Inn Over Your Head
Wishlist on Steam!!
Pour Ale, Make Gold
Upgrade your tavern to serve more drinks and keep the gold flowing. Every copper counts when there's a dungeon to dig.

Build Tables, Fill Seats
Expand your tavern to accommodate more guests. More adventurers drinking means more adventurers delving.

Unlock the Dungeon
Dig deeper into the mega-dungeon beneath your tavern. Each floor is deadlier and more profitable than the last.

Lure Adventurers to Their Doom
Place treasure on dungeon floors to post quests on your tavern's quest board. The better the bait, the stronger the adventurers who come looking.

Arm the Dungeon
Fill your rooms with traps and monsters. Customize every floor to ensure no adventurer makes it out alive. Traps and monster rooms have unique effects, so you can deal with even the strongest adventurers

Collect their souls?
When adventurers fall, collect their soul to unlock powerful automation.

| Updated | 10 days ago |
| Status | In development |
| Platforms | HTML5, Windows |
| Rating | Rated 4.3 out of 5 stars (154 total ratings) |
| Author | Tanner Maxwell |
| Genre | Simulation, Strategy |
| Made with | Aseprite, Godot |
| Tags | 2D, Auto Battler, Clicker, Fantasy, Idle, Incremental, Management, Pixel Art, Tycoon |
| Average session | A few hours |
| Languages | English |
| Inputs | Mouse |
| Accessibility | One button |
| Links | Steam |
| AI Disclosure | AI Assisted, Code, Graphics |



Comments
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Was somewhat interested in this… until I learned that's it glorified AI slop. Now I know why it's so buggy!
There is an idea here... I thought it was nice but it's incredibly unbalanced and really doesn't last very long.
I liked the aesthetic, the idea, and the loop.
The serve button gave me carpal tunnel lol.
I didn't care for the dungeon as the way it works is strange and the balance is terrible. You can have Legendary monsters guarding common loot and the adventurers will still repeatedly go in.
Monsters don't heal after the adventurers are defeated.
Adventurers don't have to go through the entire dungeon, just going to the exact floor they want, this is more of a pet peeve because it's how I expect dungeons to work but it's fine.
You can put all legendary monsters in a dungeon, add epic loot, then walk away.
There is an idea here and I want to love it. The game ended too soon.
Game is still unplayably bugged a month after I reported the issue. Adventurers get assigned to a floor but never travel down, which seems to cause a backlog/queue, and then all the adventurers are essentially frozen and the game doesn't progress. I was enjoying the premise of this game, but especially after reading that AI was used, I just lost all interest in this. Such a shame.
please make it work on mobile, or an app
It's bland and goes nowhere.
UI is janky, scroll bars don't reach their ends.
The AI stuff on top of that just seals the deal to not recommend it.
The UI elements are very awkwardly placed and visually unclear, inconsistent palette, lazy visual effects. Humans would've done a better job.
Nice game
It was fun!
thanks! I’m glad you like it
and I don't care if they used AI, the game is very cool, I thought I'd come in for a minute, stayed for a couple of hours.
>AI Disclosure: AI Assisted, Code, Graphics
Did a human hand ever even touch this thing other than to write a prompt into Slopgpt
The environmental impact of Generative Ai is enough reason to disparage the use of the things imo
The exact disclaimer on Steam is:
"During the development process, we may use AI-based tools to assist with content creation. In all such cases, the final product reflects the creativity and expression of our own development team."
It doesn't take much thought to interpret this as "we tell something else to create ideas for us, but the product reflects our creativity."
What a world we live in. A game made by AI that only exists to waste electricity playing itself. There's no real reason to interact. You'll never get anything out of it. After about ten minutes, the only difference between active play and walking your dog is how quickly nothing happens.
the browser game doesn't even finish opening on my laptop, I don't know if the problem is mine, but it looks like it crashes before starting
yeah web version seems to have issues for some machines. I wanted to focus on creating more content over chasing down these issues.
Sorry about that!
I did not see three stacked croissants as the stairwell, but rather three stacked steaks or shoes :D
I’m adding a croissant vendor on the second floor. Maybe there needs to be support for the stacked steaks as well
Wishlisted on steam, read further on the store page, unwishlisted when I saw the AI. Good on you for actually disclosing your usage, not enough developers do, but no sale. There is no justifying the use of generative ai, and bigger companies than you have tried and failed.
In the HTML5 version on itch.io, mouse movement does not track correctly. The in-game cursor/interface movement is slower than the actual mouse movement, especially when the browser window is enlarged or fullscreen. Please check canvas scaling, browser zoom / devicePixelRatio handling, and Godot Web export mouse input behavior.
the downloaded Windows version works normally
Lovely game, I felt like I could not lose, it's just about making a functional and profitable tavern and designing awesome challenges to attract adventurers
10/10
thank you. Two of my design pillars were inevitability and personalization, so I’m glad that came across
nothings worse than when you want to try a build that sounds fun to you and it doesn’t work. Some thing might be more efficient, but I’ve seen players get to the end without reading anything lol
thanks for the kind review
delete this
Btw, I think the golem could be renamed to something that sounds more powerful, such as Mythril golem.
Also, a feature for regenerating monsters' HP over time when the floor has no adventurers (at the cost of some souls, cheaper than reallocating the same monster)/ Auto-filling treasures as a mid-game QoL upgrade might be great! Also, maybe rewarding dungeons as a playground for adventurers instead of an adventurer meat grinder, like mine, could be interesting as well! (like if an adventurer gets the treasure -> small boost for extra visitors )
Yeah is quite powerful. Even with a nerf Mithril golem would still be apt
Had this up on the side while job hunting thanks for keeping me sane
Loved the game! Unfortunately on my M1 Mac the page reloaded after a while because all the memory got used up. Maybe worth looking at (and also a Mac version pretty please?)
Edit: I managed to get it to run in Wiskey and it was amazing! Happily spend the last 5 hours on it. ^^ )
Played this for like 3 hours. Addicting and fun. Keep up the good work!
Cool game! +1 on the wishlist :)
I don't play optimization games (is that the correct genre name?) like this often & thought after the first few expansion (the caves especially) that there is a world simulator hidden in this tavern sim :D But i got the hang of it pretty fast and had a lot of fun with the different traps and monsters. The progession & difficulty curve is pretty good.
The game also looks very nice and i enjoyed the sound design.
I'm looking forward to where it is heading!
What a lovely demo.....been trying to play the web version on my phone on the way to work, but text way too small for my eyesight, but totally get not been optimised or this....anyway, good luck finishing the final product, I have wishlisted on steam and will be a customer!
very fun!
Enjoyed every moment of the demo, more and more each second as I realized it scratches that long forgotten itch... the feeling comparable only to how Dungeon Keeper once felt.
I’ll definitely be there when the full game launches. Wishing you a fantastic release! If you’re open to it, I’d be happy to discuss how Hyperstrange could support you as a publishing partner. At first glance it may not be an obvious match, but it could be worth exploring.
Cheers
I had fun with this game although my biggest problem was that the adventures even with purple items never got to the point they were anywhere near beating my floor 7 of iron golems this would probably be fixed with higher tier items but I spent a long time rolling for them it should probably be told in the demo the limit of item rarity in the demo. That's all thanks for the fun dev! Oh also a floor full of pit demons with a cultist at the back would just make the pit demons one shot every adventurer.
Cool game ! I 've spend a lot of time on it...
It's was hard to understand the dungeons, why is it here, what to do with it.
Hope you finished it .!
thanks for sharing !
Now, this is very nice! I liked it a lot! The only issue that I have with it is that if you widescreen it, it kind of lagg, the fps drops.
Other than this, very nice idea and execution! Good job!
Maybe I'm missing something, but I can't tell what adventurers have what stats - I've been able to figure out a little bit simply from trial and error, but building dungeons to exploit specific saves is proving frustrating without knowing what adventurers specialize in. For example, Mages seem to fail Dex saves more often, and Rangers... probably excel at Dex saves? Maybe? Being able to see their stats would be lovely.
Coming soon!
Their char sheets will indicate their highest stats and lowest stats. Each class will assign its highest and lowest rolls to the same stats each time
In the current build they only assign their best stat
Fighter = STR
Cleric = WIS
Mage = INT
Ranger = DEX
Barbarian = CON
Bard = CHA
In other words, as long as we avoid baiting adventurers into traps they're keyed to avoid, we're probably good to go. Okay, I can work with that. Thank you for breaking down which types work with which stats. <3 I will note, though, that you have Barbarian listed twice - is that supposed to be Fighters who have higher Strength, or Constitution?
I'll freely admit, part of my issue is that I play tabletop myself - and often build against type, just to see what I can do with the systems. ^.^' Sorcerers keyed for melee and augmentation spells, gunslinger Bards, archery-focused Fighters, and so on.
oops fighter is strength
Oh yeah building weird atypical builds is what playing RPGs is all about for me
My favorite char was a level 2 tempest cleric/rest lvls sorcerer. Destructive wrath lets you max thunder lightning damage once per day. max damage chain lightning goes crazy lol
ngl love it, Im addicted was a bit hard for me to get into it though from first look had to click and play to get the feel.
This game is addicting. Love it.
Great game. Finding combos was fun and the gameplay didn't feel repetitive at all. My favourite simple combo was the pressure plates or laser room + big spiders.
Is the boulder broken or just op? It seems it makes damage even if the heroes are succesful
very very very fun excited to see the finished game i would love to see what the top floor does and id love to be able to make some more effective strategic floors like i love the kobold cheiftan itd be nice if there was more opportunities to create combos for that kind of floor to actually work well or like the rust monster and the wrymling was very fun as a monster combo more of that!!!
A+ on the name, the game and the theme are very fun
I recognized the Yawning Portal right away and absolutely love the concept of this game! I played for several hours and unlocked everything, but haven't found any loot higher than Epic, traps higher than Rare or monsters higher than Legendary, so I'm assuming they haven't been added yet, so I'm very much looking forward to the next update!
Feedback/Things I'd love to see:
1. Monster sizes determining how many can fit in a room. Four small (like kobolds currently) or two medium (like spiders currently ) or one large monster would provide a ton of potential combos. E.g. Three Quasits and a Dark Cultist in a room, or a Bearded Devil and two Vampire Spawn would synergize well.
2. Traps that combine/upgrade to make new/stronger traps. E.g. Combining Illusory Floor with Sewer Grate raises the DC or gives them disadvantage.
3. It would be cool if you could put the Mimic (chest) in the treasure room and the Mimic (door) in-between rooms.
4. Monsters gaining XP (killed Hero level = XP earned maybe?) would feel really good, and leveling up could be as simple as +10% base HP and damage, and they either lose a level when they die or reset to 0.
5. Being able to unlock either faster game speeds, or at least faster rope descending would be nice for late game.
6. Using Souls to cast spells on your monsters/rooms would be cool. E.g. Heal: restore 2d8 HP to a monster, or Fireball: DC 15 Dex save, deal 6d8 fire damage to everyone in the room, or half on save. To keep it balanced they could either have a cooldown or be limited to once per party per room or something.
Not actually sure how good this is as a game
The bar bit is nice, normal tycoon type stuff
But like the dungeons? You'd want to automate items, mostly fill it with traps, and have relatively little variety in monsters - because the way it works, you're expected to treat it more like attrition than creating a unique dungeon experience
(Also adventurers take too long to rappel to their death, sometimes they never went down and the item had to be switched, all when dealing with low rarity)
Who knows, good luck with it, just sharing thoughts
Hi there! I was wondering if you have an email for business inquiries?
nice concept.
btw:
- rust monster is not counted as beast (rats)
- dark cultist didn't increase the might (or this is not visible anywhere)
- would like to see the bonus damage somewhere (hydra, kobold)
This is really awesome. The only thing I really want is more.