
Welcome Tavernkeep! In this D&D-inspired visual novel you will run a cozy seaside tavern, meet adventurers, gather rumours and mix fate-altering drinks to stop dreams from twisting into nightmares.
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About
This is not a management game!
✨ A new standalone game in the Tavern Talk universe!
🧝♀️ Play the tavern owner.
📜 D&D-inspired visual novel with 8 unique characters.
🏳️🌈 LGBTQ+ positive representation.
📖 Immersive reading of at least 12 hours on your first playthrough.
👀 Branching narrative, meaningful choices and three unique endings.
🍹 Casual drink mixing and quest building with a dash of challenge
🚫 No tavern management, no economy.
⚠️ Content warning. mentions of death, grief, and violence.
You find yourself in a little, bleary portside town in the south-east of Phesoa. There, 36 years before the events of Tavern Talk, you dive into the role of the Tavernkeep, the owner of The Drowsy Dragon, a small quayside bar on the coast of Borkam.
You have a special ability, gifted by one of the Great Dragon Gods or acquired through wizardly hubris: Mixing magic drinks that can alter the fate of your guests—be it mean mercenaries, savvy sailors or ambitious adventurers. Every guest, no matter who they are, has a place in your warm tavern by the seaside.
In The Drowsy Dragon, fate is not written in the stars, it is written in the menu! Mix unique drinks from a wide ensemble of magical potions—but be aware: There is more than one solution!
As you listen to stories brimming with the spirit of adventure, you sit within the cozy walls of your tavern and pick up rumors to turn them into quests. Some of them are old sailor’s yarn, so sort them thoroughly before sticking them up the wall!
As you meet new and familiar faces, all seems well. Your establishment is flourishing and friendships are made. All until something starts brewing on the horizon, something that’s going to twist your brightest dreams into your darkest nightmares.
Like in every good Pen & Paper campaign, Tavern Talk Stories: Dreamwalker touches topics that may hit right in the feels. Please be aware that there will be mentions of death, grief and violence.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Japanese, Simplified Chinese, French
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Super schönes Spiel, hab mich sofort verliebt! Bin ein großer Fan von dem Artstyle, dem Tränkesystem und den Charakteren bisher! Ich bin generell jemand die gerne grübelt und das Tränkesystem vom Vorgänger war schon interessant und hat auch Spaß gemacht die Tränke abzustimmen, aber einen Ticken zu einfach. Hier finde ich es genau passend. Auch sehr cool, dass es thematisch mit den Sternen auch zur der Handlung passt. Bin gespannt wohin die Reise noch führt :)
TLDR: The drink mixing experience is more complicated than it is in Tavern Talk and can be obtuse at times, but be patient with it and allow yourself to glance at a guide for help if you’re truly stuck. That’s not a crime. The plot is, as always, carried by characters, and the Tavernkeeper (PC) can have what might feel like a very minimal role. Your choices have consequences, yes, and they can be very drastic ones, but narratively it can feel more like you gave fate a slight nudge instead of taking the pen into your own hands. So if you’re looking for something where you have a more blatant impact as a character in your decisions, this may not be the game for you. But if you’re still on board, this is a lovely, cozy game where you can expect a lot of promotion for (reasonably) healthy relationships and conflict resolution through dialogue. Now, for the true yapping. Firstly, to all the reviews complaining about having to “memorize the names of the potions”. You don’t. There’s this handy dandy tab in the book that has a potion bottle on it, and if you look at it, it has all your potions listed out, names and stats. Thought I’d mention that. Anyway. On the subject of drink making, it’s significantly more involved than the original Tavern Talk. It involves a little bit of math and some brain power, so you can’t just turn your brain off and pour some stuff in a cup. It’s a nice way to stay engaged, personally. I don’t think it’s as bad as some are complaining, although there are a couple prompts that I struggled with. Hints and keywords might have benefitted from some polish, but it’s really not bad. Someone also mentioned that the potion bottles for drinks are a little underwhelming. I agree; they’re somewhat plain. However, I think the same level of detail would have made the drinking nook too busy. The final drinks are beautiful, as always. No notes. The book opens to your last-opened page (even while brewing) rather than the drink menu like it did in the original Tavern Talk game. However, this isn’t strictly a bad thing. If you’re someone who likes to refer to the properties of your potions while brewing, it comes in handy. My biggest gripe with Tavern Talk was that there was a lack of emotional accountability from some of the patrons when it came to the Innkeep. They were treated unfairly and never received an apology from any of the other characters for any of the hurtful, ignorant, or downright cruel things that were said. This game does better with it. As Aegeus says, it’s possible to be owed an apology and also owe one yourself, and this game handles emotional conflict in general much better. You can clearly see both sides of an argument, even when one party might explicitly be in the wrong. It does feel like you rehash the same conflict through three different storylines, though. They all have a similar core issue, and at some point you sit there and go, “ah, yes. I think I’ve seen this film before”. But at the end of the day, it does [i]significantly[/i] better with how it handles and resolves conflict between all the characters. 9/10. I quite like the smaller cast as well. It gives me more time to get to know them and less overwhelming. Having a close group of eight regulars also just warms my heart. I might have liked there to be a couple more days to get to know everyone, but that would have risked tedium. I did not play the demo, so it came as news to me that [spoiler]Rune - or rather, “Rune” - is our Innkeep from the original game! This can be good or bad, depending on your personal opinions, but I loved seeing them through an outsider’s perspective and getting a tad more insight into who they might be. Given their Seelie nature, this version of them doesn’t have to be the one that tends to the Wayfarer’s Inn (and due to their backstory, it probably isn’t), so there’s still lots of room for player creativity for their Innkeeps, while simultaneously offering a potential base to build from.[/spoiler] In a similar vein: knowing what I did since I’ve played the game’s narrative sequel, [spoiler]seeing Quasar again was a gut punch that I’m [i]still[/i] recovering from.[/spoiler] I’ve only played through the “Good” ending so far (or perhaps the “Alternate” ending. But the [spoiler]redemption-ish arc we see for Kerebosia healed the part of me that wanted the same for Quasar. We didn’t get to see a lot of her, but it still felt meaningful.[/spoiler] To be fair, I do think that the ending twist comes out of left field for people who haven’t played the original game, but there’s significantly more “ah, I can see where that came from” instead of [spoiler]that jackdaw in the opening cinematic was a spy! Haha! And now you’re going to get blamed for not noticing it when, in reality, who ever could have seen that coming?[/spoiler] It feels a lot better as a player. Finally, if one of your first achievements isn’t petting Captain Beebug, you’re a no-good, very bad Tavernkeep and you [i]should[/i] be ashamed of yourself.
[code]Reviewed at GameGrin.com. Check out the [url=https://www.gamegrin.com/reviews/tavern-talk-stories-dreamwalker-review/]full review right here![/url] [/code] Coming out the other side of a nearly 20-hour run with the characters and their stories, I am deeply satisfied with the experience; I began feeling genuinely sad as the game reached its end because there are so many characters that are too distinctive to find elsewhere. They are the type to stay with you past the credits. Tavern Talk Stories: Dreamwalker delivers an incredible fantasy experience that truly makes you feel the joys and stressors of being a bartender to a bunch of adventurers you end up caring about. The aesthetic is exquisite, the music is phenomenal, and I could go on about everything they aced, but the review must end somewhere. I'm glad I faced my fears, and I highly recommend you try it out too.
A really solid prequel to Tavern Talk, in fact it improved almost every one of my gripes with the original. Gameplay in drink making is more complex, so is quest making (although only slightly). I am more invested in the story and world from the get go and the characters are still really cute and charming!
I continue to fall in love with the world and characters of the Tavern Talk universe! This prequel has a great balance of coziness and high-stakes drama, and I can't wait to continue to explore the story on my next playthroughs!
If you loved the first one, you'll love this prequel. I was curious about how they would implement your character from the first game into one of the adventurers in this one since you're not controlling them, but they nailed it. The character is both ambiguous as well as uniquely them in this game so it doesn't remove the ability of them being a self insert for those taking the role playing aspect more seriously. I absolutely fell in love with the song from this one, and enjoyed being able to decorate my tavern with the decor packs and trinkets brought back during the story. Playing this game immediately lead me into replaying the first one because I just couldn't get enough. My only criticism is for some reason this one felt shorter than the last game, but that could just be because I couldn't put it down. I'm hoping we get more content so I can return to the Drowsy Dragon with more stories to experience and guide. Bonus if we get to see what another character was like "way back when" because Una was a hoot!
全成就打完了,个人评分给到7/10,如果是前作粉丝的话总体来说是不会失望的www 跟前作比起来,调酒部分可玩性增强了(也可以说变烧脑了,尤其是药剂数量和数值有特定要求的情况下,像我一样在吧台后面琢磨半天算数也是有可能的×),这点是好是坏可以说见仁见智。 剧情上比前作的体量要小,角色和案件都少一些,而且我个人最遗憾的是片尾曲没有演出了……前作的不同结局都可以看到角色们回到酒馆后进行不同活动的场景,我真的很喜欢那个……不过剧情本身质量还是可以的,音乐也依旧好听。如果特别喜欢前作可以直接入,如果只是一般感兴趣的话,我觉得还是可以等更低的折扣的。 最后是一点关于GoodEnding的Tips:好结局“新的开始”需要所有案件都选对处理方式,包括最后两个没有单独成就的案件。(以下剧透)[spoiler]无尽梦魇选去救她,恍惚行军需要选处理方式一,也就是按计划稳扎稳打才行——之前的案件基本都是靠魅力和灵感随机应变来拿好结局,最后来这一手感觉还挺反直觉的(×)我一周目就是栽在这拿了NE[/spoiler]
I love the new drinkmixing! It's more engaging than in the original game (I prefer the new version of it) I also love the story, it feels so much more mature and more up my lane. A worthy prequel! Looking forward to playing through it! (might update this afterwards if possible with a final verdict) PS: The main menu music is a banger!
[h1][b]倾听故事,调配魔饮,发布任务,做NPC也很忙的[/b][/h1] 用梦幻般的材料调制流光溢彩的魔饮,与过路的冒险者闲聊获悉魔法大陆上的神奇遭遇,2024年《魔饮心语》的推出让人眼前一亮,其用最简单的玩法带来了引人入胜的体验。 时隔两年《魔饮心语2:梦行者》隆重登场,游戏中玩家扮演的是一名酒馆老板,每天都要接待不同的冒险者,这些角色从造型到个性都十分有特色,他们将分享这片大陆上的冒险轶事与传闻,而玩家只需耐心倾听即可。 本作的玩法和《赛博朋克酒保行动》类似,主要以文字叙事展开,得益于其精致的画风与出色的氛围塑造,让人非常有探索的动力。 在这个神奇的世界中人类成了最罕见的顾客,这里玩家会遇到全副武装的宝石裔、一身幽蓝皮肤的鳍人、头上有犄角身后有尾巴的幻影裔等角色,甚至还有精灵与异灵,后者更是将自己笼罩在厚厚的衣服和帽子之下,只露出一只眼睛,连性别都是未知的,十分神秘。 随着剧情推进,冒险者们会陆陆续续的离去或到来,通过这些顾客们的所见所闻,玩家将逐步深入一个《龙与地下城》式的奇幻世界。 既然是酒馆,那么饮品制作内容自然不能少,玩家需要通过顾客给出的提示来调配对应魔饮,这里需要注意,有的顾客会直接说出魔饮名称,有的则只说自己想要什么味道或是要提高什么属性,玩家则需要对照饮品描述自行判断。 每种饮品都由5项属性组成,通过搭配不同的魔药便可以调配制作出来,这里只需要注意下魔药对于属性的调整值即可,玩起来就像是简单的数学题一样。 有意思的是任务系统,当对话中出现关键内容时,系统会自动将其记录为线索,而在线索累积到一定数量时则会开启相关界面。 此时将互相关联的线索拖放在一起便会生成任务,这个任务可不是给玩家的,而是贴在酒馆里为冒险者准备的,随后便会看到其他角色接取任务并讨论的场景,这个趣味的玩法给玩家的感觉就像自己是NPC一样,体验非常独特。 《魔饮心语2》延续了一代的玩法与设定,新老玩家均可轻松上手,游戏主打奇幻设定与冒险故事,推荐喜欢文字类游戏的玩家体验。 [quote]热爱游戏,畅玩游戏,分享游戏,专注鉴赏评测与深度解析 欢迎关注[url=https://store.steampowered.com/curator/44110339/]游理游据[/url],走进游戏世界,品味第九艺术[/quote]
Pretty sapphics 10/10
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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