Compara los precios de Saloon Simulator en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Glivi Games S.A.. Publicado por RockGame S.A.. Lanzado el 15/7/2025. Disponible en PC. Géneros: Simulation, Early Access.

Running a Wild West saloon where you also dispose of corpses for the mortician turns out to be a genuinely compelling management sim, if you can stomach the Early Access rough edges.

I put my spreadsheet instincts to work the moment I heard Saloon Simulator had a reputation system, a criminal underworld layer, and a full economy of drinks, meals, and staff wages to balance. What I found is a first-person management sim with far more systemic depth than its indie budget suggests, built by a five-person team who clearly had opinions about what a Wild West business actually looks like under the surface. The core loop runs like this: you play as Cheyenne, a down-on-his-luck cowboy dropped into the mining town of Blueberry, tasked with rebuilding a ruined saloon from bare floorboards up. Early hours are restoration work, cleaning surfaces, hauling furniture, restocking shelves. That sounds dull on paper but the first-person execution makes every task feel deliberate. Drink mixing follows actual recipe logic, pour sequences and all, and cooking runs on real order timing. Get both right and customer mood improves, tips go up, and your reputation score climbs. Let service slip and the whole economy tightens. For players who like their sim loops to have genuine feedback cycles, this one delivers. Beyond the bar counter you can hire bartenders and cooks to handle throughput, expand into rentable rooms, open a gambling den, and eventually branch into moonshining as the story chapters unlock. That last system, introduced in Chapter 3, adds a full production chain: sourcing ingredients, distilling, bottling, and distributing. It is the kind of late-game economic branch that strategy fans will recognise as the point where the numbers really start to matter. The narrative layer is what separates this from a pure management sandbox. Blueberry has a cast of named NPCs, each with their own story threads woven through 34-plus quests. The town reacts to your saloon's growth, more customers, more bar fights, more morally grey requests from figures like the mysterious Mr. Locke. Criminal opportunities are real mechanics, not cosmetic flavour: pickpocketing, conflict management, disposing of the occasional inconvenient body. You can run a clean, respectable house or lean into the lawless side. That choice shapes which quest lines open up. The reputation system makes those decisions feel consequential rather than decorative. Here is where the Early Access asterisk earns its place. Chapter 3, the biggest content drop since launch, shipped with bugs that blocked saving, locked players out of newly built rooms, and broke some of the new mechanics entirely. The developer acknowledged the issues quickly and tied the fix to the same patch, which is the right call, but players who jumped in at that moment had a rough time. UI friction is a consistent complaint across the review history: restocking is fiddly, object pickup has a hair-trigger that causes accidental grabs, and dialogue pacing can drag during busy service windows. The overwork problem is real too. Rush periods before staff hiring is fully unlocked can feel genuinely punishing, not in a fun-challenge way but in a clunky-solo-juggling way. Integrated graphics are not supported and an SSD is required, so check your hardware before buying. None of these issues are structural, they are the normal friction of a small team iterating in public, but they are worth knowing. Steam sits at Very Positive with around 90 percent approval across hundreds of reviews, which reflects an honest signal: the foundation is strong, the atmosphere is committed, and the developer is actively shipping content. If you approach it as a living Early Access title rather than a finished product, the systems already present are worth the time investment. If you need a polished, bug-free experience right now, wait for the full release roadmap to close out. Diego, Scout Team

Saloon Simulator
SimulationEarly Access

Saloon Simulator

15 jul 2025Glivi Games S.A.RockGame S.A.
GamerScout opina

Running a Wild West saloon where you also dispose of corpses for the mortician turns out to be a genuinely compelling management sim, if you can stomach the Early Access rough edges.

PC
Steam Deck Playable
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Mínimo histórico: €6.55

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I put my spreadsheet instincts to work the moment I heard Saloon Simulator had a reputation system, a criminal underworld layer, and a full economy of drinks, meals, and staff wages to balance. What I found is a first-person management sim with far more systemic depth than its indie budget suggests, built by a five-person team who clearly had opinions about what a Wild West business actually looks like under the surface. The core loop runs like this: you play as Cheyenne, a down-on-his-luck cowboy dropped into the mining town of Blueberry, tasked with rebuilding a ruined saloon from bare floorboards up. Early hours are restoration work, cleaning surfaces, hauling furniture, restocking shelves. That sounds dull on paper but the first-person execution makes every task feel deliberate. Drink mixing follows actual recipe logic, pour sequences and all, and cooking runs on real order timing. Get both right and customer mood improves, tips go up, and your reputation score climbs. Let service slip and the whole economy tightens. For players who like their sim loops to have genuine feedback cycles, this one delivers. Beyond the bar counter you can hire bartenders and cooks to handle throughput, expand into rentable rooms, open a gambling den, and eventually branch into moonshining as the story chapters unlock. That last system, introduced in Chapter 3, adds a full production chain: sourcing ingredients, distilling, bottling, and distributing. It is the kind of late-game economic branch that strategy fans will recognise as the point where the numbers really start to matter. The narrative layer is what separates this from a pure management sandbox. Blueberry has a cast of named NPCs, each with their own story threads woven through 34-plus quests. The town reacts to your saloon's growth, more customers, more bar fights, more morally grey requests from figures like the mysterious Mr. Locke. Criminal opportunities are real mechanics, not cosmetic flavour: pickpocketing, conflict management, disposing of the occasional inconvenient body. You can run a clean, respectable house or lean into the lawless side. That choice shapes which quest lines open up. The reputation system makes those decisions feel consequential rather than decorative. Here is where the Early Access asterisk earns its place. Chapter 3, the biggest content drop since launch, shipped with bugs that blocked saving, locked players out of newly built rooms, and broke some of the new mechanics entirely. The developer acknowledged the issues quickly and tied the fix to the same patch, which is the right call, but players who jumped in at that moment had a rough time. UI friction is a consistent complaint across the review history: restocking is fiddly, object pickup has a hair-trigger that causes accidental grabs, and dialogue pacing can drag during busy service windows. The overwork problem is real too. Rush periods before staff hiring is fully unlocked can feel genuinely punishing, not in a fun-challenge way but in a clunky-solo-juggling way. Integrated graphics are not supported and an SSD is required, so check your hardware before buying. None of these issues are structural, they are the normal friction of a small team iterating in public, but they are worth knowing. Steam sits at Very Positive with around 90 percent approval across hundreds of reviews, which reflects an honest signal: the foundation is strong, the atmosphere is committed, and the developer is actively shipping content. If you approach it as a living Early Access title rather than a finished product, the systems already present are worth the time investment. If you need a polished, bug-free experience right now, wait for the full release roadmap to close out.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:indieFirst-Person ManagementCriminal StorylineReputation SystemDrink MixingNPC Quest SystemMoonshiningFreeplay SandboxRestoration LoopMoral Choices

Requisitos del sistema

Mínimos

OS
Windows 10/11
Memory
8 GB RAM
Storage
20 GB available space
Graphics
NVIDIA GTX 1050Ti 4GB / AMD RX580 4GB
Processor
Intel Core i5-8400 / AMD Ryzen 5 2600

Recomendados

OS
Windows 10/11
Memory
16 GB RAM
Storage
20 GB available space
Graphics
Nvidia RTX2070 8GB / AMD Radeon RX 5700XT 8GB
Processor
Intel Core i7-8700K / AMD Ryzen 7 2700X

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Información del juego

Desarrolladora
Glivi Games S.A.
Distribuidora
RockGame S.A.
Fecha de lanzamiento
15 jul 2025

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¿En qué plataformas está disponible Saloon Simulator?

Saloon Simulator está disponible en PC.

¿Cuándo se lanzó Saloon Simulator?

Saloon Simulator se lanzó el 15 de julio de 2025.

¿Quién desarrolló Saloon Simulator?

Saloon Simulator fue desarrollado por Glivi Games S.A. y publicado por RockGame S.A..