
Bear and Breakfast is a laid-back management adventure game where you build and run a bed and breakfast...but you’re a bear.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
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): 1/day in the week to Sep 15 → 0.8/day in the week after.
About




Sums Steam only; PlayStation, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.79−66% | 5.4Kreviews | 89% | — | $1.1M |
| $6.99−65% | 180ratings | 84% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 839 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
You can put pants on the bear.
I was actually pretty unsure on if I would be recommending this game, as I've decided to stop playing, but I realize that I've put 8 hours into it, and I don't regret those hours. That said, it's definitely not a game for everyone. To start on a strong positive, I really do love the atmosphere. I was surprised to learn the game was developed in Romania, as it does seem to have a strong understanding of the American West Coast and the variety of wilderness present in the area. Timber crossing is the Redwoods, A24 is the Colorado Desert, and Highlake reminded me of the Lake Oroville. I'm convinced that the devs must have vacationed in Santa Cruz at some point to have made what they did. The core gameplay loop is unlock a hotel, scavenge the map for materials to build up the hotel, obtain one or two permanent upgrades for the hotel, and then move to a new area with a new hotel. Each new area adds a new room type to account for in the layout, and provides new resources to scavenge. The new rooms usually add a layer to the management as well; the kitchen adds cooking and food to keep stocked, and the boiler rooms require regular fuel refills. You can also unlock employees who will automate some of the hotel's tasks when you start to be spread thin; I only unlocked one, and found he was only useful in a hotel that I had maxed out the potential of already. Generally this core loop holds up decently well, although it can leave you with a lot of downtime just wandering the map scrounging resources you already have too much of, even while you have guests who aren't satisfied, because the tools to satisfy them simply aren't available to you until you progress to a new tier. Often, the path forward to the next tier isn't too clear, and while the game is generally tutorialized well, I found myself having to look up mechanics on reddit or steam guides because they were never addressed by the game directly. I ultimately chose to stop playing when the next phase of progression was to spend about 4 in game days scrounging the same resources from the same locations and waiting for the revenue from my other hotels to allow me to actually build rooms in the new location. Up to that point, I did find myself engaged with the systems, in a manner that wasn't too strenuous. The story (up to the point I reached) kept things very light hearted and playful, with the characters being the star of the show above plot development. This surprised me a little bit, as from the marketing I had expected a plot to slowly unfold about some eldritch cryptid. That may just come later in the story, and it was hinted at in the intro, but seemed to have nothing to do with the gameplay and story in the 8 hours I had played, which I don't consider an insignificant amount of time to reveal at least something in that regard. All that said, I still really enjoyed the character focus, even if they felt a bit generic at times, the writing maintained a consistent wit to itself. If you think you'll enjoy a game that's light on plot and doesn't demand a whole lot of micromanaging, you might enjoy this. If you're not the type to think super hard about mechanics and try to optimize your profits, and just make a nice little cabin for folks to stay at, this is your kind of sim game. If you've experienced the miracle of Stardew Valley's management mechanics, this might struggle to wow you; it would be like trying to leave behind the strongest narcotic you could pick up in favor of lavender oil. There's nothing wrong with lavender oil, but it sure isn't fentanyl.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 22: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Aug 7 → 0.43/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Japanese, Portuguese - Brazil
| $6.99−65% |
| 32ratings |
| 86% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 841 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'm torn on this game. It's so cute and charming, but inventory management is just terrible.
I thoroughly enjoyed this game! It's story took me completely off guard (And it's really good). The music is nice (Though I had to turn down wind ambience to enjoy it). The game is easy to understand and only really gets "grindy" towards the end and only if you're in it to complete every side quest and achievement. Plus even then, at a point the BnB runs itself, so you can work on the main quest whilst it runs in the background. Very enjoyable overall!
Cute story. Cute characters. Bogged down by being an idle game I'm expected to play on my computer. There's a reason mobile games are designed that way, and all other games aren't.
Jogo extremamente charmoso e aconchegante, perfeito pra jogar sem pressa. A arte é linda, os personagens são carismáticos e a vibe do jogo é muito confortável. Cuidar da pousada, decorar tudo (amo) e ir evoluindo aos poucos é gostoso demais. É uma ótima opção pra quem curte jogos relaxantes, mas com um toque de humor. Recomendo muito.
杀时间利器!社畜回家奴役熊熊!hhhhh
感觉一打开就哞一声上工了 关上就不想打开 建造的时候抄抄作业还是有点必要的
I don't really like it. The gameplay loop is: do basic upkeep for your properties, then pick up trash as the day passes by. This grew increasingly annoying because I suffered frame stuttering due to what I assume is the game running on unity and there's no options to lower the graphics or remove unnecessary effects. The decoration part is okay. Despite being a 2.5d game, you can rotate objects in all 4 directions. (Though I did experience one object, bed level 3, being larger in 1 direction than in others.) But the building sizes can't be modified, so it's awkward to have similar-size, similar-layout rooms. Also, minor spoiler, the 2nd area, you're encouraged to fit 5 level 2 rooms into the structure to complete a quest. I'd have been more comfortable with 4 rooms for aesthetic purposes, but I didn't want to make the 5th room to get the quest complete, then delete it. My dilemma of making a frustrating choice between 4 and 5 rooms doesn't make me want to invest in caring. I got to the point where I got the walking speed boost (excellent QoL) and unlocked the 3rd area. The 3rd area, though, has a much larger building... and was dreading having to fit however many rooms they wanted me to build in it, on top of making food, and sustaining the food and (now) fuel collection upkeep. Though I did have the speed boost, the areas to explore and pick up junk increased by 2 whole maps, so in one way, it seems like 'I should prioritize which maps to go depending on what materials I need.' But functionally, it makes me feel like the day is too short and there's too much trash to pick up while also sustaining upkeep and ALSO building new structures and upgrading all the furniture. Though the aim was probably 'there's plenty to do', it feels like 'there's too much to do, and you're being inefficient, and you're not building/collecting/crafting/fitting enough rooms in the way the game was designed.' Other than that, the game does have noticeable bugs. I mentioned the bed fitting differently in two different rotations. I have seen Sabine's bare legs because her outer outfit loaded several pixels to the right of her character. The mini-map currently doesn't save its zoom level upon changing zones.
Just so buggy and slow. It is just a waiting game for most of it. An idle game without the fun of being an idle game.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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