‘It wasn’t fun for the first 7 years’ says maker of fantasy sim Tavern Keeper, which spent more than a decade in development

In the realm of game development, few projects have undergone as extensive a transformation as Tavern Keeper. This fantasy simulation game, which invites players to manage their own pub, showcases a remarkable array of animations that capture the whimsical interactions of patrons and staff. The item design tools are not only flexible but also user-friendly, allowing for a seamless creative experience. Moreover, the fully-narrated interludes enrich the gameplay, immersing players in a narrative that feels akin to a storybook adventure.

Behind the Long Development Journey

Having made its debut on Steam in November, Tavern Keeper has been in the works for over a decade. Such an extensive development cycle raises questions, particularly as the game is anticipated to remain in early access for at least another year. To gain insight into this lengthy journey, I spoke with Patrick Klug, director and co-founder of Greenheart Games, who shed light on the reasons behind the protracted timeline.

Klug revealed, “We have made, like, six versions of this over the last 11 and a half years,” emphasizing the iterative nature of the game’s development. The storybook system alone underwent “dozens of versions” before evolving into what Klug describes as an “interactive audiobook,” where players can engage in RPG-like dialogue choices while managing their tavern. He noted, “When we started, there were no tavern management games. We were before the management system revival, I think. And so we had to invent a lot of the systems that other folks invented as well.”

“That was years of writing and experimentation that didn’t make it in the game at all.”

Patrick Klug, director/co-founder of Greenheart Games

Greenheart Games also explored various systems that ultimately did not make the final cut, including one inspired by the dynamic Nemesis system from Shadow of Mordor. Klug explained, “For the longest time, initially, the story idea was that you would attract heroes. And then you would kind of be able to send them on quests and give them quests. We did a lot of experimentation about how we could make the world feel like your actions with the heroes made sense.” However, he concluded that these ideas felt disconnected from the core tavern theme, stating, “It never felt like it belonged in the tavern.”

The complexity of Tavern Keeper is evident in its myriad systems: patrons and staff react to temperature changes, food can spoil, and cleanliness affects the tavern’s atmosphere. Klug remarked on the challenges of bringing these elements together, noting, “I feel with this game, it’s a systems game, and it wasn’t fun for ages. I think it wasn’t fun for the first seven years or something, at least.” This period of uncertainty posed significant challenges, as the team had to maintain faith that the various systems would ultimately coalesce into an enjoyable experience.

“…it took ages to feel right.”

Patrick Klug

Klug’s commitment to integrating storytelling into the gameplay was unwavering, despite the initial disconnect of the storybook events. He expressed, “Initially, the [storybook events] always felt like they took you out of the game, they didn’t feel like they belonged, and that hurts because I was always very adamant that I wanted this storytelling in the game.” Ultimately, the journey of Tavern Keeper reflects a dedication to innovation and a willingness to navigate the complexities of game design over the course of many years.

AppWizard
'It wasn't fun for the first 7 years' says maker of fantasy sim Tavern Keeper, which spent more than a decade in development