Compare Moonstone Tavern - A Fantasy Tavern Sim! prices across 50+ stores and find the best deal. Developed by Trevor Jones. Published by Trevor Jones. Released on 5/13/2016. Available on PC. Genres: Indie, RPG, Simulation.

Mostly Negative on Steam and built on RPG Maker, this budget tavern sim buries some genuinely charming management loops under a mountain of unfocused design choices. Approach with adjusted expectations.

My first instinct when I see an RPG Maker tavern sim sitting at 30% positive reviews is to close the tab. I kept it open for Moonstone Tavern, and I want to be honest about what that patience got me: a game with a surprisingly wide feature footprint that consistently undercuts itself at every turn. On paper, the scope here is disarming. You start with a derelict two-room tavern and rebuild it for six fantasy races: humans, elves, gnomes, dwarves, orcs, fairies, and even merfolk who need undersea beds. You hire cooks, priests, foragers, and hero companions. You pick from ten starting characters across six classes - druid, witch hunter, gunlord among them - and then juggle a weapon system that splits between melee swords, ranged wands that consume crafted essences as ammo, and spells. There is a day-night cycle with dynamic seasons, a god-worship mechanic that grants tavern bonuses, an optional plague-and-war storyline, an arena where you can bet on fights, and a creature-breeding system with over fifty collectible pets. The checklist reads like a game three times its price. The execution is where the numbers turn uncomfortable. The real-time clock runs at three game minutes per real second and does not pause for dialogue, so mid-conversation enemy encounters leave you completely defenseless - a design flaw that players have flagged repeatedly. The tutorial leaves core mechanics unexplained to the point where the community had to write a manual to cover what the in-game controls guide omits. Early economy is brutal: staffing a single cook costs silver fast enough to put you underwater before you have a guest base to recoup it, and the grind to fund even minor tavern repairs stretches across hours of running fetch quests outside the tavern walls. That last point reveals the game's deeper structural problem: the tavern itself becomes largely passive once your cook is hired, meaning the sim you bought is actually an action-RPG that happens to own some real estate. The writing does not help. Dialogue is riddled with grammar errors, typos, and a stilted formality that players describe charitably as "reading an old book." No control remapping is available. Lag on some configurations is a known issue with a community workaround involving the F1 menu. These are the friction points of a solo-developer project released without enough polish time, and they matter more here than in a game with stronger bones to lean on. Who actually gets something out of this? Genuinely curious players who find the race-specific room-building concept interesting and are willing to read a community guide before touching the tavern finances. The average session time in tracker data sits around three and a half hours, which tells you most people hit the wall and walk away. If you have a high tolerance for RPG Maker jank and the concept of managing merfolk sleeping quarters sounds charming rather than absurd, there is a niche experience buried here. Everyone else will find the ratio of friction to reward too steep. Diego, Scout Team

Moonstone Tavern - A Fantasy Tavern Sim!
IndieRPGSimulation

Moonstone Tavern - A Fantasy Tavern Sim!

May 13, 2016Trevor Jones
GamerScout Says

Mostly Negative on Steam and built on RPG Maker, this budget tavern sim buries some genuinely charming management loops under a mountain of unfocused design choices. Approach with adjusted expectations.

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About Moonstone Tavern - A Fantasy Tavern Sim!

My first instinct when I see an RPG Maker tavern sim sitting at 30% positive reviews is to close the tab. I kept it open for Moonstone Tavern, and I want to be honest about what that patience got me: a game with a surprisingly wide feature footprint that consistently undercuts itself at every turn. On paper, the scope here is disarming. You start with a derelict two-room tavern and rebuild it for six fantasy races: humans, elves, gnomes, dwarves, orcs, fairies, and even merfolk who need undersea beds. You hire cooks, priests, foragers, and hero companions. You pick from ten starting characters across six classes - druid, witch hunter, gunlord among them - and then juggle a weapon system that splits between melee swords, ranged wands that consume crafted essences as ammo, and spells. There is a day-night cycle with dynamic seasons, a god-worship mechanic that grants tavern bonuses, an optional plague-and-war storyline, an arena where you can bet on fights, and a creature-breeding system with over fifty collectible pets. The checklist reads like a game three times its price. The execution is where the numbers turn uncomfortable. The real-time clock runs at three game minutes per real second and does not pause for dialogue, so mid-conversation enemy encounters leave you completely defenseless - a design flaw that players have flagged repeatedly. The tutorial leaves core mechanics unexplained to the point where the community had to write a manual to cover what the in-game controls guide omits. Early economy is brutal: staffing a single cook costs silver fast enough to put you underwater before you have a guest base to recoup it, and the grind to fund even minor tavern repairs stretches across hours of running fetch quests outside the tavern walls. That last point reveals the game's deeper structural problem: the tavern itself becomes largely passive once your cook is hired, meaning the sim you bought is actually an action-RPG that happens to own some real estate. The writing does not help. Dialogue is riddled with grammar errors, typos, and a stilted formality that players describe charitably as "reading an old book." No control remapping is available. Lag on some configurations is a known issue with a community workaround involving the F1 menu. These are the friction points of a solo-developer project released without enough polish time, and they matter more here than in a game with stronger bones to lean on. Who actually gets something out of this? Genuinely curious players who find the race-specific room-building concept interesting and are willing to read a community guide before touching the tavern finances. The average session time in tracker data sits around three and a half hours, which tells you most people hit the wall and walk away. If you have a high tolerance for RPG Maker jank and the concept of managing merfolk sleeping quarters sounds charming rather than absurd, there is a niche experience buried here. Everyone else will find the ratio of friction to reward too steep. Diego, Scout Team

Tags

singleplayertrading-cardstier:sub-5RPG MakerTavern ManagementRace-Specific RoomsReal-Time EconomySolo DeveloperCreature BreedingGod Worship SystemClass-Based Character

System Requirements

Minimum

OS
Windows 7/8/8.1/10 (32bit/64bit)
Memory
1 GB RAM
Storage
500 MB available space
Graphics
Intel HD Graphics 4000, Nvidia GeForce 8000, ATI Radeon HD 4800 Series
Processor
Intel Core2 Duo or better

Recommended

OS
Windows 7/8/8.1/10 (32bit/64bit)
Memory
2 MB RAM
Storage
500 MB available space
Graphics
NVIDIA GTX 5xx series / 650m or equivalent.
Processor
Intel i3 processor

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Game Info

Developer
Trevor Jones
Publisher
Trevor Jones
Release Date
May 13, 2016

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Price History

2026-06-100.96(lowest)

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Moonstone Tavern - A Fantasy Tavern Sim! is available on PC.

When was Moonstone Tavern - A Fantasy Tavern Sim! released?

Moonstone Tavern - A Fantasy Tavern Sim! was released on 13 May 2016.

Who developed Moonstone Tavern - A Fantasy Tavern Sim!?

Moonstone Tavern - A Fantasy Tavern Sim! was developed by Trevor Jones.