Ale & Tale Tavern

Ale & Tale Tavern

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Economy needs adjustment
After ~3 hours in the demo and ~7 hours in the full game, I feel confident saying the economy in this game is a little busted. You grind customers for 20 minutes, then spend most of that income replacing broken hammers and hoes, buying seeds, etc.

Can we please either get 1) some tweaks to the economy or preferably 2) the ability to customize game parameters like gold per customer, item/furniture durability, enemy damage.

Also, having no passive health regeneration literally makes dying a more economical option than buying healing potions in most cases.

There have been other threads laying out these and other issues with balance/gameplay. Hopefully the dev listens, because I'm burnt out on buying hammers and repairing stoves/fermenters over and over again.
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Showing 1-5 of 5 comments
Aponik Sep 7, 2024 @ 11:22am 
- A toggle on off or adjustment for durability would be nice indeed.
- You can eat vegetable/fruit or your meal to gain health. Each vegetable/fruit or meal have different health value. Don't waste $ on potion to regain your health. Cheaper to make meal.
Tsukinamida Sep 7, 2024 @ 11:38am 
I wouldn't mind having an actual economy in the game. Like on this day, Ale sales well so we (as the owner) can sell it for more and it will have an increase in sales. But maybe the realm says no to boiled eggs cause idk bird flu therefor you can't sell that. Or pigs have become unfavored by the kingdom so they won't sell so you either take them off or sell them dirt cheap, at a possible near loss. But since days go by so fast, maybe every 3 days or something like that? With it fluctuating, it would give you an actual bookkeeping portion to managing the tavern. As with all things, I will always vouch for things to be toggleable if possible as some people may not want to deal with something like this.
MadMax Sep 7, 2024 @ 12:55pm 
Before you open up: look ingame what is actually most valuable. Cook that.
Don't sell stuff that is low price.
IMHO: If you sell more then ~10 of one item, the price drops.
Just made an evening 2xBourbon, 2xWhisky, 2xWine, 2xApple Juice, 10xPotatos and 10xChicken soup plus some left overs from the last opening.
Started with 5K stopped at 17K having no drinks and food left.
Marble Sep 7, 2024 @ 12:57pm 
Originally posted by ProperGandist:
After ~3 hours in the demo and ~7 hours in the full game, I feel confident saying the economy in this game is a little busted. You grind customers for 20 minutes, then spend most of that income replacing broken hammers and hoes, buying seeds, etc.

Can we please either get 1) some tweaks to the economy or preferably 2) the ability to customize game parameters like gold per customer, item/furniture durability, enemy damage.

Also, having no passive health regeneration literally makes dying a more economical option than buying healing potions in most cases.

There have been other threads laying out these and other issues with balance/gameplay. Hopefully the dev listens, because I'm burnt out on buying hammers and repairing stoves/fermenters over and over again.


Couldn't agree more. However instead of tweaking gold per customer, they should let us change the price of dishes, and have it flucuate. This would mean that the merchants prices should also flucuate, maybe weekly or something. Also, I found it weird to receive the quest for cultivating plants, but being unable to purchase a hoe until many tavern levels later. Weird to try to introduce us to farming but being unable to immediately do the thing it's trying to teach us, regardless of whether we have the currency for it.

It seems the dev team for this is rather small, and they're likely very aware of the topics on the discussions page due to being small. I'm sure most issues will get sorted/ changed overtime
Last edited by Marble; Sep 7, 2024 @ 12:59pm
Cyko^ Sep 7, 2024 @ 1:26pm 
Originally posted by ProperGandist:
After ~3 hours in the demo and ~7 hours in the full game, I feel confident saying the economy in this game is a little busted. You grind customers for 20 minutes, then spend most of that income replacing broken hammers and hoes, buying seeds, etc.

Can we please either get 1) some tweaks to the economy or preferably 2) the ability to customize game parameters like gold per customer, item/furniture durability, enemy damage.

Also, having no passive health regeneration literally makes dying a more economical option than buying healing potions in most cases.

There have been other threads laying out these and other issues with balance/gameplay. Hopefully the dev listens, because I'm burnt out on buying hammers and repairing stoves/fermenters over and over again.


I was just giving out to myself for this exact thing, I make money and then boom, need to replace items and I'm broke again.

I don't think economy change is needed, just more durable items, the repair hammer / broom break so easily.
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Date Posted: Sep 7, 2024 @ 11:07am
Posts: 5