One of "The Best New Steam Games You Might Have Missed This Week" - Rock, Paper, Shotgun | "A cross between The Sims and a rousing game of Dungeons and Dragons" - Geek & Sundry
Recent Reviews:
Mostly Positive (21) - 71% of the 21 user reviews in the last 30 days are positive.
All Reviews:
Mostly Positive (70) - 72% of the 70 user reviews for this game are positive.
Release Date:
Sep 13, 2017

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Participating in Early Access allows us to make our game's development player-centric: we'll be listening to the community's feedback throughout every step of this process. We truly want you and everyone else who plays to feel like you've had a hand in the creation of Epic Tavern.

Our passion is making this amazing concept into the best game it can possibly be-- and we know that can't be achieved without the help of our community!”

Approximately how long will this game be in Early Access?

“Approximately 14 months (subject to change at any time).”

How is the full version planned to differ from the Early Access version?

“Throughout Early Access, Epic Tavern will, with the help of our community, develop into the game it is destined to become. Our ambitions include, but are not limited to:

  • Expanded Story Content
  • Additional quests, based on community feedback
  • Longer quest chains
  • Procedural quests
  • Expanded loot system
  • Expanded Character Features
  • New character classes
  • More custom characters
  • Additional character status effects
  • Inter-character relationships
  • In-depth traits and personality system
  • Regional renown system and factions
  • Pets and Companions
  • Expanded Tavern Features
  • Custom Tavern Editing
  • Rival Taverns
  • Tavern staffing
  • Expanded inventory management
  • Enhanced Tavern economy and business simulation
  • Drunken bar fights!

What is the current state of the Early Access version?

“Every great adventure begins in the Tavern, and Epic Tavern's great adventure begins on Early Access. We have developed a stable core gameplay experience that will be expanded upon with the help of our community's feedback. Entering Early Access, the game currently contains:

  • Character-based gameplay - Befriend heroes over drinks and learn their stories. Hire heroes based on their skills and personalities, and how they will further your Tavern's ambitions. The better you get to know your team, the more likely you are to unlock custom quests, powerful items, and hidden characters. Finally, carefully guide your adventurers' progression as they gain experience and develop into heroes whose deeds will be spoken of for generations to come.

  • Quest-based gameplay - Guide your heroes through perilous quests as they explore an epic storyline to save the world from destruction. With hundreds of possible quests and thousands of possible encounters tailored to your heroes, the potential for adventure is nearly limitless. Beware: questing takes its toll on your heroes, and their adventures will leave them bruised, battered, cursed, and otherwise changed. Be sure to build the right upgrades to get them back in shape for the next adventure.

  • Tavern-based gameplay - After your heroes return from questing, decide how to divvy up the loot they've gathered on their adventures and how to invest it. Do you generously lavish a large portion on your heroes to gain their favor, or do you keep the lion's share for your Tavern, in hopes of boosting its renown and increasing your power? Savvy decision-making will ensure success and secure your Tavern's place in history.

Will the game be priced differently during and after Early Access?


How are you planning on involving the Community in your development process?

“We plan on continuing our communication with our amazing community through our Kickstarter Updates, our Twitch streams, our Discord channel, social media channels, and our online forums.

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Recent updates View all (7)

November 8

Epic Tavern - November Dev Update #1 - Catching Up With Memige!

Hello to our wonderful community! We are smack dab in the middle of working on our November update and we wanted to catch you up with all that's happening over here at Hyperkinetic. In particular, we wanted to catch up with Memige, Hyperkinetic's Tech Director and Epic Tavern's programming lead.

Let's try an experiment and do this Q&A style!

Richie: Hey, Memige! What are you the most excited to be working on in our November update?

Memige: The two most interesting things for me are that we are adding in the ability for encounters to reward specific skill points. The randomization of the encounters that characters go on will impact the way that those characters' skillsets will grow.

Additionally, we are taking a first pass at implementing stances for characters on the quests. This will give you some choice in how the characters tackle the challenges with which they are presented.

Richie: So, it looks like we are laying the groundwork for giving the players more choice during questing. Is that a fair assumption? What can we expect in the future?

Memige: Well, we have gotten a lot of feedback from the community about interacting with the adventurers when they are out questing, and because we are serious about the Early Access process, we are committed to exploring ways to make that happen. We are not settled on ways to do that, yet, but we wanted to try things out and make it easier to expand upon what is already there.

Richie: What about choose your own adventure-style choices during quests?

Memige: This is definitely something that is being actively addressed in design discussions. There are some pretty significant ramifications to the way we process the data that need to be adjusted to handle meaningful interactions from the player, so I am spending time talking with Shawn [ET's Lead Writer], Tomo [ET's Creative Director], and Eric [ET's Lead Designer] about the best way to handle these adjustments. Some of the structural underpinnings of this will be going into the November update, but the first significant per-encounter interaction will probably land in January... I hope.

Richie: Well, I personally am looking forward to how that develops and probably making all the wrong choices so my party dies, like usual. So, what are you looking forward to, in future updates?

Memige: Shit... Tavern editing?! *laughs* Tavern editing is really high on my list, in terms of desire. There is a lot of design work that needs to go into it to ensure that it ties into all the current systems of the game and highlights the strengths of Epic Tavern, so it probably will not be a "soon" feature. But man, I'm looking forward to it.

Richie: Anything else that might be coming sooner?

Memige: In terms of what's on the short list for the next couple of updates, we have a bit of an overhaul to the loot system, to give you more rewards that are directly useful to your heroes. I think that'll be interesting, because it'll give the player a more active interest in the specific results of stages. It gives them better feedback on how effective their party selection was. And, to be honest, with the UI overhaul that will come with it, it will make the process of gaining loot a much more exciting event.

Richie: Awesome, thanks for the info! Anything else you want to say to our community before you stop being lazy and get the hell back to work?

Memige: It's an exciting time, right now. There is a lot of good feedback coming in, a lot of constructive criticism. Thankfully, we are in a position to leverage all that to make Epic Tavern a much better game. Thank you to all of our community members for your active participation in our Early Access!!
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October 26

Halloween Sale and Update: Live NOW!

Hellish Carnivals, Haunted Houses, Bloody Taverns... Crossover Eve is here! Celebrate the sealing of the Flaming Gate with us and enjoy a TON of new features and fixes. Read on, Brave Adventurers... muhahahaha

Early Access is an awesome experience. We have had the honor of spending the last few weeks talking with you, our amazing community, and working our asses off to move Epic Tavern toward being the best game it possibly can be. Your words, thoughts, and enthusiasm, dear players, not only serve to motivate us, but guide us toward making what we feel will be a truly great game. This update is packed with tons of work and love from your team here at Hyperkinetic. It's for you and because of you. Without further ado, the details:

[version 0.828.f1]

TL;DR Updates

- Halloween Tavern Makeover
- Halloween-themed Quest
- Updated Tutorial Flow
- In-Tavern Critical Info Notification System
- Equipment System Overhaul
- Tavern Menu Management Functionality
- Goods Management Overhaul
- Stage Success Chance Displays
- Additional Save Slots
- Character Management Improvements
- Combat Resolution System Overhauled/Rebalanced
- Economy Overhaul - Stage One
- A Metric Shit Ton of UI Overhauls/Improvements
- Procedural Skill Gain
- A Ton of New Tools for our Procedural Storytelling Engine
- Character Textures are Now Exposed for Modders
- Bunches of Optimizations (Significant Memory Usage Improvements)
- Like a Billion Dead Bugs

New Features in Detail

- Notification logs are active in the Tavern at all times except when hidden by the expanded character interaction panel
- Notification items:
- Are categorized, each category assigned a unique display color
- Are, where applicable, clickable in order to bring up relevant UI
- Possess tooltips explaining what a click action does, or other info
- Can be manually closed by clicking an X to their right side
- Automatically close themselves when an event makes them obsolete (leveling up a character will auto-close the level-up notification for that character)
- Avatars now use different amount of move points based on the nav layer they're on; they also have variable move speeds depending on their nav layer
- Updated UI on New Tavern pop-up to try something new, though it might be a bit dark
- Added fade-to-black with placeholder text for Go Forth transition, fades back in when Questecution begins
- Go Forth fade-out now displays title and summary of quest in focus
- Expansions/upgrades must now be purchased after unlocking
- Expansion/upgrade purchase UI
- Added expansion and upgrade unlock to debug panel
- Parties on map now have different speeds depending on their topographic location
- Parties spend fewer move points when on land that is easier to move on
- Destination Position Tuning
- Added a lot of Map Text
- Cosmetic improvements to tavern naming panel
- Added pop-up warning for attempting to equip a weapon that's already equipped on someone else
- Added notifications for adventurers returning Wounded, Poisoned, or Demoralized
- A single notification event now handles multiple relevant returning adventurer effects
- Added text pulse for notifications on returning adventurer effects, Level-up, and Bonus points available
- Goods and lodging refactor
- Wounds and effects messaging rework
- Drunkeness FX
- Tutorial adjustments - integrating more tutorials in the prologue quest
- Obviously aesthetic things like a halloween tavern theme, halloween quests
- Adjusted navcosts and procedural stage frequency
- Updates to tavern level schedule, also added 3 more levels (max is now 13)
- Added list of item ids for in the tavern beginning of prologue turn
- Menu slot price sliders are functional, adjusting goods sell price
- Custom pricing tooltip has been added, displaying and dynamically updating as the slider is moved. The NavBar spawns the tooltip prefab under NavBar's parent (the canvas root)
- Markup tiers and related friend/rep bonuses are defined/tunable in ManagerTavernStock
- Current and Max tap/special menu slots are defined/tunable in ManagerTavernStock
- Menu slots are now spawned list items rather than static objects, clearing the path for expansion integration
- Menu auto-assigns Mead and Porridge to the menu if the menu is empty. There must be at least one item on the menu AT ALL TIMES.
- Prologue refactor (facilities and equipment tutorial during prologue)
- Top of turn pop-up that conveys critical information and lets the user set their menu/specials for the day
- Free camera mode now available
- Avatars now use different amount of move points based on the nav layer they're on; they also have variable move speeds depending on their nav layer
- Expansions/upgrades must now be purchased after unlocking
- Expansion/upgrade purchase UI
- Added expansion and upgrade unlock to debug panel
- Parties on map now have different speeds depending on their topgraphic location
- Parties spend fewer move points when on land that is easier to move on
- Equipment UI refactor
- Cosmetic improvements to tavern naming panel
- Refactored collapsible skill list item UI (types, categories, skills)
- Added notifications for adventurers returning Wounded, Poisoned, or Demoralized
- A single notification event now handles multiple relevant returning adventurer effects
- Added text pulse for notifications on returning adventurer effects, Level-up, and Bonus points available
- GV Notify Pop Up bullshit aka. custom pop-up messages that can be triggered at any time via a data-driven scheme
- Save versioning system - allows folks to switch between branches without having their saves borked
- Reduced the overall size of the game
- Reduced memory footprint
- Many text elements have been updated to a higher resolution, more flexible system. More readable! Still in progress

Bug Fixes

- Fixed null ref error upon displaying equipment description that has no leading [TAG]
- Fixed bug with questecution fade in that allowed stages to be completed before fade in finished
- Fix for duped key stage logs
- NaN fixed in partyavatar log
- Preventative code: prevent quests from adding themselves to keystage wait event multiple times
- Fixed roster item selection changing the "AdventurerInFocus"; it only affects RosterFocus now (this distinction is necessary for things like kicking a roster member while talking to a prospective hire)
- Fixed notification bug when handling an unsupported character effect
- Fixed Quest contribution top line not initializing properly
- Tavern navmesh tweaks to allow character to be seated on stools and navigate more responsibly and reliably
- Hiding walls that are in the way of the camera
- Recovering adventurers can no longer be added to quests
- Goods list item Buy Stock buttons are now disabled when tavern gold drops below the restock cost
- Goods menu focus now gracefully handles selecting for an empty menu slot
- Force tutorial patrons to center of tavern
- Changed time sensitive functions in the avatar stage result icon and portrait speech bubble from unscaled time to standard time, eliminating the occasional massive overscales that would occur during frame rate hitches
- Prevented double booking of adventurers in lodging rooms
- Fixed tavern stool colliders being massive (caused patrons to warp to their seats in the tavern from the bar instead of walking up to the seat and sitting)
- Map: Fixed Roster button that leads from the Equipment screen to the roster
- Fixed bad formatting of equipment skill delta displayed in equipment focus and tooltip
- Fixed the position of "Tasuil South"
- CharactersDB edits to eliminate bad items
- Added support for missing adventurer Effects that were causing blank spaces in injury report
- Top-of-turn list header "Maligned Adventurers" has been changed to "Injured Adventurers"
- Turn pop-up now disappears when one of the management buttons is clicked
- Fixed right-side overlapping adventurer log text in Quest resolution pop-up
- Increased size of quest chain font in Quest resolution pop-up
- Buying goods no longer causes null ref on menu slots; stock counts properly update upon stock purchase
- Added servings indicator (how many servings per restock) to Buy Stock buttons on the Menu focus and goods list items
- Changed the Menu focus "in stock" footer to say "servings in stock" to lessen confusion
- Replaced obsolete level load calls with Async calls in Tavern and Map sceneControllers
- Fixed null ref when assigning a good to the Menu in the Map
- Fixed level-up for another couple days until it breaks again
- Fixed broken adventurer details in the Map
- Increased transparency of equipment select dimmer
- Added parsing of conditionals, global vars, and tavern name to questecution scene transition
- Fixed Tavern Summary Expenses tally (consolidated bad debit calculations for Expansions and removed arbitrary upkeep expenses)
- Friendship gained last turn now displays in the Summary
- Removed construction signs from Tavern summary, Roster (removed placeholder filter dropdowns), and Map Roster Character Details panels
- Minor refactor of Map Roster Character Details to compensate for imbalance due to loss of construction sign
- Fixed generic popup
- Menu focus restock button now longer allows purchase when there's not enough gold
- Various goods restock tooltips are fixed and displaying in proper context
- Disabled reporting of recovering adventurers in the Turn pop-up (temp until fixed)
- Scroll wheel functionality restored for Goods list and Menu, full roster, map roster, and all character skill lists
- Standardized/improved scroll speed and elasticity on most prominent scroll lists gamewide
- Removed pulse behavior from Turn pop-up empty slots
- Added parsing to Quest completion debrief
- Fixed save slot code; save slots are now functioning, still need UI to be reactivated
- Fixed a whole slew of social bugs
- Partial refactor of social system to abandon instability of coroutines
- Housekeeping on social system code
- Code note: All patron speech display is now funneled into one primary function UpdateCharacterDialogue(string or tavernDialogueType) - all parsed for GV, TavernName, etc
- Summary screen shows properly at top of turn once more
- Roster is automatically closed upon display of Offer interface
- Opening the Roster or clicking a new patron gracefully cancels any offer that's in progress
- Serial bio unlock events should work better but need more testing
- Tooltips now shift away from the screen edge when the cursor is too close to the border
- Character sheet friendship bar updated to match character interaction bar, and now functional (displays friendship, current social prize, etc)
- Fixed missing skip intro button
- Facilities now properly progress effects (at least wounds) and kick out occupants when they're done (at least for wounds)
- Updated UI on New Tavern pop-up to try something new, though it might be a bit dark
- Added fade-to-black with placeholder text for Go Forth transition, fades back in when Questecution begin
- Go Forth fade-out now displays title and summary of quest in focus
- More social interaction fixes and improvements
- Fixes various issues with Go Forth/Next Day scene fades
- Expansion/upgrade system now functional
- Expansions/upgrades are saved
- Fixed save slots (UI and backend) in Landing
- Tweaked effects progression
- Fixed death token and wounds progression
- Fixed progression blocker with map fader okay button during prologue and tutorial
- Tweaked some site/sprite pairs to better match their sprites (e.g. swamp is now a lone hut instead of a house)
- NavMesh now matches current map layout (e.g. no more parties crossing rivers instead of using bridges)
- Added new tutorial states to handle tutorial stall in tavern (new okay buttons were added to dialogue)
- Prologue map gameplay no longer uses procedural stages
- Destination Position Tuning
- Added a lot of Map Text
- Added pop-up warning for attempting to equip a weapon that's already equipped on someone else
- Fixed bugs related to the aforementioned situation
- Hacked, that's right HACKED, procedural wound calculation so that the number of wounds is reduced, only occurs with disasterous and poor results, and only happens in combat stages
- Equipment focus: fixed delta text colors and improved display with monospace font
- Reverted regionblock prefabs so they do what I expect
- Added shortcut Roster button to placeholder equipment management screen, and explanatory note
- Updated missing notification prefab
- Fixed bug where questecution would skip multiday quests when no new quests were launched
(see design channel for details of implementation)
- Fixed null ref that could occur when clicking failed quest notification items
- New Adventurer level notification now pulses, removed mistakenly added pulse from new Tavern level notification
- Fixed squirrely Continue to Tavern button responsiveness that was mostly blocked by raycast-detecting button text
- Map: Fixed null ref upon opening Roster
- Fixed null ref upon opening placeholder Equipment Management (was trying to run legacy code)
- Map: Transition dimmer canvas group no longer blocks raycasts during quest assignment
- Character sheet minimized mode: Full sized vignette/background no longer displays and fights with charInteraction
- Notification list item: Removed close button tooltip that would persist after closing, also fixed intitial state of close button
- Equip slot Remove button is now hidden when nothing is equipped, fixing a null ref upon click
- Fixed misaligned cursor hot spot
- Fixed timing of fadeout raycast block enabling during questecution transition
- Clicking the Next Day button with no parties assigned or in the field now properly advances the turn
- Fixed failure to continue 2 day quests if you quit and reload on them during day 2 questiucution
- Broken map is fixed (killlist)
- Fixed missing adventurer party icons on multiday quests
- Skill items that are present due to equipment are now grayed out during level-up and have a tooltip to explain why (kill list)
- Small improvemenets to the lodging summons offer pane to keep it from fighting background elements, room price now displays properly in offer pane instead of default 999
- Fixed issue with Increasing Skill that only exists on Equipment
- Moved tavern center to a better place
- Smoother travel to Flaming Gate via nav mesh edits
- Top line party contribution tooltips now state if a red or green number is modified due to buffs or debuffs (general message, does not list specific effects though this will be simple to add)
- Fixed level-up
- Fixed level-up
- Fixed level-up
- Fixed level-up (again)
- Many other bugs, too small to mention

Thank you all for being there and supporting us. <3

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About This Game

One of "The Best New Steam Games You Might Have Missed This Week"
- Rock, Paper, Shotgun

"A cross between The Sims and a rousing game of Dungeons and Dragons"
- Geek & Sundry

Epic Tavern is a fantasy-management-RPG where you rule the land from your Tavern. Recruit heroes, send them on quests, and reap the rewards! Build a legendary Tavern to attract Heroes from every corner of a dangerous and magical world. By bringing together courageous parties and sending them off on dangerous (and oftentimes crazy) adventures, every decision you make will alter the destiny of your Epic Tavern!

Player Choice: In Epic Tavern, every quest choice made and every adventurer befriended could unlock new quests, new alliances, or access to characters, items, and tavern building opportunities. The experience grows as you play - your choices will directly steer the fate of your intrepid adventurers!

The Tavernmaster: You and your tavern are at the center of a world full of danger, intrigue and unlimited adventure. Your every choice determines the future of your establishment, bringing heroes and stories together in fellowships that will become the stuff of legend. This is where friendships are made, and where great adventures are started. In Epic Tavern, you build the destiny of your world, one drink at a time.

The Adventurers: A multitude of characters drawn from 20+ classes and walks of life will visit your tavern. Mages, warriors, assassins, and more will be at your disposal! Befriend them over drinks and learn their secrets. Between quests, take their experience, level them up, and influence the nature of their destiny.

The World: You will send your new friends on quests to explore the land of Beor. These quests unfold into an epic storyline unique to your playthrough. Epic Tavern pushes the limits of a player-centric narrative and creates a brand new model of the classic RPG experience. The impact of your choices will inexorably change your adventurers and the World itself!

Attract Adventurers: Build a legendary Tavern that draws the greatest heroes in the world. Befriend your patrons by loosening them up with frothy pints and hire the Adventurers whose traits you desire.

Unlock Quests: Perk up your ears and listen for whispers and rumors to find the opportunities you'd like your Adventurers to pursue.

Assemble your Party: Choose your heroes based on their skills and strengths. Equip them with special weapons and relics, and then send them off to claim victory in their quests.

Track their Progress: Follow your party on the map and see in detail how the quest is unfolding. Each encounter could yield treasure and XP, or tragedy and defeat.

Sort Out the Results: Use what is earned to boost your Tavern's renown, level-up your victorious Heroes, and prepare for ever more treacherous quests.

Not All Challenges are Overcome: Expect to meet failures on your path to glory. Whether or not a quest ends in victory, expect your adventurers to change! Every triumph and every sorrow weave the fabric of your world's unique destiny.

The Path of Transformation: Quests will lead to important changes in your characters. What if your decision to send a fatigued and injured character on a quest leads to critical failure that results in a Total Party Kill? It’s not just a matter of who you send, but also of what happens to them on their travels.

Grand adventure awaits in the world of Epic Tavern!

System Requirements

    • OS: Windows 7
    • Processor: I3
    • Memory: 4 GB RAM
    • Graphics: GeForce 710 / GeForce 620m
    • DirectX: Version 9.0
    • Storage: 5 GB available space
    • OS: Windows 10
    • Processor: I7
    • Memory: 16 GB RAM
    • Graphics: GTX 980
    • DirectX: Version 12
    • Storage: 7 GB available space
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