In this update2
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Full Evergreen Tavern update
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What changed
- Gameplay
- Maps
Evergreen Tavern changes
It has been a busy few weeks behind the scenes. I have made some massive structural changes to the game that fix consistency issues and lay the groundwork for a much bigger loop. Here is exactly what has been going on.
A Vibrant New Direction
I decided to change the entire art direction of the tavern and the surrounding town. The old look felt a bit disconnected, so I shifted everything toward a more colorful and cartoony tone. This change makes the game look significantly more cohesive and aesthetically consistent. The tavern feels warmer, the colors pop, and the vibe is exactly where it needs to be.
Expanding the Map
I am currently rewriting the topology of the world map. This is still a work in progress, but the goal is to give you multiple distinct areas to explore and visit outside of your main plot. For instance, I am currently building out a little port with docks and a fully realized coastal area. This will open up new ways to gather ingredients and interact with the world.
Franchise Your Tavern (And Put Monsters to Work)
This is the biggest mechanical change. You are no longer locked into just one building. I made it so you can buy multiple tavern buildings as you progress through the game.
To make this even better, the monster recruitment system ties directly into it. You can now assign your recruited monsters to work in any tavern building you currently own. This lets you manage multiple locations, optimize your staff, and scale up your business.
The game is coming together visually and structurally. I will have more to show on the coastal area once the new map layout is fully locked in.
Let me know what you think of the new expansion mechanics.
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Source
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