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Travellers Rest on Steam

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Craft, farm, build and cook! In Travellers Rest you will have to use all the available tools to become the best tavern keeper in the realm. Create unique dishes and drinks to please your customers as you discover the world and its colorful characters.

Travellers Rest is a life sim, pixel graphics and management game developed by Isolated Games and published by Isolated Games and IndieArk.
Released on July 28th 2020 is available on Windows, Steam Deck and Steam Machine in 22 languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Turkish, Japanese, Korean, Portuguese - Portugal, Simplified Chinese, Russian, Traditional Chinese, Italian, Dutch, Thai, Ukrainian, Czech, Romanian, Hungarian, Indonesian and Spanish - Latin America.

It has received 16,575 reviews of which 14,420 were positive and 2,155 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 17.99€ on Steam, but you can find it for 11.16€ on K4G.


The Steam community has classified Travellers Rest into these genres:


Here is the detailed breakdown of supported languages for Travellers Rest:

UI Subtitle Audio
English
German
French
Italian
Korean
Spanish - Spain
Simplified Chinese
Traditional Chinese
Russian
Thai
Japanese
Portuguese - Portugal
Polish
Dutch
Hungarian
Czech
Romanian
Turkish
Portuguese - Brazil
Ukrainian
Spanish - Latin America
Indonesian

Media & Screenshots

Get an in-depth look at Travellers Rest through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: Windows 7 (SP1+)
  • Processor: SSE2 instruction set support
  • Memory: 8 GB RAM
  • Graphics: 1 GB dedicated video card with shader model 4.0+
  • DirectX: Version 10
  • Storage: 2 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

913 hours played
Sept. 2026
I think it's time for me to share my thoughts about this game. Most of the recent negative reviews i read pretty much sums up what i'm feeling. The game is not going in the direction that i hoped for. But, i still need to give it a thumbs up. Let me explain. When i bought the game last year, most of the gameplay was centered on the tavern management and being an innkeeper. Farming, Animals and Fishing was already implemented into the game. I enjoyed farming my owned ingredients, but i let down anything related to animals and fishing, mostly because it was not interresting enough for me, too time consuming, and completely skippable by purchasing fishes and animal products directly from vendors. My gameplay loop was waking up in the morning, go to town to buy seeds, meat and fish, do a bit of farming, prepare drinks and cook food, that was the morning chores.. then open the tavern and play as the bartender/server for the rest of the in-game day. I absolutely enjoy anything i do inside the tavern, espicially taking care of food and serving drinks. That's pretty simple in term of gameplay, but that's the part i enjoyed the most. Doing that task gives reputation, that is used to buy more recipe for variety, which gave me a good sense of progression. I was absolutely loving the game in it's current state and was thrilled to see that it's still early access, expecting more and more content. Then, more content came. More content that are not directly related to the tavern. A large update dedicated to mining. While it's still completely optional, mining is required to unlock tools and items that goes inside the tavern. That means a large potion of the game-time goes into mining. And now a whole large update dedicated to magic. That's means more things to do, more area, more running around the world, which eats up time could have been added to direct tavern management. I just want to be clear though. All that added content is very nice. It's enjoyable. It's polished and very well made. If i had never ever heard of Traveller's Rest before and jumped into the game right now, maybe i would enjoy it all as a whole and wouldn't complain at all. So here i am. I purchased a game that i thought would go all in into tavern management, but it decided to expand in every other direction instead. However, the core of the game i purchased is still completely intact, the same gameplay loop that i enjoyed last year is untouched and the extra content is technically optional. Sometimes, games turn around and go in another direction, completely altering the gameplay and changing mechanics. It's not the case here. I'm still going back to play it and enjoy the game. I'm still glad of my purchase and i wouldn't ask for a refund even if i could. So i really cannot give it a thumbs down. But, i think it's time for me to let down my hopes. The tavern management side of this game seems to be complete, and the future updates will most likely go elsewhere.
69 hours played
Aug. 2026
This game is never going to avoid the comparison with Stardew, so I'll just go ahead and say why I prefer this game to Stardew. It does feel in retrospect like the main TLDR is it soothes the bit of me that optimises the fun out of the game, in a sense). Pros: [*] No stamina! No genuinely, probably the best thing for this genre, I want to be cosy farming stuff, not worry about accidentally having swung my axe facing the wrong way a few too many times, and it takes away the extra negative feelings of either deflatedly running out of energy before having gone halfway through the day, or running out of day before energy and feeling like you wasted that energy. [*] While it's a lot "slower" (e.g. each season properly takes three months instead of one), it has a much more enjoyable variety in the loop within one gaming session, with the tavern especially. Without stamina limitations, you can actually interact with a much greater variety of things in a day, while on the macro level feeling less rushed, giving you time to properly set your things up for (like persistent crops) and enjoy the season fully. Likewise, the lack of big events allows me to focus on the improvement I want to make to my tavern without worrying that I am missing out on an event I entirely forgot about between play sessions (though I can see how that would be a con to some). [*] Seems the seasons are now(?) all a single month, though the overall feeling still stands [*] Not everyone will want that an equal amount, but I definitely massively love the fact I have the amount of control (and incentive!) to decorate my tavern and really make it my own. With the comfort mechanic, it doesn't feel as wasteful to invest into making the tavern look fun. I also have a reason for spending time inside my home and looking at it all which I do not in Stardew, where I don't know if I ever bother buying any of the cosmetic stuff. [*] The fishing is actually fun. [*] I have both a cat AND a dog. Cons: [*] I do easily see how people will miss forming bonds with the folks in town, as the game does feel more shallow on that front (even if I personally still enjoy the mild drama, and the fourth wall breaking humour), though I personally am more focused on the gameplay loop than the story for these games. [*] Likewise, I don't miss it as much as I know others will, but I do feel like it might be nice to have a better "fighting" experience than swatting crabs and turkeys with a mop 😅 [*] I do wish we didn't have to still be tethered to the "you can only save by sleeping" idea.
103 hours played
May 2026
I’ve fully played through the game and completed all achievements because I enjoyed it that much. I want to split this review into three parts: 1 My experience with the game 2 Suggestions & improvements (⚠️ spoilers ahead) 3 Tips & tricks I wish I knew earlier (⚠️ spoilers ahead) My Experience With The Game First of all: the game has an incredibly cozy atmosphere. You can feel inspirations from Stardew Valley or Harvest Moon, but it feels like its own fresh take on the genre, especially due to the tavern management. If you enjoy relaxing farming games, Travelers Rest is a nice change of pace. Building up your tavern, earning money, decorating, and creating your own identity for the place is a lot of fun. I loved that I didn’t always use my tavern normally. Sometimes I turned it into a seafood restaurant with fried fish and clam soup only. Other times it became a small Italian restaurant serving lasagna and bolognese. That roleplay aspect made the game surprisingly immersive and creative. The tavern system is a huge highlight. I spent a lot of time redesigning rooms, changing layouts, and trying out different setups. It genuinely felt like I was building and managing my own little business. The dialogue and monologues were also much more entertaining than I expected. The art style gets a strong 9/10 from me. The animations are charming, environments are beautiful, and sound effects feel satisfying. Mining is another highlight with its layered mine design and small puzzle elements. Fishing, on the other hand, felt a bit ...repetitive — but that’s pretty standard for the genre. Overall rating: 9/10 Relaxing, fun, charming, and not overly repetitive. The tavern management especially carries a lot of personality and creativity. ⚠️ SPOILER WARNING ⚠️ The following sections contain gameplay tips, progression details, quests, and late-game mechanics. Suggestions & Improvements I wish the trash bin actually gave trash items. Right now there’s almost no difference between throwing things away and filling your map with storage chests. For example: Only furniture items generate trash Or only items above a certain value threshold Or a capped system where only a limited percentage of items become trash This would keep the system meaningful without letting it become exploitable or cluttered. An autofeeder for animals would fit perfectly as a quality-of-life upgrade. I reached Tavern Level 25, and I’d love the ability to build multiple separate tavern halls or sections with individual counters and dedicated employees. For example: A main dining hall A smaller secondary room or upstairs hall Themed areas like seafood, bakery, etc. Private dining rooms This would make the system feel much bigger and create fun roles in multiplayer. Magical brooms should work in every room, including guest rooms, to make cleaning smoother in late-game taverns. Fishing needs a simple audio cue when a fish bites, and more skill progression (faster fishing, bigger catch bar) would make it more satisfying. I’d love additional progression for the scythe. Higher-tier scythes could drop extra plant fiber or improve harvesting efficiency, as plant fiber becomes a real bottleneck later. The lemon quest could use a small hint like: “When life gives you lemons… keep them” to prevent players from getting stuck for a whole season. Major questlines (like the animal shelter) should reward achievements. Also, let us adopt more animals if someone wants 15 cats… let them>:c. Pirates could have a dedicated shop with themed furniture, cosmetics, small quests, and rewards. Lastly, please expand quests and story content to enhance immersion. Tips & Tricks I Wish I Knew Earlier DO NOT throw your trash away. You will need it for late-game progression and quests. Hoard everything. Every resource matters eventually. Don’t be afraid to spend money on ingredients. Buying eggs, milk, etc. can massively boost profits through better recipes. Upgrade guest rooms early. Slow at first, but very strong long-term income. The ultimate brewing strategy: Mass-produce your drinks early on and stockpile them! I hoarded 3 large chests completely full of alcohol. Because of this, I basically never had to brew again in the late game, bought every single recipe, completely remodeled my tavern, and currently sit comfortably on 166 Gold without any money issues. Expand your workshops later on to avoid bottlenecks! Make sure to build a massive kitchen and crafting space. Indoors, I run 5 ovens, 5 brewing stands, and 5 of every other workstation. Outdoors, 2 furnaces and 1 of everything else is enough. If you don't scale up, you will hit a major bottleneck where you can't produce enough items to keep the tavern running continuously. Look out for workshop furniture buffs! Specific items give massive bonuses when placed nearby. For example: Wood piles make planks cheaper; Coal storage reduces coal consumed; Blacksmith cupboards make your furnaces work 10% faster! The ultimate crafting & storage trick: Group your workstations closely together. Keep two large chests filled with your crafting materials right next to them. Since the game allows you to reposition completely full chests, you can simply move the entire chest right next to the workstation you currently need and start crafting immediately. Maximize your cellar for an infinite loop. Expand your cellar and fill it to the brim with aging barrels to create a seamless, non-stop production cycle. Don’t optimize the fun out of the game. Roleplay your tavern. Make themed menus. Use seasonal food. That’s where the game shines. Build fish traps early. They pay off faster than they seem. If you have nothing to do: fish. Good income + useful resources. Customer capacity tip: Your maximum customer count already includes bonuses. Don’t overbuild seating; a small buffer of 10–20 extra seats is usually enough. Decoration stacking penalty: Using the same decoration repeatedly reduces its effectiveness. Mix decorations instead. Always dig up every single X on the ground. You must dig these up for the 0.2% quest, and they are incredibly useful for finding hidden recipes. Overall, this game already has an incredibly strong foundation. I’m excited for future updates, more world expansion, and deeper NPC storytelling. Best regards, my first big Steam review :) Also: I’m German and not a native English speaker, so I used AI translation help for parts of this
149 hours played
April 2026
I have loved this game! Specifically, I love that there isn't an energy gauge- you can play the entire day without a loss of energy to stop you! I've struggled with other games to get anything done when there is so much to do each day- tend the farm, gather supplies, get to the stores, explore- so having the entire day without a loss of energy makes things so much more enjoyable and much less stressful! Its relaxing to play! I've also enjoyed the game updates to the storyline so far! The games and trials have been so much fun! I've also really enjoyed the design aspect, and with each new guest room I've unlocked, I've made each a different theme! I have played over a year in this game, and have still kept playing! I can't wait for the full game to be released, but I have enjoyed having my own little hotel/tavern so far!
77 hours played
April 2026
I think this game is enjoyable in its current form, though it is clearly in an unfinished state as of yet. It is a form of Harvest Moon /Stardew valley type game, which focuses on managing a tavern. You must make all of the food and alcohol you serve at the tavern, collecting the ingredients by farming, fishing, and buying them from vendors. There is also an as yet unfinished storyline. Ultimately, the game is worth giving a go, but it very much feels like a feature creep form of game where each individual component was introduced without giving full thought to how the whole fits together, and rather because it is expected within this type of game. For example, fishing is a feature of the game, but it doesn't really add anything, and feels more like it was tagged on as an independent module. In general I think there are a few minor flaws of the game as a whole which reduce my enjoyment (e.g. the tavern is semi-automatable, with the ability to hire members of staff, but only one of each, and you still have to manually stock the drinks and food, requiring presence throughout the day; the fishing minigame is very basic and boring; the controls are a little clunky for a game that has been in production for so long). However, there is one large flaw, and that is that often it is better not to play the core gameplay loop than it is to play it. Due to the complex nature of food and drink prerequisites, it is often far better to stock things up in large quantities than do a little here and there. similarly money is generally fairly difficult to generate without complex foods and aged drinks, which takes time. It is far more efficient to save up a load of very aged drinks and high quality food by sleeping through days, then it is to play each day day to its full. I think that any game which is more efficiently played by not playing the game has core mechanical flaws, and in this case I'm not sure how they can be solved without redesigning the core gameplay mechanics. The game is very much still in development, though it is still facing a fairly long development until it is ready to be released. I will keep my eye on it, and give it a thumbs up for its potential, but it isn't quite there yet.

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Frequently Asked Questions

Travellers Rest is currently priced at 17.99€ on Steam.

No, Travellers Rest is currently not on sale. You can purchase it for 17.99€ on Steam.

Yes, Travellers Rest received 14,420 positive votes out of a total of 16,575 achieving a rating of 8.50.
😎

Travellers Rest was developed by Isolated Games and published by Isolated Games and IndieArk.

Yes, Travellers Rest is playable and fully supported on Windows.

No, Travellers Rest is not playable on MacOS.

No, Travellers Rest is not playable on Linux.

Yes, Travellers Rest is playable and fully supported on Steam Deck.

Yes, Travellers Rest is playable and fully supported on Steam Machine.

No, Travellers Rest does not support VR.

Travellers Rest offers both single-player and multi-player modes.

Travellers Rest includes Co-op mode where you can team up with friends.

Yes, there is a DLC available for Travellers Rest. Explore additional content available for Travellers Rest on Steam.

No, Travellers Rest does not support mods via Steam Workshop.

Yes, Travellers Rest supports Remote Play Together. Discover more about Steam Remote Play.

Yes, Travellers Rest is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Travellers Rest.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 26 October 2026 23:50 UTC
SteamSpy data 25 October 2026 09:02 UTC
Steam price 27 October 2026 03:34 UTC
Steam reviews 19 October 2026 08:04 UTC

If you'd like to dive deeper into the details about Travellers Rest, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Travellers Rest
  • SteamCharts - Analysis of Travellers Rest concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Travellers Rest compatibility
Travellers Rest
Rating
8.5
14,420
2,155
Game modes
Multiplayer
Features
Online players
1,107
Developer
Isolated Games
Publisher
Isolated Games, IndieArk
Release 28 Jul 2020
Platforms
Remote Play
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