
Steam news
Full Steam announcements and update articles for this title.
We’ve been reading your Steam reviews and Discord reports closely! This update focuses on fixing progression blockers, UI consistency, and making sure everyone knows exactly how to get their hands on some stones.
The "Where is the Stone?" Fix: To help players who missed the mining mechanic, we’ve added a subtle pulse effect to the small breakable rocks. So our clicker game is now clearer for people who have not discovered it before. If you missing stones you can just dig yourself for faster progress, or get it by catching the fluffy mice running in the mine or white stork on the air if you are lucky!
Tunnel Update: The Tunnel is now visible in the world but remains unpurchasable for now. We’ve updated the descriptions with a "Coming Soon" tag while we polish the underlying mechanics. We've designed "Tunnels" as a bigger part of our game, with smuggling missions you get from Tunnels you should be getting new and more valuable materials, cosmetics etc. Yet it's not working properly on our internal tests and not fun and rewarding as much as we desired, we'll completely rework this content soon, next version will be way better and challenging!
Grand Bazaar: We’ve lowered the requirement from 50k to 5k to make it more achievable until we introduce more high-value items to the game.
Midsommar Achievement: Fixed a bug where placing flowers wouldn't trigger the achievement. Your floral efforts will now be recognized!
Breeding Timers: Added the "minutes remaining" countdown from the Blacksmith bar to the Horse Breeding process.
Panel Persistence: Your UI panel positions now save correctly between sessions. No more readjusting every time you launch the game.
Text Accuracy: Fixed a tooltip error where Wooden Shelf as giving +100 storage when it was actually +50. The text and the values are now perfectly synced.
Talent Tree Logic: Fixed a hidden dependency where Midas Touch required Prospecting to be skilled first, despite not being visually linked.
Localization & Fonts: Fixed the font bug for players using Turkish Windows system languages. It should now display correctly.
Compact Mode Navigation: Fixed an issue where you couldn't jump directly from the Underground to the Outside. The button is now working properly.
"Always on Top" Fix: Resolved a bug where switching to Compact Mode would break the "Always on Top" setting. It now stays active as intended.
Peace, Bunch'o'Nerds Team
Tavern owners, it’s time to expand your empire! This massive update introduces new ways to unlock buildings, new mini-games, new building: Blacksmith, and much-needed balance tweaks to keep the ale flowing and the coins clinking. Also many features tweaked, improved or fixed!
Complete rework to building system, all outdoor buildings will be available early to contribute your economy when you needed most.
The Forge is Open: A new building is now available in your village! The Blacksmith is your newest source of income. Fulfill crafting orders to earn massive gold. Upgrading the Blacksmith unlocks higher-tier items and increases production speed.
New Talents: * Haggler I & II: Increase Blacksmith crafting sell prices by +10% and +20%.
Iron Tempo I, II, & III: Decrease crafting time by -5%, -7.5%, and -15%.
New Mining Clicker Game: Cracked New wave of small rocks will now spawn in the mining area. All you need is few clicks, the rock shows cracks; and you get your ore! If you need to speed up your process, rocks that give you Stones and Tiger’s Eye are just few clicks away!
Warehouse Redesign: The Warehouse has been completely overhauled with a brand-new UI and improved item functionalities, making it more intuitive and essential to your tavern’s logistics.
New Storage Features:
Wooden Larder Shelf: You can now place these shelves to increase your food storage capacity by +50 per shelf.
Wooden Cask: Each cask now allows you to store an additional +25 drinks.
Quality Service Pays: Tips are now tied to your rating:
100% Rating: Tips are tripled.
>75% Rating: Tips are doubled.
Ale Price Buff: We’ve increased the sale price of Beer and Ale by 5 coins to boost your profit margins.
Margin Correction: A previous error that accidentally slashed profit margins has been corrected.
Starting Capital: New games now start with an extra +1000 Coins to get your tavern off the ground faster.
Catch the Mouse: The Warehouse now has its own version of the stork mechanic. A mouse will occasionally scurry around; catch it to receive the same set of rewards as the stork!
Bulk Buying: Added a "+100" button in the Trader menu for much faster inventory management.
Sorting: Items in panels are now sorted from Cheapest to Most Expensive, making it easier to find what you need.
Technical Improvements: Added FPS Limit and VSYNC options to the settings.
UI Safety: Clamped the POS settings to prevent the UI from being pushed off-screen and becoming unreachable.
Main Menu: Added shortcuts for external buildings directly to the Main Menu.
The Stork: "This bird has truly become even more beautiful." We’ve refreshed the stork's sound effects.
Visuals: * Fixed layer issues in the mining area.
Restored the hooving effect when interacting with horses.
Added a "fire" effect when clicking on Locked Cabinets.
Stock Menu: Improved UI/UX with better progress bars.
Peace, Bunch'o'Nerds Team
We’ve been gathering your feedback smart taverners! This update focuses on economy balancing, much-needed UI improvements, and some "stork-sized" surprises.
The Stork now flies by every 90 seconds with a dynamic reward system that scales with your tavern’s growth:
Pre-Kitchen: 1 Ruby, 100-150 Coins, or 1-2 Stones
Post-Kitchen Upgrade: 1 Ruby, 300-500 Coins, or 2-3 Stones
Post-Warehouse Upgrade: 1 Ruby, 1000-1500 Coins, 3-4 Stones, or 1 Tiger's Eye
Post-Cellar Upgrade: 1-2 Rubies, 1500-3000 Coins, 3-4 Stones, or 1-2 Tiger's Eyes
Added a new "Item Catch" sound effect when you successfully grab a delivery. It’s looking more majestic than ever.
Talent Adjustments:
Profitable Nights: Price increased to 75.
Rock Breaker 2: Price set to 55. Even we changed prices, thanks to the stork, your talent unlocking pace should be much faster.
Talent Tree Reset: You can now reset your talent tree, reclaim your Tiger's Eyes, and redistribute them.
Service Bell: The first ring of the bell is now free to help new players understand the mechanic.
Coin Capacity: We’ve fixed missing talent info, players can hoard over 500,000 coins when talent unlocked.
Build Requirements: Hovering over the Stable, Well, or Blacksmith will now clearly display if you need to build another structure first (e.g., "Build Well First").
Merchant Improvements: * Added a "MAX" button to Merchant William’s shop to quickly fill your stock.
Rare Merchant: Added a 15-minute countdown timer to the trade window. Once the time is up, the merchant packs up and leaves, whether you've finished shopping or not.
Visual Fixes:
The Skofnung (Rare Merchant item) has been resized so it can actually fit on your walls.
Updated placement logic for Medallion Rugs.
Fixed a typo in the Warehouse NPC hover info (it now correctly says "Bread" instead of "Apple").
Menu & Layout: * Added a "Reset UI" button at the top of the Settings menu for players who accidentally move UI elements off-screen.
Adjusted the Talent Tree position to be better centered within the Tavern layer.
Audio Scaling: Fixed an issue where the music was still too loud at the lowest settings. The slider range has been recalibrated for more precise control.
Removed: The FRIENDSHIP achievement has been removed as it was exclusive to demo players and felt unfair to new arrivals.
Fixes: Added extra triggers for the "Can You Play Free Bird?" achievement to ensure it unlocks correctly for everyone.
Peace, Bunch'o'Nerds Team
The big day has finally arrived! The gates of Tidehaven are officially open for business.
As our Early Access journey begins today, those of you who played the demo are in for some massive surprises and brand-new features. If you’re stepping into the world of Tidehaven for the very first time—welcome! We hope what you see here gets your gears turning and your tankards foaming.
First, let’s take a look at our Roadmap to see what’s coming as we pave the way from Early Access to the 1.0 release:
From day one, we’ll be closely following your feedback to address any issues as quickly as possible. We are committed to perfecting the game's balance, UI, and Quality of Life (QoL) improvements based on your input.
Our first week and first month patch will focus on fixing potential bugs and introducing new items we’ve been itching to add. Expect a few hotfixes in the coming days as we squash any critical day-one bugs. If you spot anything out of the ordinary, don't hesitate to shout it out on our Steam Community page or hop into our Discord. We’ll be watching every single thread.
Our to-do list is long, and we’re aiming for a level of detail and creativity that we think you're going to love. Here’s a glimpse of what's on the horizon:
Mining Evolution: What you see now is just a basic prototype. We’re going to turn mining into a standalone joy for the idle-game enthusiasts out there.
High Stakes & Mini-games: For those who love to double their gold (or lose it all!), new gambling games are coming. We’re also adding outdoor mini-games that offer unique gifts and buffs.
Weather & World Dynamics: We’re already working on dynamic weather transitions. Rain or shine, the town will react, and your buildings will gain new features, from detailed repairs to full-scale customization.
The Ultimate Inn: If you’re the type who spends hours on decoration just to show off your tavern to your friends, every major patch will have a little something special for you. Also, furniture category will have some changes. You'll find out why we separated items in two categories at the first place!
This journey has been a long time coming for us, and we can’t wait to hear what you think. Join us on Discord to share your suggestions, or just to hang out with the team.
Your journey begins now. Keep your tankards full and listen for the sweet clink of gold in your pockets!
Cheers, Bunch'o'Nerds Team 🍻
Greetings, Innkeepers and Traders!
The time has finally come. We’ve been working tirelessly behind the scenes, and today we are beyond excited to share the official release date with you: Tidehaven: Ale & Trade will be launching into Early Access on April 20th!
Lately, we’ve been diving deep into your feedback. We’ve taken what idle gaming fans love and pushed it even further, resulting in a massive overhaul of the game.
Here is a look at the major changes coming to Tidehaven:
Visual immersion is a core pillar of Tidehaven, maybe unexpected for an idle sim, but it is for us. To let you fully appreciate the atmosphere we’ve built, we are introducing the Detailed Cross-Section View in full-screen mode. You can now manage your entire empire from a single, immersive screen.
However, we haven’t forgotten our roots, the Compact Mode is still here, allowing you to keep Tidehaven as a perfect desktop idle companion while you work or play other games. Still can keep it docked at the bottom of your screen. And thanks to new feature mining, you can make the game super slim if you need more space!
Mining is our latest experimental formula. We’ve always wanted to blend the thrill of looting and progression with idle mechanics. You will start with a single mine, but if you look closely at the UI, you’ll find hints of how this system will expand. This is just the beginning of a much deeper resource-gathering journey.
To give you a true sense of growth, we’ve implemented a comprehensive Talent Tree. This system focuses on three core pillars of development. As you unlock new buildings and advance your mining operations, the Talent Tree will evolve alongside your progress, offering new ways to specialize your strategy. It has already 37 nodes to unlock, and more on the way.
Tidehaven looks better than ever. We’ve revamped the environment and atmosphere to make the world feel alive. Looking ahead, we are planning to implement a Weather System and more interactive NPCs to increase world density. Our roadmap also includes expanded customization options for outside buildings and one big final surprise, ensuring that every player’s Tidehaven feels unique.
While expansion beyond the Inn is currently in its early stages, we are striving to provide a level of visual depth and aesthetic satisfaction rarely seen in the idle genre. We are blending active and passive gameplay styles so you can reach your goals your own way, whether you’re clicking away or letting the gold flow in the background.
Other Notable Updates & Plans:
Economy & Balance: We are closely monitoring the economy to prevent bottlenecks and ensure a smooth progression curve.
Audio & Ambience: New soundtracks and SFX planned, soon will be in game.
More Life: New animal varieties, mini-games, and for those who like to tempt fate, new Gambling features are in the works.
UI/UX: Constant technical polishes will be implemented based directly on your feedback.
This journey is long waited for us, and we can’t wait to hear what you think about this hybrid gameplay direction. Join us on Discord to share your suggestions, report bugs, or just chat with the team.
Until the 20th of April... keep your tankards full!
Economy Adjustments: Various item prices and building costs rebalanced, Salted Beef, Flour, Honey Cake, Kitchen upgrades, and old carpets all tuned for better progression flow.
Tip System Overhaul:
2-chair tables now give 20 coin tip
3-chair tables give 30 coin tip
4-chair tables give 40 coin tip
Single bench large tables give 60 coin tip
Double bench large tables give 60 coin tip
All other large tables give 80 coin tip So now table pricing is way more meaningful.
Gambling:
Consecutive gambling limit set to 3 plays (No bankrupt at day 1, no broken families.)
Gamba rolls no longer suspiciously mirror player's roll. (Can't guarantee that you'll be more lucky than before though...)
Progression:
Normal Bed requirements changes; Bedrolls requires 100 sleeping guests before unlocking normal beds.
Warehouse NPC:
Added Bread, Cheese, Apple, Fish, and Flour to auto-buy options.
Bartender:
Added Brandy and Cider to auto-buy options.
New Feature:
You can now sell decoration items directly while holding them.
Fixes:
Hover tooltips no longer float across the screen when moving mouse away.
Cursor boundary detection improved, small inputs near vertical edges no longer ignored.
Wishlist reminder now properly disappears after wishlisting.
Warehouse NPC description text and money texts readability improved.
Various collision and placement fixes.
Tutorial Flow Fixed:
Cleaning tutorial now waits for actual click before starting Customization tutorial.
No more tutorials skipping over each other.
New Tutorials:
Bedroom tutorial added
Visual Fixes:
Brandy and Cider glass sizes reduced to match other drinks.
Metal Oil Lamp no longer clips behind pillars.
Wall decoration cursor no longer invisibly drifts downward after placement.
Wall item colliders improved for better placement accuracy.
Audio:
Music volume levels normalized across tracks.
New SFX added for items and actions. Heads up: the next two patches will be the biggest ones yet
Dozens of new items, town building features you haven't seen or tested yet, new mini-games, the 'Happy Mugs' rating system we promised before, economy rebalancing based on your feedback, Smuggling quests, and much more. We'll keep sharing details as we go. If you’d like to help us be a bit more visible on social media, we’re especially active on X and Bluesky. We’re also building a small, cozy community on Discord, where you can ask us anything.
Until the next update post, keep your tankards full! 🍺
To the thousands of people who will soon fill our inn, we raise our glasses, even if only virtually 🍻 Your support has been an incredible morale boost for us while making our very first game.
As those of you who’ve been following the journey from the very early playtest stages onward, witnessed that, we’ve always tried to involve players directly in shaping the player experience. Throughout playtests, and the demo, we’ve shared frequent updates, openly presenting our vision despite technical rough edges, to show that this is not just another ordinary desktop idler, but a true passion project.
Before Steam Next Fest in February, we want to do more than just say thank you. We’d also like to give you an early look at the updates and improvements we’re working toward, what we plan to add, and what we’re aiming to make better.
You all want to build your dream inn and grow your town, but have you ever wondered what your customers actually think about you? (Yes, our NPCs are picky!)
With the upcoming rating system, you’ll now see in real time how NPCs feel about your establishment. A dirty, foul-smelling bar isn’t likely to make anyone happy besides a few drunks! Naturally, this will directly affect your inn’s rating.
And really, who wants to eat the same bread and cheese every single day? Keeping an eye on your stock and kitchen, and offering a broader menu, will make your guests happier. Happy customers mean more coins, and a brighter future! Fortunately, there is no king or tyrant ruler in this medieval world to take it from you!
With this system, mechanics like product variety, cleanliness, and interior investments become far more meaningful. We’re very much looking forward to your feedback on this one.
With the last patch, we completely overhauled the grid system to give you much more flexibility when decorating your inn. In the next patch, we aim to push this even further by improving the collider system, delivering a more satisfying decoration experience and much smoother NPC movement flow.
On the economy side, we’re still actively revisiting areas where the game feels lacking, such as production balance, bedroom, and overall income. We’re planning to have some of these improvements live by Next Fest.
One important note: With this upcoming patch, the demo will receive its final progress wipe. During Next Fest week, everyone will be starting fresh with reset save files. Unfortunately, due to technical constraints, we couldn’t implement these changes without resetting progress. We sincerely apologize to our early players whose saves were affected.
We hope the permanent cosmetic rewards you can earn by playing the demo and wishlist the game help ease the pain a little!
As you may know, or shame on you if you don’t, because you really should try the demo, the warehouse is the final unlockable unit in the demo. Beyond that point, however, the game opens up dramatically with many new mechanics, including:
Smuggling (this one opens up a whole new world)
A new gambling mini-game
Also 3 new surprise mini skill games in outdoor zone
Outdoor town-building mechanics
Horse breeding and trading
Construction and maintenance of city buildings
New items and buffs that directly affect economy and gameplay
A new music playlist
A brand-new surprise pet
Weather systems with subtle gameplay effects
These are just some of the features you’ll encounter when the game launches in Early Access. And of course, as you progress, you’ll continue unlocking new cosmetics and chasing fresh achievements.
We’re actively working on expanding the game even further, adding features that push it beyond a traditional idle experience, some of which may be firsts within the desktop idler genre.
Among these are:
A mysterious trader whose gifts we haven't yet revealed
Hard-to-earn secret achievements and cosmetic rewards
Expanded town and environment customization, similar to the aesthetic control you already have indoors
All of these are part of our roadmap. We'll update our Steam Store page accordingly quite soon.
As you can see, even summarizing all this turns into a pretty long post. But if you made it to the end without skipping to a TL;DR, we’re guessing these updates are just as exciting for you as they are for us.
If you’d like to help us be a bit more visible on social media, we’re especially active on X and Bluesky. We’re also building a small, cozy community on Discord, where you can ask us anything.
Until the next demo and update post, keep your tankards full! 🍺
Fixed dirt remaining under beds, tables, and furniture when placed on top.
Fixed dirt spawning on occupied grids, preventing unreachable dirt (e.g. under straw beds).
Fixed incorrect grid alignment in the cellar.
Fixed room unlock tool animations looping incorrectly.
Fixed decoration layer issues where items could appear in front of furniture incorrectly.
Fixed incorrect room unlock texts for Bedroom, Warehouse, and related areas.
Fixed William’s (Trader NPC) first visit lacking clear visual feedback.
Fixed localization inconsistencies; all changed and added entries are now properly updated.
Fixed crafted food instantly going out of stock due to single-item output slows down the Kitchen production.
Fixed crafting queue running sequentially even when materials were available.
Cleaning dirt now rewards 5 coins per spot. If you ever needed motivation to clean… this is it.
After unlocking the Warehouse, cleaning rewards increase to 15 coins per spot. If this doesn't interest you either, then I give up!
Added dust puff + sprinkle visual + sound feedback when cleanliness reaches 100%. Mmm, that satisfying feeling of a perfectly clean room.
Food crafting time reduced from 5 seconds to 3 seconds.
Each craft now produces 5 items per cycle.
Crafting now runs in parallel when materials are available.
Auto-trade NPCs will not purchase items if stock exceeds 100 units. We figured that getting stuck with 2000 beers and only 10 loaves of bread in your warehouse wouldn’t make either you or your customers very happy.
Auto-trade NPCs will never buy more than 250 units of a single item.
NPC food and drink consumption speed reduced by 25%. Let’s try to be a little kinder to our health.
Auto-trade behavior is now more predictable and easier to manage. Also shopping menu improved.
Added two new tutorials to demonstrate core features.
Players now receive one free 4-seat round table during early progression. Found it on the warehouse, please clean before use it.
Added red “-10” currency feedback when painting. Nothing good comes free, you know...
Increased grid density and added grid preview in build mode.
Table prices have been rebalanced.
Due to core grid system changes, existing save files are not compatible with this update. Please be aware there will be a bigger patch with February Steam Next Fest. Which also will reset your all saves. This is a demo, and as you might expect, your progress will not carry over to the full release. However, due to some deep but absolutely essential updates that significantly improve gameplay, we unfortunately have to reset the current save files as well.
We know this is an interruption, but with the next major patch coming on Steam Next Fest, we believe you’ll want to take another look at the game. You’ll find new updates and meaningful gameplay improvements that we hope will make this reset worthwhile. We're trying to build a genuine and friendly community on our Discord, we'd like to chat and answer your questions. Cheers!
Thank you very much for your understanding. May your tankards stay full!
Hey everyone,
Our demo drops January 19th at 5 PM GMT, mark your calendars and refill your jugs!
We've been grinding away at polish and fixes, and we wanted to give you a quick rundown of what's been cleaned up. This is still a demo build, so you'll see some rough edges, but we're pushing updates through Steam Next Fest based on your feedback. Here, you can find new content for the demo, as well as what we're working on for the release in April (Yes, this April!):
UI & Controls
Fixed upgrade buttons not registering clicks on edges
Wishlist button no longer escapes off-screen
Mouse panning speed restored (it was way too slow)
Room icons stay visible after unlock so you don't forget what's what
New decoration unlocks now show the item icon on the notification banner
Building & Placement
High Arch Window placement fixed (no more chimneys phasing through)
Kitchen chefs no longer walk through counter decorations
Doors now unlock in proper progression order
Lamps no longer glow before placement
Layer fixes: decorations behind furniture stay behind
Cellar grid alignment corrected
Outdoor buildings got health bars, and this is why there is a guy to help you repair them
Blacksmith: Since there is outside town life, you need someone to fix outdoor stuff that breaks down over time. Your blacksmith is not only good at repairing swords and shields, but also the most gifted guy in town who helps you with almost everything!
Outdoor World
You now have a fully living world that extends beyond just the stable!
Stable, Well, Blacksmith, Butcher, Bakery, Tailor, and Chapel buildings have been added to the game.
Each building has its own unique features. Some unlock new quests, while others offer mini-games, mysterious merchants, or special items that help you discover rare animals.
More buildings and customization options for these structures will be added in future patches.
Game also now a small lively world features such as wind and rain. It's not super detailed yet, but a harbinger of what is to come!
Customization
New paint colors: light blue and aqua green
9 new tiles with medieval patterns to decorate your inn in proper medieval fashion!
Paint brush no longer paints while menus are open
Paint brush animation fixed (no more ghost strokes on open/close)
Save System
Saves now remember your dog's color
Locked rooms no longer get dirt (yes, this was a thing)
Floor tiles and customizations persist between sessions
Blacksmith health bars save correctly (yet he's not accepting visitors during the demo)
Bartender & Auto-Buy
Auto-buy now triggers immediately when toggled, even on empty stock
Warehouse auto-trade defaults to OFF (no more surprise purchases)
NPCs
Visitors now speaking! I mean, basically they're just expressing their feelings but that's a good start.
More accurate pathing.
Mini-Games: Upcoming new challenges after the demo
A new game on outside game gives mystery gifts and also cleaning buff! (Surprises inc.),
A new game: Newton's Harvest, (A little surprise again, not active for few weeks more)
Blacksmith also has a new mini-game. Do some stretches with your point finger...
We're also testing another well known game called "Shell game a.k.a. tricky cups". But we're not going easy with this one, just so you know...
Horse Breeding
"Breed New Horse" button no longer randomly locks up
Selling a horse properly clears the cooldown slot
Added 10 new horses across Epic, Legendary, Mythic, and... Divine rarities.
Items & Inventory
Wooden Cask no longer appears in "All". It's drink-specific storage (+100 capacity) fixed.
Clay Amphorae now correctly displays its +30 drink capacity bonus
Column items color-corrected
Sconce can now mount on columns like other torches
Wheelbarrow can be placed in kitchen
Pantry Shelf and Kitchen Shelf shrunk 10% so they stack properly
Table Lamp, Sword, Armor, and Mounted Deer Head unlocked for Owner's Room
Quest & Balance
Gamble quests delayed until Inn Level 2 (Or I feel like you'll bankrupt before the second hour of the game!)
Gamble quest frequency reduced (5-minute spacing added, I try to protect you here!)
Misc Polish
Kitchen/Inn room icons shrunk 20% to reduce overlap with decorations
Ground trash highlight stroke toned down
Decorations now spawn dust effects only when placed, not while dragging
Exit positioning centered on actual building layout
Game now defaults to your selected language
Known Issues Being Addressed
Grid system. Now, we're not super happy about it, and would like to give you more precise item placement both on ground and walls. This is quite tricky for us — giving you all the freedom without messing up proper item placement and NPC pathing. We're trying to find a sweet spot here and we believe it will be ready before the Early Access release
Economy. I'll call Warren Buffett if I need to. No worries. We're aware some unbalanced math equations might be there, but they will be addressed with both The Hangover math gif technique and finger counting methods. Trust the process.
Also, 70+ other stuff fixed between our last playtest and demo. Game now also supporting, both Traditional and Simplified Chinese, Japanese, Korean and Turkish. French, Italian, Spanish, Portuguese, Russian and more will be available with Early Access and beyond. And we hope to hear your feedbacks about localization & translation process, it means a lot for a small indie trio like us. Hope you enjoy the demo, and we're more than welcome to any kind of feedback. We're trying to build a genuine and friendly community on our Discord, we'd like to chat and answer your questions. Cheers!
Dear Players,
We want to thank you for your continued interest and support. We are thrilled to confirm that:
《Tidehaven:Ale&Trade》 will be exhibiting at WePlay Expo 2025.
We will be showcasing the game with an on-site demo, allowing players to experience the newest gameplay features and content firsthand. We invite everyone to visit our booth and share your feedback with us.
📍 Exhibition Info
Event: WePlay Expo 2025
Date: November 22 – November 23, 2025 (CST)
Venue: Shanghai World Expo Exhibition and Convention Center, Hall H3
Thank you for your ongoing encouragement.
We look forward to meeting you all at WePlay!
Throw wide the gates and welcome all... Our Final Playtest begins!
This time, we’re bringing you one of the biggest updates yet: the most advanced UI improvements and the largest batch of new content so far, right before Steam Next Fest in October. Let’s see what awaits you in this final test phase. And also we're invited to Cozy Job Simulators Event starts at 13th September, visit other indies and raise your ale with them! 🍻
Economy rebalancing: customer visits and consumption speed have been adjusted. With new rooms and upcoming outdoor buildings, upgrade costs and progression have also been fine-tuned.
If your inn gets filthy, expect far fewer customers to show up. Better keep things tidy, no one wants to sit around in a stinking hall, right?
Several sound effects and texts have been refreshed. Don’t mind any strange noises… they can’t hurt you.
Certain animation loops have been reworked.
Fixed some UI layering errors.
Issues in certain mini-games and in-game windows have been resolved.
The interface has been redesigned to help you quickly find what you’re looking for. You can now filter items by room at the top of the menu, and easily spot newly unlocked items with indicators.
Added bubble text for hover tooltips and quests.
The decoration menu has been improved so you can clearly see what’s unlocked and what’s already purchased.
Three new games are here to gamble your fortune (or ruin it): Dice Roll, Coin Flip, and a card game called Lower Deck.
Even more items have arrived! Alongside new drinks, around 20 new decoration units are now available. (Note: not all of these will appear in the current playtest progression; some are reserved for the full version.)
Dogs! Yes, dogs are now part of the inn life. Each player will adopt a completely random pup, meaning your companion might be different from someone else’s.
More outdoor buildings to visit are on the way.
The outside won’t stay empty for long — starting with the next major update, the town will feel more alive with new activities and interactions.
A brand-new quest mechanic is being tested, introducing darker, riskier, but also more thrilling scenarios.
The tutorial system will launch with the demo.
You’ll soon be able to name the animals you bring into your inn.
Save system is coming! Multiple saves will allow you to experiment with different play styles starting from the demo.
New music and ambient sounds are being added to help your inn hum along in the background while you focus on other things.
And of course, countless improvements and UI updates are on the horizon. Thank you for being part of our first game. Your feedback, bugs, and insights mean the world to us. Please don't hesitate to join us on our Discord server and ask your questions to our dev team. And remember to add TIDEHAVEN: Ale & Trade to your wishlist! See you in the next post!
It’s time to swing open the doors once again. Playtest #2 has begun! And this time, the doors open outward, too. You’ll now step beyond the walls of your inn to build your Stable, raising horses and unlocking a whole new way to grow your gold.
Let’s take a quick look at what’s new in this second testing phase:
Fixed placement issues with several furniture items.
Resolved wall placement bugs affecting a few decorations.
Room layout problems have been corrected across multiple areas.
Some text issues and typos erased from books.
The world expands! The interior buildings are no longer the final frontier. You can now begin growing your business beyond your inn and into the town.
The first of 9 upcoming outer buildings, the Stable, is now live! Raise real historical horse breeds and sell them to visiting customers for extra income. This is just the beginning, more rare, epic and legendary tier horse types and surprises are on the way!
Sound effects have been completed and polished (Almost!). Your experience should now feel as rich as a cellar full of ale barrels.
Economy balancing has been reworked, though we’ve still got a long road ahead. Prices and build times may continue to shift during testing.
A full rework of the Warehouse system is live! → A new Warehouse NPC now helps manage your stock. → The more shelves and storage units you build, the more goods you can store. → The assistant will auto-purchase missing ingredients, keeping your kitchen running smoothly.
New visitors! As your inn’s fame spreads, new guest types will begin to arrive, each new face is a clue toward mechanics we’re preparing to introduce soon.
Some of the promised features (like card and dice games) didn’t quite meet our standards just yet, so we’re moving them to the September demo release instead.
But we’re hard at work on:
A detailed tutorial system
Over 20 new decoration items
New outdoor workplaces to expand your medieval economy
Improved tooltips and more UI clarity
To the nearly 400 players who joined our first Playtest—thank you! And to those continuing with us into this new testing week, we send you barrels of gratitude for enduring the occasional (and mildly annoying) bugs and sharing your feedback.
See you at the stable or laid drunk in the bedroom.
As we near the end of the Playtest, we’re rolling out a small update packed with fixes and improvements—thanks to your feedback and the remaining items on our list.
Bed placement and spawn issues in the Bedroom have been resolved.
Walls no longer change color at random.
That wild wall cabinet in the Bedroom? No more transforming into a medieval Optimus Prime.
Fixed an issue where the item menu opened while painting the floor.
Fixed a decoration bug related to the Wooden Cask item.
Simple Wooden Work Table rotation issue is now working as intended.
Minor placement issues in the Kitchen have been corrected.
The Bartender’s Auto-Buy setting no longer resets after closing the game.
Fixed the placement bug with the Kitchen Shelf item.
Fireplace audio bug is resolved.
The infamous Always-on-Top bug is no more.
The Switch Monitor key is now functional, jump between screens as you please!
Customization options like columns, wall panels, and floor tiles are now fully integrated into the in-game economy.
Several items can now be used in more room types.
Cooking speed and dish prices have been rebalanced.
Adjusted the price of various items.
A major sound overhaul is in progress—many new effects are now in, with more coming in future patches.
Auto-save frequency has been increased, helping protect your progress during unexpected shutdowns.
We promised fast-paced improvements and the next wave is a big one:
Beyond the Inn: Starting in the first week of August, you'll step outside and begin shaping your Town, establishing new businesses beyond your inn’s cozy walls.
Horse Breeding: One of our animal-focused features is arriving soon. Build your Stable, raise fine horses, and trade them for serious coin.
Mini Games: Three new activities—Coin Flip, Dice Roll, and a card game called Lower Hand—are being added for players who just have to gamble away their hard-earned gold.
Even more furniture, food & drink, and Warehouse automation for restocking depleted goods are on the way, alongside essential balance updates and polish. A hearty thanks to all ye who joined the Playtest! Your keen eyes and brave bug-slaying have shaped Tidehaven. We raise our mugs to you! Please don't hesitate to join us on our Discord server and ask your questions to our dev team. And remember to add TIDEHAVEN: Ale & Trade to your wishlist! See you in the next post!
In this early glimpse into Tidehaven, we’re excited to share the foundations of the world we’re building—where coastal winds meet tankards of ale and the hum of trade. Set between the 15th and 17th centuries, Tidehaven invites you to shape the story of a small seaside inn as it grows into a bustling cornerstone of medieval hospitality. In this playtest most of the features not presented yet, economy on steroids so lots of new balances on the way during playtest and at August.
Step-by-step inn expansion! Experience how your humble inn grows room by room, adding a Kitchen, Bedroom, Warehouse, and more as you progress.
Multiple play styles. Whether you obsess over every candle placement and renovate inch by inch, or go full entrepreneur mode chasing coin and upgrades, the game’s core systems are ready to tested by you.
Decorating with purpose. Help us test limited-time furnishings and placement logic as we refine how your inn becomes the most charming (and efficient) spot in Tidehaven.
Economy under pressure. As someone might have said (or not)—money makes the mugs go 'round. For the test, we’ve sped up the economy so you can dive deep into the systems quickly. But we’ll need your eyes and feedback to catch what’s off-balance or broken.
NPCs and item placements. NPC movement and object interactions are mostly stable. That said, we know some bold characters are walking across tables that don’t belong to them...
NPCs may wander into places they clearly shouldn't. We're hopeful they'll start respecting boundaries soon.
Some furniture may overlap oddly, especially on floor surfaces. Until we fix layering, we kindly ask you not to seat guests inside each other.
The Switch Monitor isn’t functioning at the moment—it’s on the fix-it-soon list.
Hover texts and minor UI prompts are incomplete or buggy in spots.
A few rogue pixels under the bottom UI are staging a quiet rebellion. Visual layering issues are all queued for polishing.
Many sound effects are currently missing. We’ll be adding immersive (but not ear-piercing) audio soon.
Lower parts of some walls and columns show texture stretching or clarity issues—we’re working on smoothing those out.
The world beyond your door! Tidehaven doesn’t end at the threshold. Soon, you’ll step outside and explore new buildings—starting with the Stable, which will open during this playtest.
Mini Games! As promised, a little mischief is on the way. Spend your coins in one of three upcoming mini-games: Coin Flip, Dice Roll, and Law Draw—all arriving during this playtest.
More furniture, food, and design materials are on the way, with several items already queued to join your inventory soon.
Warehouse automation is about to get exciting. The Auto-Buy feature introduced at Inn Level 2 for the Bartender is being expanded—soon your warehouse will stock and operate even when you’re idle.
The Warehouse will no longer be a cold, lonely space—it’s becoming a living system with supply limits, restocking mechanics, and more.
Did you know every NPC has a name? Soon, they’ll be visible—bringing the world more personality and a few amusing references along the way.
Your very own dog is almost ready to wag its tail just for you! We're hoping to add a feature where you can name and bond with a loyal companion. No promises—but it's high on our list. (And just one of many animal-related features to come!)
We’re hard at work on even more content that will arrive after the Playtest. As we participate in open beta test periods and join to upcoming festivals, we’ll be sharing Tidehaven with a wider audience—and you’re helping us lay the foundation.
Major improvements, bug fixes, and economy balancing will continue to roll out with regular updates.
Thank you for being part of our first game. Your feedback, bugs, and insights mean the world to us. Please don't hesitate to join us on our Discord server and ask your questions to our dev team. And remember to add TIDEHAVEN: Ale & Trade to your wishlist! See you in the next post!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Tidehaven: Ale & Trade, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Tidehaven: Ale & Trade statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.