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* GuideDangIt: Like bars in RealLife, most of the saloon's money will be made off of drinks, the research and supplying of which should be prioritized over food's. The game doesn't tell you this.

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* GuideDangIt: Like bars in RealLife, most of the saloon's money will be made off of drinks, the research and supplying of which should be prioritized over food's.food. The game doesn't tell you this.

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Fans of the game may want to check out ''Series/{{Deadwood}}'', the TV series that inspired (though is not legally affiliated with) it.

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Fans of the game may want to check out ''Series/{{Deadwood}}'', the TV series show that inspired (though is not legally affiliated with) it.



* CutenessProximity: Presumably the reason that pets- like the cat and piglet- lower Stress.

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* CutenessProximity: Presumably the reason that pets- like the cat and piglet- pets lower Stress.



* OneStatToRuleThemAll: Savoir Faire plays a part in ''every'' social interaction your character will ever have. Points in it can be the difference between a successful playthrough and one that's cut short by the [=PC=] being thrown out of town.

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* EveryoneHasStandards: The narrative notes whether the saloon sells vices other than alcohol, such as drugs and prostitutes. One event involves the owner of an opium den offering the saloon free drugs as an advertising gimmick, and refusing them will boost the [=PC=]'s Reputation and Town Opinion.
* GuideDangIt: Like bars in RealLife, most of the saloon's money will be made off of drinks, the research and supplying of which should be prioritized over food's. The game doesn't tell you this.
* HateAtFirstSight: Played straight in early builds of the game; new arrivals' opinions of the [=PC=] were randomly generated, so someone s/he'd never met before could be a "Nemesis", someone who slandered them daily and (if the arrival was a merchant) viciously price-gouged them. If the ''only'' alcohol seller in town was generated this way- [[FakeDifficulty well, too bad]]. For this reason, the mechanic was nerfed so that new arrivals couldn't dislike the player too much.
* ItsUpToYou: The townsfolk won't fix the road blockages starving them to death unless you make them.
** The sheriff will be of ''no'' help fending off Chip's gang, although this can be excused because of [[BarBrawl genre tradition]] and [[RuleOfCool allowing the player an opportunity to be awesome]].
* OneStatToRuleThemAll: Savoir Faire plays a part in ''every'' social interaction your character will ever have. interaction. Points in it can be the difference between a successful playthrough and one that's cut short by that ends with the [=PC=] being thrown out of town.
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''Deadwater Saloon'' is a management simulator game made by Creative Storm Entertainment. A demo was released in 2022, to be followed by a full release on September of that year.

You play as the owner of a saloon, the sole landmark on an otherwise dusty, isolated cattle trail. Along with the West's many dangers- weather, outlaws, volatile townsfolk- you must contend with more usual problems; staying supplied, pacifying customers, and keeping your stress low enough you don't shoot your brains out. The growth of a town around your establishment brings more trouble, but also more opportunities. Can you survive long enough to become town mogul?

Fans of the game may want to check out ''Series/{{Deadwood}}'', the TV series that inspired (though is not legally affiliated with) it.

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!!This game includes the following tropes:

* CutenessProximity: Presumably the reason that pets- like the cat and piglet- lower Stress.
* EarlyGameHell: Though ''Deadwater Saloon'' is not an easy game in general, the beginning is by far the hardest part. You can't actually ''sell'' anything (because you haven't researched stuff yet), the businesses that lower Stress aren't around yet, and your stats will be so low that you only have a small chance of succeeding at any skill check- even those stats you specialize in. Even experienced players will have used ''a lot'' of their starter money before the saloon starts turning a profit.
* OneStatToRuleThemAll: Savoir Faire plays a part in ''every'' social interaction your character will ever have. Points in it can be the difference between a successful playthrough and one that's cut short by the [=PC=] being thrown out of town.
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