
Bear and Breakfast is a laid-back management adventure game where you build and run a bed and breakfast...but you’re a bear.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About




Sums Steam only; PlayStation, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.79−66% | 5.4Kreviews | 89% | — | $1.1M |
| $6.99−65% | 180ratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 837 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is cute…but. -The dialogue takes up too much time and it’s a click-through nightmare. I know it builds understanding of the characters and story but there’s so much of it and it’s mostly fluff. -There are not enough things to do in between tasks given by the game. There have been times when I’m waiting for a task to complete, or I’m in between tasks, and I can’t do anything but walk around and maybe forage/collect items. Talking to NPCs doesn’t reveal any new information. -The build/craft/inventory system to add to your properties is kind of unnecessarily complex. It’s taken me a while to get the hang of the buttons I need to press to do certain jobs and even now it feels like it could be simpler. -The world map should be more accessible, like in the toolbar on the bottom of the screen. -I might not be at this part yet, but players should have the opportunity to put 2 rooms side by side without the game making it one enormous room. Players should also be able to knock down walls of a room they previously placed and changed their mind about. If these are later features, they should be moved closer to the start of the game.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 7 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Japanese, Portuguese - Brazil
| $6.99−65% |
| 32ratings |
| 86% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 839 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
起初只想着把破棚屋拾掇成能遮雨的窝,捡木材时总盯着脚边的苔藓,觉得日子就该像树懒一样慢。常对着地图发愣,从怕黑不敢走夜路,到敢独自穿过迷雾找材料;从只会摆张硬板床,到琢磨着规划房间布局,塞满各种装饰。直到第一个客人在晨光里揉着眼睛说“床好软”,心里忽然像揣了颗烤暖的栗子。后来学着烹饪各色美食,看客人把面包蘸着蛋黄吃,尾巴会忍不住轻轻晃。 用心搭的不只是屋檐,是把森林的温柔,都织进了别人的梦乡。
I thoroughly enjoyed my first ten hours with this game, but after that, it started to feel tedious. Even with the various helpers designed to automate parts of the experience, managing everything still felt overwhelming. This didn’t align with the cozy, relaxed vibe I had expected from the game. While I don’t regret the time I spent playing, I found myself lacking the motivation to see the story through to its conclusion. The art style is undeniably cute and charming. It’s what initially caught my eye and drew me in. I played on a Steam Deck and, unfortunately, found the controls awkward throughout, even after ten hours of play. I suspect that players using a keyboard and mouse might have a much smoother experience.
I was excited to play this game for a couple of months and decided that I wanted to try it out when it went on sale. Admittedly a cute game, but a boring one at that. The style is adorable and the characters are even more so, but it becomes draining having to do just about anything. The dialogue feels like it was written for children. The bear-to-guest interactions are limited, not really showing anything to really do with them. It took me almost an hour and a half to just get a fast travel option. You cannot sell anything that you buy, so you have to throw it into storage and let it rot. It is a little buggy too. Overall, I expected a little more from this game. It requires a lot of patience, and this game made mine wear thin.
I think it's a really pretty game to unwind to and get lost in, and I personally really enjoy the gameplay of collecting things and upgrading everything. However, after finishing it, I felt more glad it was over and didn't bother finishing my final resort, because of just how much you need to micromanage. It has a lot of bugs, I found the story confusing, and most of the characters, even 30 hours into gameplay, had the same few dialogue lines. And I think what bothered me most of all, was that the progression is very linear. I wanted to decorate my resorts differently, have different styled rooms and themes, but the only way to progress it to have strictly the best items, shoved into each room. So in the end, none of my resorts had the variety I was hoping for. Despite all that, I don't want to give it a bad review because I genuinely enjoyed it. I just think if you're going to buy it for yourself, be aware of these things. You can still have a cozy, enjoyable experience, but be aware of the problems going into it. It doesn't get updates either. BUT I did enjoy the game, it has immersive worlds and satisfying sound effects and it isn't hard to progress. All round great to sit down and mindlessly enjoy.
游戏画风很可爱,其实也许还不错,有剧情的旅馆经营游戏 但是!我是想玩餐厅经营的......因为缺少见识,后知后觉的发现"bear and breakfast"里并没有做“早饭”的部分 所以...... 不推荐给像我一样想做饭的朋友
Bear and Breakfast is a sweet little hotel management game with elements of exploration, humourous dialouge and... cute hats :3 The visuals and art style is very cute and I love the darker "cozy" vibe it brings to the table. Hank is a lovely main character to play as, and the entire concept of the game is wholesome to say the least. The management, building and decorating was really fun for me. I like that you really have to think about the placement of rooms and appliances to have guests enjoy their stay. The quests are pretty easy, though some are time locked [i]however[/i] I found it to be good as a way to get more materials and explore more. Though I know that's not everyone's cup of tea. In later game it can definitely feel more demanding as the more inns you have, the higher rank they are; the more the guests can feel displeased. I personally liked the challenge of keeping on top of that! Overall, I wouldn't call it the most relaxing game out there as the management could get overwhelming for some, but it is a very fun game to play if you're into a slight challenge and the chance to spend a few hours away from reality :)
This was cute and mildly fun, but my biggest issue is the unresolved bugs. There are multiple bugs with the inventory management that make it easy to accidentally duplicate stacks and a bug that prevents the very first achievement from being triggerable for some people, me being one of those people. Based on my googling, these have all been known about by the community for years and have still not been addressed. There are so many cute management games to choose from, don't pick an abandoned one with blatant unresolved bugs.
Charming presentation with gameplay that needs far more polish. It's a hard recommend at this point as the game has fundamental problems. Pros: - Really cute design and direction with art style, dialogue, and overall presentation. It's nice to take your mind off of things for a while. - Great variety in biomes and systems that bring in variety. - The underlying ideas are right and fun for a while even if the execution is not there. There is so much potential, however. Cons: - The pacing. The quests don't make sense, are unlocked out of order, or are simply on waiting. In fact, there is so much waiting about when you unlock the last building that it turns into a semi-idle game for managing money and resources. - Most of the things don't matter in the slightest. The room size, layout, furnishing, what is in it etc don't matter to the guests - only the points. - You automate the fun parts out of the game with QoL updates, but keep in the tedious parts. E.g you cannot automate fuel or food ingredients for cooking but automate cooking itself, making the entire system pointless. - Decorating is non-existent due to points. Half the fun of games like these is about creating unique or fun layouts but as guests only care about points, it becomes minmaxing with decorating with most efficient items and cramming tiny spaces. This is major as you have different buildings to decorate but due to uprising demands and quests, they all end up looking same. - Similarly, constant upgrades and the rising demand for points make it so that progression doesn't feel like progression. Each B&B should have had their own tiers so some could be cosy B&Bs and others grand, luxurious hotels. - You also have to get these upgrades due to quests, so it's linear and not optional. - Guests have no personality and reviews are the same. They'll also walk in different biomes without dressing properly and you cannot interact with them. - There's just not enough to 'do' besides grinding for resources and passing time. - NPCs have no personality and while there are many of them with different flavours, they exist for a while and then you never talk to them again. - Story is meh. - Inventory management is frustrating. TL;DR: It's like that racoon with cotton candy video, great aesthetics but not much else.
A quick, cozy, and story-rich hotel management game with a charming animal theme Bear and Breakfast truly surprised me. While I was expecting an easy and passive sim. game I was pleasantly surprised with the overall story line. Magical and tragic the lore gave me absolute chills while the game play gave me that warm and fuzzy feeling. I was able to complete the main story line in 35 hours however even after the main story line concludes the tycoon aspect of the game itself has high replay-ability and should they ever add more lore I will back playing this game again and again.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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