Greenheart Games’ management sim Tavern Keeper only started to click after more than a decade in development, the studio’s co-founder Patrick Klug told PC Gamer, with the team cycling through six different versions before the game began to feel enjoyable to play. Klug told PC Gamer that the project “wasn’t fun for the first 7 years,” and that it required trust that individual systems would eventually fit together into a satisfying whole. He said certain features, like the random storybook events, repeatedly pulled players out of the experience until the team reworked them dozens of times.
Those storybook moments were intended as role-playing opportunities, not interruptions, and Klug admits it took many iterations to get the tone and pacing right. “It took ages to feel right,” he said, noting the long tail of trial and error the studio endured to land the blend of management and narrative beats. Tavern Keeper is currently in Steam Early Access and carries an Overwhelmingly Positive user rating. One popular Steam reviewer compared the game to RimWorld, The Sims, Baldur’s Gate, Zoo Tycoon, and Planet Coaster, a list that underlines how many different systems the team had to balance so the whole package would work.
Long development cycles let studios iterate through systems that initially feel promising but fail in practice, and Greenheart’s account is a clear example of that engineering process. The takeaway from Klug’s comments is simple: some design problems only show up after months or years of play, and fixing them can mean ripping out systems and rebuilding them multiple times. For players, the result is a management sim that now blends systems and small moments in a way the team says finally lands as fun. Early Access reviews suggest many players agree, but the game’s long gestation also raises the usual questions about scope and how features will evolve as the studio continues to iterate.
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Tavern Keeper
Developed by Greenheart Games















