
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 1105 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty good game, I did prefer the old tutorial where you went to every individual shop to get the lay of the town better to the new one but it's still good.
Juego de gestion muy entretenido y me encanta el arte
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 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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| $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
very cute and fun game
Really nice game if u enjoy some management while keeping you busy with other tasks, looking forward for more updates
ю
Great potential, feels a bit slow sometimes (but that might also be that I do not play it properly?) Would recommend!
할게 없어서 그만뒀던듯..
muy chulo
Full of contents, full of expectations.
[h2]Recommended with reservations: excellent for 20 hours, then it flattens out[/h2] 83 hours, level 25, 36 of 55 achievements, entirely solo. I had a good time – but knowing what I know now, I wouldn't play it this way again. Both things are true, which is exactly why I'm writing this. [h3]What the game is[/h3] You inherit a run-down tavern and build it into a business. Serve during opening hours, then farm, fish, mine, brew, cook, expand. No fail state, no bosses, no permadeath. At its core it's a production-chain game with delays: grow grain, malt it, ferment it, age it, serve it. [h3][b]+ What it genuinely gets right[/b][/h3] [list] [*] [b]No tool durability.[/b] No repairs, no maintenance micromanagement. [*] [b]Stack sizes up to 499.[/b] Takes enormous pressure off inventory management. [*] [b]Crops wilt but never die.[/b] Water them and they carry on. That is not a given in this genre. [*] [b]No fail state.[/b] Animals don't die, progress isn't lost, a bad day is just a bad day. [*] [b]Staff costs are genuinely well balanced.[/b] Hourly upfront payment creates real pressure without punishing you, and you can disable individual tasks per role. One of the few dials with a real decision behind it. [*] [b]An enormous amount of content and good ideas.[/b] Dozens of drinks, ingredient groups, aging tiers, trends, cocktails, archaeology, and now a magic district. [*] [b]Active development.[/b] Large, substantial updates. [/list] [h3][b]– Where it falls short[/b][/h3] [b]1. The game doesn't explain its own systems[/b] [list] [*] Zone bonuses (coal stockpiles, forging tanks, plank stockpiles) do work, but nothing anywhere tells you by how much. No overview, no numbers, no panel. [*] The Advanced Fermentation Tank costs levels and materials – that it produces 2-star instead of 1-star quality, worth roughly 20% more, appears nowhere in the game. A player had to measure it and post it on the forums. [*] Aging barrels show a colour bar for the stage but never the contents. With 10+ barrels and three drink lines that's useless. The cheese aging shelf does exactly this – aged and unaged have different icons there. [*] The mop clears outdoor debris and smashes crates in the mine. Stated nowhere. [*] Pet food is optional – pets never get sick. The game still shows an angry icon at you. [/list] [b]2. There is no planning layer[/b] [list] [*] No recipe pinning, no "what am I still missing" ingredient tracker. [*] Trends live in a separate tab, not where you cook. So you write them down yourself or ignore them – and most people ignore them. [*] Achievements can't be viewed in-game at all. [*] Some vendors have a search field, others don't. [/list] [b]3. Nothing scales with your operation – this is the core issue[/b] [list] [*] After 80 hours the smelter still has the same 5 slots at 2 ingots each as it did in hour 3. More throughput only comes from more smelters, which means more clicks. [*] No queueing. A crafter takes exactly one batch, then sits idle until you return. The mixing tank has 5 slots – so the concept exists, it just wasn't applied to the oven, fermentation tank or press. [*] Staff is hard-capped at [b]one per role[/b]. One waiter, no matter how big the tavern gets. Customer numbers scale; staff doesn't. [*] Chests feed crafters – but only inside working zones. The cellar and the barn aren't connected. Precisely the two places with the most repeated daily actions. [*] Irrigation covers 8 tiles and still has to be refilled by hand. On a larger field you need 20 of them, and you've traded one daily chore for another. [*] There's no bulk extraction – no quarry, no managed forest. Every resource comes tile by tile from individual veins and trees. [*] No upgrade paths. Advanced crafters replace the old ones instead of improving them. What you bought at great cost during the tight early game gets thrown away later. You can't sell it either – there is no selling function at all. [/list] [b]4. Unlocks sit on the wrong curve[/b] Reputation cost per level rises while daily reputation income stays essentially flat – seating, comfort and staff are all capped. There's no lever other than days. And the devices meant to reduce your workload sit right at the top. The result, per Steam's own stats: [b]1.7% of players ever build an Arcane Oven, 1.9% an Advanced Oven, 2.5% ever reach The Hollow.[/b] Only 30.3% ever obtain a fishing rod at all. [b]5. Variety that penalises itself[/b] Drink type × ingredient variant × star tier × aging stage – every combination is a separate item that won't stack and can't share a barrel. Meanwhile there are only 8 drink slots (4 of them kegs). The optimal play is therefore to ignore the entire variant system and brew the same thing forever. A game that offers dozens of hop varieties and then rewards monoculture is throwing away its own content. [h3]The core thesis[/h3] [b]Travellers Rest scales values, but never effort.[/b] Better equipment gives you more value, not fewer actions. Every bit of relief arrives with a condition attached: staff, yes – but one per role. Irrigation, yes – but refill it. Spells, yes – but fuelled by points and gated behind level 7. There is no point at which a task leaves your list for good. Success generates more work, not less. [h3]Concrete requests[/h3] [list] [*] Queues on crafters (2–3 batches) [*] Chest access in the cellar and the barn [*] Bonus values shown in tooltips [*] Recipe pinning + trend markers directly in the cooking menu [*] Barrel contents visible via icon [*] Upgrade paths instead of replacement [*] Move key unlocks earlier, to where the workload actually is [/list] [h3]Verdict[/h3] There is a great deal of work and a great deal of care in this game – and the vast majority of players will never see it. Not because it's bad, but because the road there is long and too little of it is explained. The first 20 hours are genuinely great. After that it becomes increasingly clear that the path upward doesn't get steeper, just longer. I had a good time. Knowing what I know now, I wouldn't play it this way again. Anyone who knows that going in can decide for themselves whether 20 or 80 hours is enough – and the first 20 are absolutely worth it. [i]Reviewed as a solo player. In co-op the chores are split between people, but the capacity ceilings stay exactly the same.[/i]
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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