Open the door. Light the fire. Pour the first ale.Taverns of Aldermont is a first-person tavern game set in a living medieval city. You run the place yourself: you tap the ale, cook the food, carry it to the tables and listen to what your guests have to say.
Your tavern, your way
- Pour ale and serve guests by hand, in first person.
- Cook from your own cookbook: pottage in the cauldron, bread in the oven, meat over the fire.
- Buy stock, upgrades and decorations with what you earn each shift.
- Open in the evening, close when the last guest stumbles out.
Regulars with stories
- A cast of regulars who come back night after night, each with their own story that unfolds over many days.
- Hundreds of conversations between guests - crude, funny, and never quite the same twice.
- Arm wrestling, dice, toasts and dancing when the mood is right.
Keep the peace - or throw the first punch
- Quarrels brew over long waits, the wrong ale or old grudges. Step in, talk them down, or throw the troublemaker out of your house.
- When words run out, you fight: real-time tavern brawls with your own fists. Light and heavy punches, kicks, and a guard that parries if you raise it at the right moment.
- Keep your distance, watch his swing, and pick your moment. The armour you buy in the market takes the edge off his blows.
Music every night
- A young lute player walks in and asks for a chance. Hire him, and he gets better the longer he plays for you.
- Pick the songs yourself from a songbook that grows with every tavern.
- Turn him down, and rivals come knocking.
A whole city outside the door
- Walk out of the tavern, straight into Aldermont: the market square, the cathedral, the castle on its cliff, the craftsmen's streets and the poor quarters by the wall.
- Trade at the market stalls: cheese and pork from the butcher, axes and hammers from a dwarf smith, cloth, candles and more - and haggle if you dare.
- Change your look at the wardrobe in your room, from a plain doublet to full plate.
- Lamps are lit at dusk, windows glow, and smoke rises from the chimneys.
- Day and night, and weather that changes.
Eight taverns to make your own
- You inherit The Old Hearth, a small inn on a quiet street.
- Earn your way to The Rusty Anchor at the harbour: salt air, sailors, fish on the grill and ships at the quay.
- Then choose your path through the city: The Thieves' Den, The Cloister Cellar, The Strangers' Inn, The Jesters' Stage and The Noble Hart - each with its own guests and its own trade.
- And one day, perhaps, The Golden Count: the finest house on the market square.