
Murudenu Tavern
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Game Description
Murudenu Tavern
Serve drinks, seat rivals apart, survive a boss every ten nights. A dark tavern you have to keep from exploding, one thumb at a time.

Murudenu is a village about to boil over. Four factions, none of them on speaking terms, and a single inn where all of them drink. That inn is yours.
The night
Guests push the door open and sit down on their own. They show you what they want, you tap the bottle, the glass fills, you slide it over. Too slow and they slam the door on their way out. Three slammed doors and the night is lost.

That would be simple enough, if the room agreed with itself. Seat a militiaman next to a savage and a fuse starts burning between them. You have a few seconds to drag one of them to a stool further away before fists fly, and a brawl costs you the night just as fast as an empty glass.
The regulars
Every ten nights, someone with a name takes the counter, and the rules change with them. Halm's order always goes first. Mira forgets hers the moment she says it. Frederik brings his whole crew and the room fills three at a time. Bruse splashes every glass he touches. Escaut changes her mind mid-order. Vess says nothing at all, and grows impatient.

Each of them has a bar you empty by serving the room well, not by fighting. Hold the night and the cellar opens a new bottle for good.

The back room
Coins from a night you held buy what makes the next one possible: another seat, a repainted sign, a waxed counter, a tidy cellar, a shelf for ready glasses, a slate, and three employees who carry drinks, calm tables and wipe seats behind you.

Sixty nights and six regulars later, the inn is yours. Then the door opens again, the room fills faster, and you find out how long you can really hold it.
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Media Assets

Game Description
Murudenu Tavern
Serve drinks, seat rivals apart, survive a boss every ten nights. A dark tavern you have to keep from exploding, one thumb at a time.

Murudenu is a village about to boil over. Four factions, none of them on speaking terms, and a single inn where all of them drink. That inn is yours.
The night
Guests push the door open and sit down on their own. They show you what they want, you tap the bottle, the glass fills, you slide it over. Too slow and they slam the door on their way out. Three slammed doors and the night is lost.

That would be simple enough, if the room agreed with itself. Seat a militiaman next to a savage and a fuse starts burning between them. You have a few seconds to drag one of them to a stool further away before fists fly, and a brawl costs you the night just as fast as an empty glass.
The regulars
Every ten nights, someone with a name takes the counter, and the rules change with them. Halm's order always goes first. Mira forgets hers the moment she says it. Frederik brings his whole crew and the room fills three at a time. Bruse splashes every glass he touches. Escaut changes her mind mid-order. Vess says nothing at all, and grows impatient.

Each of them has a bar you empty by serving the room well, not by fighting. Hold the night and the cellar opens a new bottle for good.

The back room
Coins from a night you held buy what makes the next one possible: another seat, a repainted sign, a waxed counter, a tidy cellar, a shelf for ready glasses, a slate, and three employees who carry drinks, calm tables and wipe seats behind you.

Sixty nights and six regulars later, the inn is yours. Then the door opens again, the room fills faster, and you find out how long you can really hold it.






