
Craft, farm, build and cook! In Travellers Rest you will have to use all the available tools to become the best tavern keeper in the realm. Create unique dishes and drinks to please your customers as you discover the world and its colorful characters.
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): 7.71/day in the week to Aug 27 → 10/day in the week after.
About
Craft, farm, build and cook! In Travellers Rest you will have to use all the available tools to become the best tavern keeper in the realm. Create unique dishes and drinks to please your customers as you discover the world and its colorful characters. Take your establishment to the top in this exciting new adventure!
Expand and manage your own fantasy tavern. Customize it with furniture and other decorative elements to improve your reputation. Do not stop until you have the tavern of your dreams!
Hundreds of customers are waiting to be tended to – serve them a nice mug of beer or kick them out if they start to bother the others! Earn mountains of gold and become the best tavern keeper in the land.
Discover new recipes and create unique dishes and drinks to please your customers. Of course, you will have to get your hands on the best products to keep them satisfied – craft hundreds of items and furniture to take your establishment to the highest level!

The realm is full of colorful characters and things to do. Take a couple of days off and explore to discover all that the realm has to offer – you are sure to find something useful for your tavern on your journeys!
Have fun playing online in games of up to 4 players! Team up with your friends to explore the world, or set them to work at your tavern! (And you won't have to pay them any gold for it!)
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, 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 | $17.99 | 18.2Kreviews | 88% | — | $8.6M |
| $13.49−25% | 153ratings | 88% | — | not modelled | |
Updates
Engagement
Reviews
Themes across 1077 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I used to love this game. You can tell that by the amount of hours I've sunk into it. But can I recommend it? Sure, if you like to grind rather than run your tavern. All I wanted was to run my own tavern. And that was possible in the beginning. You'd run your tavern, order items from the catalogue, get creative with food and drink flavors. Sure, you still had to chop some wood and gather ores and coal but it was not too bad, you still had time for your tavern. It was so much fun! Now? Now you're doing very little innkeeping. You're mostly outside grinding for wood, coal, ores, fish, herbs, mushrooms, farming, ranching. Water your crops, release the animals, feed the animals, collect their milk, eggs, meat and don't forget to call them back in. I was happy when farming was introduced, it made sense for tavern to have a little garden going for fresh ingredients and whatnot. Now? Now we have way too many things to do outside of innkeeping. Seriously? Why can't we buy meat, eggs, ores, ingots, ingredients and whatnot from NPCS? Or have employees that can be tasked with ranching, farming, fishing, gathering. Don't let the title fool you, it's not an tavern running sim, it's a grind fest.
Media

Related
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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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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, Polish, Portuguese - Brazil, Turkish, Japanese, Korean, Portuguese - Portugal, Simplified Chinese, Russian +11 more
| $17.99 |
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| — |
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| $0 |
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.
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I did enjoy the game for a while but to be absolutely honest: This has to be the slowest dev cycle there ever was. Don't buy it if you wish to have a full game in the next 5 years.
I played this game a while back, around 2024. It was clear that it was in the very early phases of development, you had to buy items from the postbox, etc. i still enjoyed it, so i thought i would come back to it later. 2 years later, i came back playing co-op (which i was really happy that it got added) But in the end, i got dissapointed very greatly. Many things chaneged, sure, but sometimes the whole game is so buggy its unplayable. I sleep one time, the next day i cannot use the workbench, i cant clean teablesm the characters eyes dissapear, i get stuck in stones in the mine (which is very very tiny), and instead of fixing the problem with the stones, there's a button that helps you when you get stuck?? But the thing i got most mad about is the VIP guest, First time a tried opening my tavern, he didn't come. I researched online, there is a bug with sleeping, if you sleep after 12 he doesn't come. okay, no worries, i wait for the next guest and HE DOESNT COME ALL DAY. I really wanted to love this game but it's just so buggy and unplayable. And the game hides behind the 'early access' curtain but its full price and its more expensive than stardew.
Ok so I normally don't write reviews however I am trying to save someone from buying a early access game that's going to take another 2 years before its full release. I love the concept of this however i knew signing on to a early access game comes with pro and con but this game was released in 2020 and still doesn't have the full base storyline the last up date was months ago no timeline of the release of updates, Don't buy while in early access wait for full release because we are in July and they are only on update 0.7.4 it will still be 2 more years until we get 1.0 dont waste your money.
I’ve fully played through the game and completed all achievements because I enjoyed it that much. I want to split this review into three parts: 1 My experience with the game 2 Suggestions & improvements (⚠️ spoilers ahead) 3 Tips & tricks I wish I knew earlier (⚠️ spoilers ahead) My Experience With The Game First of all: the game has an incredibly cozy atmosphere. You can feel inspirations from Stardew Valley or Harvest Moon, but it feels like its own fresh take on the genre, especially due to the tavern management. If you enjoy relaxing farming games, Travelers Rest is a nice change of pace. Building up your tavern, earning money, decorating, and creating your own identity for the place is a lot of fun. I loved that I didn’t always use my tavern normally. Sometimes I turned it into a seafood restaurant with fried fish and clam soup only. Other times it became a small Italian restaurant serving lasagna and bolognese. That roleplay aspect made the game surprisingly immersive and creative. The tavern system is a huge highlight. I spent a lot of time redesigning rooms, changing layouts, and trying out different setups. It genuinely felt like I was building and managing my own little business. The dialogue and monologues were also much more entertaining than I expected. The art style gets a strong 9/10 from me. The animations are charming, environments are beautiful, and sound effects feel satisfying. Mining is another highlight with its layered mine design and small puzzle elements. Fishing, on the other hand, felt a bit ...repetitive — but that’s pretty standard for the genre. Overall rating: 9/10 Relaxing, fun, charming, and not overly repetitive. The tavern management especially carries a lot of personality and creativity. ⚠️ SPOILER WARNING ⚠️ The following sections contain gameplay tips, progression details, quests, and late-game mechanics. Suggestions & Improvements I wish the trash bin actually gave trash items. Right now there’s almost no difference between throwing things away and filling your map with storage chests. For example: Only furniture items generate trash Or only items above a certain value threshold Or a capped system where only a limited percentage of items become trash This would keep the system meaningful without letting it become exploitable or cluttered. An autofeeder for animals would fit perfectly as a quality-of-life upgrade. I reached Tavern Level 25, and I’d love the ability to build multiple separate tavern halls or sections with individual counters and dedicated employees. For example: A main dining hall A smaller secondary room or upstairs hall Themed areas like seafood, bakery, etc. Private dining rooms This would make the system feel much bigger and create fun roles in multiplayer. Magical brooms should work in every room, including guest rooms, to make cleaning smoother in late-game taverns. Fishing needs a simple audio cue when a fish bites, and more skill progression (faster fishing, bigger catch bar) would make it more satisfying. I’d love additional progression for the scythe. Higher-tier scythes could drop extra plant fiber or improve harvesting efficiency, as plant fiber becomes a real bottleneck later. The lemon quest could use a small hint like: “When life gives you lemons… keep them” to prevent players from getting stuck for a whole season. Major questlines (like the animal shelter) should reward achievements. Also, let us adopt more animals if someone wants 15 cats… let them>:c. Pirates could have a dedicated shop with themed furniture, cosmetics, small quests, and rewards. Lastly, please expand quests and story content to enhance immersion. Tips & Tricks I Wish I Knew Earlier DO NOT throw your trash away. You will need it for late-game progression and quests. Hoard everything. Every resource matters eventually. Don’t be afraid to spend money on ingredients. Buying eggs, milk, etc. can massively boost profits through better recipes. Upgrade guest rooms early. Slow at first, but very strong long-term income. The ultimate brewing strategy: Mass-produce your drinks early on and stockpile them! I hoarded 3 large chests completely full of alcohol. Because of this, I basically never had to brew again in the late game, bought every single recipe, completely remodeled my tavern, and currently sit comfortably on 166 Gold without any money issues. Expand your workshops later on to avoid bottlenecks! Make sure to build a massive kitchen and crafting space. Indoors, I run 5 ovens, 5 brewing stands, and 5 of every other workstation. Outdoors, 2 furnaces and 1 of everything else is enough. If you don't scale up, you will hit a major bottleneck where you can't produce enough items to keep the tavern running continuously. Look out for workshop furniture buffs! Specific items give massive bonuses when placed nearby. For example: Wood piles make planks cheaper; Coal storage reduces coal consumed; Blacksmith cupboards make your furnaces work 10% faster! The ultimate crafting & storage trick: Group your workstations closely together. Keep two large chests filled with your crafting materials right next to them. Since the game allows you to reposition completely full chests, you can simply move the entire chest right next to the workstation you currently need and start crafting immediately. Maximize your cellar for an infinite loop. Expand your cellar and fill it to the brim with aging barrels to create a seamless, non-stop production cycle. Don’t optimize the fun out of the game. Roleplay your tavern. Make themed menus. Use seasonal food. That’s where the game shines. Build fish traps early. They pay off faster than they seem. If you have nothing to do: fish. Good income + useful resources. Customer capacity tip: Your maximum customer count already includes bonuses. Don’t overbuild seating; a small buffer of 10–20 extra seats is usually enough. Decoration stacking penalty: Using the same decoration repeatedly reduces its effectiveness. Mix decorations instead. Always dig up every single X on the ground. You must dig these up for the 0.2% quest, and they are incredibly useful for finding hidden recipes. Overall, this game already has an incredibly strong foundation. I’m excited for future updates, more world expansion, and deeper NPC storytelling. Best regards, my first big Steam review :) Also: I’m German and not a native English speaker, so I used AI translation help for parts of this
업데이트할 때 괜히 플레이타임 늘리려고 동선 꼬아놓거나 하루에 한정되게 모을 수 있는 재화를 너무 많이 요구하는 걸 그만하시길 바랍니다... 업뎃 때 돌아온 유저는 오랜만에 노가다 두어시간 하면 끝이지만 이 게임을 처음하는 사람이 이런 말도안되는 동선을 n번씩 반복한다고 생각해보세요. 얼마나 지루하겠습니까. 고생해서 업데이트 한 컨텐츠가 30분만에 소비되는 거 개발자 입장에도 아쉽겠죠 하지만 유저도 이게 30분만에 끝날 컨텐츠인데 억지로 3시간 분량으로 늘려놓은 것인지, 정말 3시간짜리 컨텐츠인지는 구분할줄 압니다... 괜히 플레이 경험을 불쾌하게 하지말고 쌈뽕하게 컨텐츠를 쾌적한 경험으로 공개하세요. 그게 30분만에 끝날 분량이어도요.
I had hopes after the story expansion update but with the magic (more like Halloween) update I feel like I at least want to voice my opinion since I've dumped 120+ hours into this and I've seen this scope creep plenty of times before on steam. This game's concept is tavern management and you can really feel it in the first few hours of playing. The core concept is there and you get into the groove tending the bar and serving the tables and making sure you have enough in stock to open the doors. That doesn't last long though. The game shifts unexpectedly from Tavern Management to... really anything but. You find yourself running around farming, running, mining, fishing, running, digging, running, chopping, shopping, tending animals, and running some more. I specifically overemphasize running because you do ALOT of it. In fact you do it so much that you start thinking that the devs did this on purpose to pad the game time but in their defense it's probably because things just started getting out of control. You will spend your first ingame hour every day setting up your kitchen recipes and filling kegs, barrels, and the tap then running out the door to spend the rest of the day running around while your staff actually manages the tavern. Each update gets you further away from managing a tavern. The recent update for magic was anticipated but it only really implemented spells that are a band-aid to the complaints players have been voicing over the years. Spells that make you run faster (because you run everywhere), help you skip the fishing minigame, or automatically collect resources near you (harvesting and mining take time). It didn't really add anything knew which makes it feel like more of a reaction to negative feedback over game mechanics than planned content on the roadmap. It also did things like move the magic broom to a new vendor and reduced its typical operating speed so you can use the new feature of feeding it magic crystals to speed it up. I noticed that when my 8 brooms could no longer handle keeping the floor clean on my 50+ person tavern. There doesn't seem to be a purposeful design with the newer content. It feels reactive to player complaints, prioritized over fleshing out the advertised core concept of the game; tavern management. The magic system requires you to delve into the mines ALOT to fund the crystal consumption of the spells and arcane foods. Because of the time investment here it really seems like an endgame system implemented prior to having an endame, reinforcing the concept that it was just a reaction to player feedback on tedious chore mechanics. Ok so above analysis set forth some of the issues but where do we go from here? 1. The game needs to get back to the core mechanics of tavern management. It needs to actually personify what it is attempting to identify itself as in the marketplace. Flesh out the customers more, add more activities in the tavern, add customer activities/seating outside the tavern. Allow the player to customize the outside appearance of the tavern. 2. Other games have created great mechanics that players love that should be used here. There is no need to ignore these or try to reinvent the wheel. Inventory management in this game is horrible; you spend so much time going through chests and crafting table UI that they pause the timer so you dont eat up the minutes in the day organizing. Give the players "dump to chests" or something. The sort feature shouldn't cycle between price, name, and type. Pick one and stick with it. You shouldn't have to keep hitting sort 3 times to get everything sorted by type to see where your stuff is in the junk drawer. 3. Fix the tavern profit and loss statement at the end of each day. Its a basic Income statement. Revenue on top, then expenses, then a net total. Operating expenses like customer pay shouldn't be lumped into what I spent buying furniture and seeds and expanding my coop. Something that should be simple takes way too long to decipher for accurate results. A business owner will immediately look at the net to see if they were profitable, then glance up at revenue and expenses to see where they can either expand the top line or trim the bottom line to earn more. It takes 5 seconds to read in that format. Right now its unintuitive and clunky. Also trash the reviews and complaints if they dont mean anything. I've had customers, on the same day, cry about no diverse meals and raved about all the selections. They hated the mead and loved the mead. If they don't contribute to what i should stock to increase customer growth or spend and its just RNG then dont waste the time or space. Players will try to operate off of that intel and it actually means nothing. 4. Add in alternative ways to solve the problems that can be used at each stage of progression. I need to run everywhere and wait until i have enough magic to spam the 40% movement speed buff. Give the player clothing options like shoes that increase run speed, or construct carriage stations around the map that function as fast travel if you pay for use, craftable waystones with magic that you can teleport to. If you don't want to add more ways to travel around the map, then make the town offer other ways to come to me. there's a bunch of guys just banging their heads against stone in the mines, why cant I pay them each week to fetch me ore and coal? Why can't shop keepers deliver orders at a 10% markup? I'm their highest paying customer. They should be knocking down my door every monday asking what i want because everyone comes to my tavern. There's more but this is getting long enough as it is. Stop trying to do everything. Stop trying to emulate stardew valley when youre still in development. Focus and finish the core concept of the game to retain and respect the players' time and money or this is just going to be another game that hits 1.0 release sooner rather than later just so the team can move on.
Окей, давайте проясним сразу: я наиграла две с половиной секунды и отзыв может измениться, когда я наиграю больше, но уже сейчас мне в глаза бросилась просто ♥♥♥♥♥♥♥♥ оптимизация и в целом всратое техническое исполнение. Пиксель арт суперский, локации красивые, но это всё не спасает мою жопу от пожара. Типа....челы эту игру уже 100500 лет разрабатывают, но не удосужились сделать ни нормального управления, ни удобный интерфейс (инвентарь просто кал говна), обучение перегружено нудным текстом, кооп лагучий ужас... Один Эрик почти за такое же время разработки в СОЛО оптимизировал Стардью и сделал действительно качественную игру, не выгружая её при этом в кастрированный ранний доступ, а тут целая студия не справлилась с оптимизацией пиксельной тыкалки-бегалки? И без скидки она стоит 650 рублей?? В раннем доступе??? Ладно.
游戏内容严重不足,开发者开了一堆坑,填坑的进度却十分缓慢,解锁雇员后游戏内容一眼望到头,每天就是在做重复的事情,如果这是个刚发售不久的游戏我倒是还能理解并支持一下,结果一看游戏发售居然已经六年了才这点点内容,实在是难以推荐别人入坑游玩……
The game itself is great. but the fact that it came out in 2020 and now in mid 2026 the game hasnt came that far is quite crazy. this development is insanely sluggish so i recommend waiting for a sale.
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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