The Drunken Inn is built by one person and changes constantly. This is what has shipped so far, newest first.
The Hall remembers you back
- NewBefore a new hero sets out, the game now pauses to remember the ones who came before — their names, how their stories ended, and the rumour the world still tells of the last one.
- ImprovedThe Hall of Heroes now follows your account instead of just your browser, so your fallen and your victors survive a wiped cache and follow you to a new device.
Spellcasters, and a fairer send-off
- FixedWizards, clerics and other casters can finally cast in combat. Spells sit in the action bar, and full casters get a cantrip so an empty slot pool never drops you back to swinging a dagger.
- FixedThe Hall of Heroes no longer eulogises heroes who are alive and well.
- FixedThe world stopped losing track of where you were, which had been opening exits to places that did not exist.
- NewA free demo, no account needed, so you can hear the narration and roll a die before deciding anything.
Progress follows your account
- ImprovedCampaigns you have conquered now sync to your account rather than the device, so a win on your phone shows up on your laptop.
Things worth carrying
- NewThrowables that burn, sear and melt, plus buffs and cures you can drink mid-scene.
- ImprovedThe world offers item tiles, so tools and trinkets earn their inventory weight.
A sharper narrator
- ImprovedA successful roll now pays off with real information instead of a mood-setting non-answer.
- ImprovedExits name real places, and companions already in your party stopped being offered to you as fresh recruits.
- FixedCompanions keep their pronouns instead of switching mid-campaign.
The persistent party
- NewCompanions level alongside you. Health, attack and damage all grow, and they heal when you do.
- NewBeat a campaign and your surviving party travels with you into the next one. The fallen stay behind.
- NewA regroup camp between chapters: heal up, recruit into open slots, and visit the quartermaster before setting out again.
Twenty-four campaigns, tracked
- NewCampaigns you have beaten are recorded and shown as a progress badge, and the ones you have not seen get offered first.
Campaigns that turn
- NewAn act-three reversal: a darkest-moment beat before every campaign's climax.
- ImprovedCompanions hold real conversations instead of standing silently behind you.
- FixedPhantom characters conjured out of scenery, and exits back to places you had already left.
Legible, and a little kinder
- ImprovedMore starting health, clearer stats, and your class's perks shown at character creation rather than discovered by accident.
- NewInstallable on your phone as an app.
- FixedBonus-action buffs no longer eat your entire turn, and a failed check stopped trapping you in a retry loop.
Companions with faces and voices
- ImprovedSturdier companions, portraits on the ally screen, and companion voices extended into ordinary conversation rather than set-piece moments only.
- FixedThe volume slider no longer runs off the edge of a phone screen.
Every campaign gets a spine
- ImprovedAll twenty-four campaigns now run on a beat structure, so a story reliably builds to its climax instead of wandering.
- FixedThe final boss keeps its authored name and stats, and a campaign actually ends when you kill it.
Choose your party
- ImprovedYou assemble your team at the start rather than being nudged into recruits mid-run, with one designated ally worth seeking out in every campaign.
- NewA running narrative log of what has actually happened in your story.
Shops, loot, and a fair fight
- ImprovedPotions are carried rather than drunk the moment you buy them, and wares open on arrival so you buy in the window instead of in the prose.
- FixedResting mid-battle no longer works as a free full heal.
- FixedPrices spoken aloud in a shop stopped being counted as gold you had found.
Play by tile, and abilities that bite
- NewTile-only play: every action is something you tap, not something you have to phrase.
- ImprovedClass abilities became mechanical rather than decorative — a fighter's extra action is a real extra action now, not a line of narration.
- NewEight more campaigns, camp events, and quest objectives.
- ImprovedNarration reined in to a few tight lines instead of running long.
Thirteen systems for playing alone
- NewA world that reacts: character attitudes, reputation, passing time and weather, a journal, rest vignettes, milestones, mounting threat, and crossroads moments.
- FixedThe “limbo” bug, where a campaign could run on forever without ever reaching its ending.
Death means something
- NewFall in battle and the narrator writes your eulogy. Your hero is remembered in the Hall of Heroes.
- NewYour legacy carries forward into the next run.