
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.
Modeled estimate, not a reported figure. How we estimate →
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 6 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Jul 23 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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.
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.
There, every guest, no matter who they are, has a place in your warm tavern by the seaside.
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.
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.
Engagement
Reviews
Themes across 53 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[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.
在瞌睡龙酒馆中用药剂调制魔饮,收集传闻发布任务,听冒险者们带来的精彩冒险故事。非常温馨的游戏。 游戏对话风格诙谐幽默。常客之间会逐渐熟识,大家之间的化学反应特别有趣。被怀疑偷窃的绝对混乱邪术师和严肃正义圣骑士之间的关系特别可爱啊,他们会拌嘴但是互相照顾的很好。也有张扬随性的顾客在朋友走了之后黑着脸说刻薄话吐槽。大伙和酒馆老板的关系也特别好,经常给我带来装饰品,药剂还有新的魔饮配方。总共八个角色,比前作要少一些。但其实也有好处,人物少了会有空间把故事讲的更好更深入。 前作有一些故事无聊的评价,我在玩之前是有点担心的。玩了本作发现其实是自己多虑了。故事有趣紧凑,各个线索传闻之间有千丝万缕的联系。胡扯正是酒馆的用途,但可怕又迷人的冒险故事更是酒馆里的主旋律。你能听到的有趣故事可真是太多了。有海市蜃楼般的墓穴宝藏、让所有人昏睡的神秘迷雾、在火山里盖城堡的吸血鬼。有次幻影裔偷看柠檬的梦,结果那十八小时的噩梦都快让他发疯了。然后他就从柠檬的梦境里给我带来的新的魔饮配方。还有失心疯的冒险家把克拉肯海怪的触手当滑梯玩。随口提起的背景故事里也有有趣的小细节,比如沙丘里太怪入侵之后好几个月里,所有东西吃起来都像是沙子。 游戏的美术特别精致。主界面的音乐好耐听,还有大家一起干杯的声音,我迟迟不进游戏听了好久。开场动画的质量就好高。之后每天过场动画也是,每天都会有一些小变化。游戏中还有环境氛围光,迷雾弥漫时候的环境光明显比阴雨连绵时候要白很多。 人物小表情动作很丰富。甚至魔宠和小宠物它们都有和主人情绪同步的表情。邪术师格里斯害怕的时候紧紧抓着手杖,帽子上藤蔓和挂饰都会抖动。TA伤心的时候身上趴着的魔宠和TA一样眼角会流出眼泪水。小蜥蜴龙水汪汪的大眼睛特别萌,有朋友说它的眼泪水是鼻涕泡,反正都很可爱啦。德鲁伊琪娅害怕的时候整个翅膀都在抖,她的表情在情绪激动的时候特别夸张。伤心的时候翅膀和耳羽都会下垂。还有厨子埃癸斯的尾巴害怕也会抖的超厉害。他肩膀上的擦手布也很符合他的职业身份。 我原本和琪娅说墙上的鱼会唱歌,只是想要胡扯几句逗逗她的。结果,老天爷啊,墙上那个鱼还真能动。窗台旁边的那只海鸥还能伸出超高的脚,是想整点长薯条嘛?魔饮的样子也特别精美。“北方拳手”的杯子里会冒出烟雾,就好像里面在打拳赛一样。 饮料调制相对麻烦,调制过程需要动脑计算。好在黑板上的可视化图表能提供一些帮助。攻略写的非常详尽,但是以恒星名来命名的药剂不算是什么常用词,所以每次对应中英文也需要花一点时间。有些时候客人会需要特定原料的。还有时候会提出想要满满一大杯,整整五剂魔药汇聚成一杯魔饮的要求。所以攻略是详尽到每一杯魔饮的所有调配可能性都有写出来的。 总共20天。前期每天来的人比较少,一天调个两杯就结束了。后期一天会来很多人。每回开张营业之间其实间隔了一段时间的。地图做的特别细致,每块小区域都能点开来看介绍。背景设定也一样非常的详尽。 一共有七个任务。在出发前给冒险者调配不同的饮料,会让他们走上不同的道路。攻略给路径分了好坏,但是我觉得那些坏路线也很有意思。不过是路途更坎坷一些,一样可以知道很多真相。正所谓条条大路通罗马嘛。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
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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
Hours played at review time, across 53 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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.
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!
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!
I'm so happy to be playing this prequel to Tavern Talk! Just like the first game, every character is incredibly lovable and endearing, and the story is truly captivating! The drink-mixing requires a bit more thought than in the first game, but it's still just as enjoyable. Once again, you've created a true masterpiece. Thank you for bringing this amazing universe to life. ❤️
I'd stumbled across the first Tavern Talk by pure happenstance and, man, did I fall in love. I replayed it for the different endings and could mix the drinks by heart. The character interactions were amazing and it felt like my choices to help the party members actually had an impact. Sadly, Tavern Talk 2: Dreamwalker feels like it lacks a lot of what made the first game great. -- 1.) The Characters Though some dialogue snippets made me chuckle, it felt like there was a lot less character building and that's not just because we have HALF the roster of the original game. They all felt very one-dimensional compared to the first game and not all characters really were explored on equal terms. I want to know a lot more about our kleptomaniac fae but the fae I genuinely could not stand received so much screentime. It just felt...off. 2.) The Tavernkeeper It felt as the player you could very much affect how the game skewed based on how you reacted to characters and how quests went. This all felt like you almost *couldn't* screw things up. Very much an illusion of choice. Yes, there are different endings but it felt harder to trip the Bad Ending than before. I did enjoy that the Tavernkeeper had personal stakes in this but it still felt as if any player projections onto the Tavernkeeper was lost. Also, not a fan of the voiceovers. I had my own vision on what they sound like, I didn't need a voice in the cinematics. 3.) The Biggest Flaw - The Mixing System No lie, I had to use a guide to get through this game without banging my head against the wall. The potions and drinks are split up on two different pages and trying to memorize how all they mixed together based on extremely vague clues was so frustrating that I pulled up a guide. In the first game, it felt natural to the point that I could slam out drinks without thinking and nail the stats. The drink mixing should be an aspect that compliments the game, not drives you mad to the point of having to pull up a cheatsheet. -- Overall, yeah, sure, I did enjoy a return to the series. Do I think this improved upon the original? No. It felt like a step back. Do I regret buying the game? No. I will say one of the last things that made me sad was the ending credits art. I *adored* seeing all the art of the cast playing around the tavern in the first game. This one didn't have anything besides a static picture of the tavern in different weather! I was very sad indeed. :(
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!
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Where this game's players are, estimated from review languages.
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