheduled maintenance hours

  • Clicking quickly through an Arcane Orders contract offer could break the contract

Building & Design Mode

  • Furniture could be blocked by a nearby chair even though there was room to reach it

  • Room star requirements sometimes stayed unmet after a fire

  • Rooms could be built through the middle of a doorway

  • Moving a door could leave a "Room without a door!" alert on a room that had a door

  • Doors could be built over walls holding snapped furniture, leaving it floating

  • The Food Window's blocked access points only showed after building it, not while placing it

  • Furniture could snap through walls

  • Quick-rotating snapped furniture was glitchy

  • A Bar Counter removed from between two corner pieces couldn't be placed back

  • Demolish Mode sometimes couldn't select shelves or tables with items on them

  • Moving or removing an object could also mistakenly remove the atmosphere effects of another object

  • Build menu sometimes didn't fully close when opened and closed quickly

  • Sorting the build menu by cost, name or stars sometimes didn't work correctly

  • Furniture limit counter on build menu buttons was hard to read

  • Custom furniture designs sometimes showed a blank thumbnail in the build menu

  • Retrying a failed design import could show duplicate entries

  • The Design Mode helper cone on light decorations could get dirty or catch fire

  • (Design Mode): Clicking pieces could stop selecting them after saving a design template

  • (Design Mode): Saving sometimes left invisible furniture behind

  • (Design Mode): The right-click menu could sometimes act on the wrong Design Item

  • (Design Mode): Decorations assigned to a socket had no move handles when selected together with the socket

  • (Design Mode): Cloned decorations could lose their scale or snap to the wrong point

  • (Design Mode): Resetting a decoration's rotation or scale moved its pivot away from the decoration

  • (Design Mode): The Eyedropper didn't work correctly while placing a new decoration

Stories & Events

  • Some stories could no longer be opened if they first appeared while another window was open

  • Pressing Escape right after picking a story's last choice could close the book without the choice counting, so the story repeated later

  • In Gugamush, the "Order more fuel base" checklist steps for Rock-It Fuel could uncheck themselves

  • The smuggler could sell ingredients you couldn't use yet

  • When replaying Gugamush, Onic's story could assume you had agreed to an installment plan

  • Fate Spinner sounds sometimes kept playing after a story ended

  • Narration from before loading a save could play again after loading

  • In rare cases, a tavern star could be awarded before its requirements were met

  • In Freeplay, furniture designs from patron gift boxes weren't added to your collection

  • The unlock screen could get stuck

Interface & Text

  • Fixed several issues with tooltips, such as links not opening, spoiler text disappearing or the patience tooltip showing outdated modifiers

  • Staff Schedules showed the Chef icon on Generalist hours while the kitchen was still locked

  • Some staff traits, like Undead, didn't show in the Staff Schedules

  • The "No Arcane Order Desk" alert appeared when no order needed a desk

  • Some windows could appear on top of each other or show through the handbook

  • The stamp on staff hiring and loan documents sometimes got stuck

  • Long letter titles overflowed the letter header

  • At 16:10 resolutions, the status bar could block some filter buttons

  • The camera wobbled and stuttered slightly while following a character

  • The camera could end up off-center when focusing on a story

  • The camera and keyboard controls could stop responding after renaming a staff member

  • Access point markers could disappear after using Photo Mode

  • The camera controls guide could overflow with long key bindings

  • Text in some languages could show stray bars next to letters, wrong outlines or faint boxes behind words

  • Switching to a language with a different alphabet could garble some text

  • Links to characters or furniture that no longer exist showed a code instead of "Unknown"

  • Patron tier ratings on price panels overlapped in German

  • Fixed several typos

  • (Controller): PlayStation controllers were missing button prompts for R1, L2 and R2

  • (Controller): Fixed some issues with multiple controllers plugged in

  • (Controller): Button prompts in the Tavern Log sometimes appeared twice or next to the wrong entry

  • (Controller): The Delivery Times window showed an oversized highlight

  • (Controller): The tap guide and a loading screen tip told you to click

Stability

  • The game could crash while staff were organizing the larder

  • The game could crash when leaving a level or loading a save

  • Staff repeatedly failing to fetch a drink for an empty tap could freeze the game

  • With Steam Cloud enabled, the game froze for a few seconds after saving, editing or deleting a design template

  • Late-game taverns using Arcane Orders stuttered once per second

  • A failed Steam Cloud sync could spam the screen with error popups

  • Saving could hang after an error in rare cases

  • Starting a new game could fail when the game was installed on a case-sensitive drive

  • In rare cases, the intro video kept restarting

  • Loading history…
Open link