Welcome To The RoadHouse .... Manager!

RoadHouse Manager

Bartend and run a roadhouse in this AI-enhanced roguelite-sim! Patrons once impressed, will become permanent barflies that can be hired as staff, or sent on quests in the mysterious mist. Upgrade your roadhouse, hire a band, and build your Signature Cocktail, with 333 ingredients to choose from.

Hello world! Today, with great pride, I'd like to introduce RoadHouse Manager to the world. What a momentous occasion! First, a tiny bit about me. My name is Kevin. About two years ago or so, I quit my day job with Activision Blizzard to make my own games -- a lifelong dream. This was a big leap of faith, as I didn't really know how to make games at the time, but hey, we only live once in this game, so I hopped. Gameboardgames studio came into being. I got into the groove making some blockchain games associated with my crypto-company, Steak4All, on the Sandbox platform. But I wanted more. So here is more: [h1] [u]RoadHouse Manager[/u][/h1] Welcome to the RoadHouse! Thanks for being here, you reading this. Whats-your-face, I really appreciate it. Here are the three pillar prerogatives slash design goals for this amazing first game from gameboardgames, a game-making gamey game company. [h2] 1] Create a truly innovative, never-before-seen game design in an entirely new genre-combination. [/h2] RoadHouse Manager is a completely new idea in gaming. If you combined [i]Dave The Diver[/i]'s gameplay loop, with a sorta [i]Overcooked[/i]ish control & camera, with the roguelite mechanics and crew of [i]F.T.L[/i], and set it in a [strike]bar[/strike] RoadHouse, and added circa 2024 LLM AI powered NPCs that you send on quests sort of how you do in [i]Palword[/i] then you'll have a rough idea of what this newfangled debut Steam game of ours is all about. [h2] 2] Utilize the latest AI tooling to have infinite-possibilities NPCs [/h2] Lot of game devs these days are like 'Oh noes, AI's be bad, they took our jebs!' and so on. Not gameboardgames. If we were making games when the Adlib and SoundBlaster came out (the first sound cards), we'd put voices in our games. If we were around when 3dfx released the [i]Voodoo[/i] (the 1st generation of video cards) we'd make a 3d game. If we were around when network-enabled multi-player became a thing, we'd make a MP game. In short: we're going to push the envelop of gaming tech with AI in 2024, having our custom AI's give personalities to our game characters. Big thank you to Steam for allowing AI content (just a few months ago). It's time for a new era of gaming. [h2] 3] 300x - 500x more fun that Starfield! [/h2] Well this is sorta of more a goal than a pillar of design. We are using Starfield as fun-benchmark because I was personally mega-disappointed by it. (What a bad design though, really.) If [i]RoadHouse Manager[/i] isn't more fun than Starfield then I think we'll close the studio and call it a day. Fortunately this a low bar though, because Starfield was about as much fun as a soggy banana. So that's post number 1. Stay tuned, we're going to make a dev-log here, giving updates on the roadhouse's development. If any of this sounds interesting, we'd love it if you wishlisted our game and followed along on journey. Hasta la vista!