
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 43 reviews with recorded playtime.
Reviews
Themes across 43 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
This was an amazing follow up to Tavern Talk. The upgrades to the drink system was amazing - I love that it took more time to think about what drinks to make, along with what potions to use. I also love that the quest system also got an upgrade, and that there could be more than 3 rumors to fully create a quest. Definitely made that part of the gameplay more engaging. And oh, the characters! It was a wonderful mix of loved characters and brand new ones to get to know! All of the artwork was amazing as well, and being able to decorate the tavern was fun as well. Overall, I loved all of the improvements made to this game from the original, and can't wait to see what comes next!
too many hot people, not complainin', just saying
A Delight. Coming from the first Taverntalk, The new mechanics were refreshing while keeping the core gameplay as enjoyable as the first one, yal have definitely improved but I got some toughies for ya. I still recommend this. If you've found this game without seeing and going through the first one here's what you need to know. This is a prequel to the first one, so whether you want the time line in order or do them in order of when they came out for the connections it gives you in the first one to feel that in the prequel, its up to you which way you wanna play them. But I absolutely recommend both if you enjoy your time. They add to each other a lot in either order and the first one isnt teaching you something that the second one with leave unexplained. For the rest I'll try keepin things as spoiler free as possible but be warned and wary: -The art style and characters were great, and seeing the familiar faces made things even more interesting on what would happen( I saw those armor similarities mmmmmhm). Though things felt like everyone had pretty much the same problem in this one compared to the mix of issues in the last, communication issues/control issues. It was shorter and I assume had to be more focused being a prequel, but it roped them all up in a group together rather then making them all stand out from each other. -I liked the options given to why were stuck in the tavern giving us that choice, I was so curious and still am as to why and what caused it but me bein able to chose it was something physical and the option for mental was a great choice. I already in the first one stuck my dnd dad as the one I was playing behind the bar and that simple choice made it feel more our choice who we were. But that communication/control issue was also stuck to ourself a bit more then I would have chosen with some key moments that happened. We were forced in a bubble of ourselves wanting/needing people to stay when I would have done the opposite more often. Our situation sucks and I wouldnt know that feelin in life, but my mind has always been in you dont drag peeps to your level that you dont even wanna be at yourself. Cause ya know how it feels, why would you want anyone else to join you? And that wasn't something I liked nor imagine tha dnd dad to do in anyway,shape, or form. -I do agree with many on the drink system being a bit much compared to the first, though I know yal were wanting to mix things up with refreshing the system. half way through I got a drink walkthrough for the sake of not staring at the words to line them up with a drink needed for an hour, emphasizing the important words was good and an improvement but as the saying 'more is not always better'. How much a drink was being described got too complicated real quick, finding a middle ground between this game and the last one I'd like to see. The chart changes and potion mixing itself I didnt have any issues though, it too was more complicated with the path yal took but not in a frustrating way. I took longer staring at the list of drinks and their keywords to match what was needed then when I was actually making them, so that one part was the main rough patch. Though a big thing I would ask for a fast forward through scenes( like the repeating scene of the stars and shore at the end of the day, with me tryin to go through a quick run for a different ending those slowed that down in a more noticeable way.), Keep up the great work yal, I'll be here for tha next thing ya whip up XD
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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