Please, Come Inside Devlog #2
What Lies Behind the Tavern Doors?
Greetings, travelers!
Today, we’re taking you on a little tour of the tavern in Please, Come Inside. This is where you’ll welcome wanderers, get to know your guests, earn gold, and deal with the consequences of your own hospitality.
We’ll start at the entrance and explore the rooms that will become part of your daily routine. We’ve saved one of them for last.
The Entrance: Who Gets to Stay?
Every new acquaintance begins at the door. Travelers ask to come inside, share their stories, and hope for a roof over their heads. You’ll need to hear them out, perform your checks, and decide whether they deserve your trust. One mistake could cost everyone already sleeping inside dearly.
During the day, you can check the quest board and head out on an expedition for rewards. Just pace yourself: you still need to make it back to the tavern.
The Common Room and Bar: An Innkeeper’s Work
The common room is where your guests gather. Here, you can chat with them, get to know them better, and gradually figure out just who you’ve welcomed under your roof. Each has their own personality, so you’ll need to find the right approach.
There’s plenty to do behind the bar, too, including a minigame where you serve your guests. While the visitors unwind, the innkeeper earns the gold that keeps the tavern running.
The Bedrooms: Until Morning
After a long journey, your guests need a bed. This is where the travelers you’ve let inside settle in for the night, gradually filling the empty beds.
But an innkeeper’s responsibilities don’t end at nightfall. A succubus could be hiding among your guests, so think carefully about who you allow to spend the night alongside everyone else.
The Baths: Don’t Get Caught
Hot water, steam, and a chance to finally wash off the dust of the road. Here, your guests can relax and briefly forget the dangers beyond the tavern walls.
For a curious innkeeper, there’s also a peeking minigame. Your goal is to remain unnoticed while watching what happens in the baths. You’ll need to pay attention and know when to look away: your guests expect privacy, and they’re unlikely to appreciate an unexpected spectator.
The Infirmary: A Second Chance
Not every night ends well. Losing a guest hurts, especially when you’ve already grown attached to them.
Fortunately, our tavern has an infirmary where you can resurrect fallen guests. Here, you can bring a guest back to life and give them a second chance. And give yourself another opportunity to reconsider who you let stay the night.
The Dungeon: Questionable Hospitality
Head downstairs, and you’ll find a very different kind of accommodation. Down here, cozy beds give way to iron bars and locked cells.
The dungeon comes in handy when you no longer trust a guest and decide to keep them locked up. Of course, being suspicious doesn’t necessarily mean you’ve made the right call…
That’s almost everything.
There’s still one door at the end of the corridor. We’ve been told it leads to a confessional, where guests can unburden their souls. Judging by the furnishings, the approach to purification here is rather… unconventional.
The door is closed for now. But perhaps just a little peek…
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