Tea Runners: Turkish Teahouse Simulator Playtest · published

The co-op limit went from 4 to 6. The counter still fits one person, the
salon now fits six — the division of labour sorts itself out: someone brews,
someone runs trays, someone works the sink, and the rest probably stand in the
doorway.
The character screen was rewritten. You pick male or female first, then
one of that body's outfits — 21 characters in total. On top of that come
22 attachments: 11 hairstyles, 3 beards, a moustache, 6 hats, beanies and
headphones, and glasses. That is 1344 combinations per body, so running
into your own twin in the salon is now genuinely hard. Attachments replicate in
co-op too: your friend sees you exactly as you built yourself.
There are 3 save slots for single player and another 3 for co-op.
An evening with friends no longer writes over your own business. CONTINUE
opens the save you played last in one click, SAVES lists all three. Your
existing save becomes slot 1 with nothing done to it — nothing is lost.
When you start a new game you are now asked for your tea house's name,
and it goes up on the sign out front.
R drinks whatever is in your hand: tea, soda, ayran. It is not free — the
drink comes out of stock and you are left holding a dirty glass to carry to the
sink.
G throws it. The glass lands where you aimed — and when the argument at
an okey table boils over, the customers throw glasses too. This is the
first version where the fight is something you watch rather than something you
read in a notification.
Carried items no longer float in mid-air. The hold point sits at a fixed spot in
frame and your character's right hand reaches for it — whichever way you
look, the tray is on your palm and the glass is between your fingers.
The fingers actually close now, too: trays and bread are held on a flat open
palm, a tea glass is gripped, and the cue and broom are held by
the shaft. The cue finally stands upright in your hand instead of hanging
horizontally in the air.
The "they're walking on air" complaint is closed. It had two causes stacking on
top of each other, putting characters 19 cm above the ground. Every
walking NPC's feet now rest on the actual floor — customers, shopkeepers, the
apprentice, the police, the inspector.
When a customer goes to the toilet, the number two actually happens in the
cubicle. The mechanic was working all along but it was invisible: the
customer was standing on the far side of the partition, right next to the
urinal. They go to the right place now, and turn to face it.
SETTINGS has a new Anti-aliasing row: Off / SMAA / TAA, defaulting
to TAA. TAA removes the most crawl from thin geometry while you move; the cost
is a very slight softening in motion, and SMAA is there if you prefer it.
The most reported complaint: "the image breaks up while walking." It had three
separate causes and all three are closed:
Until now every shopkeeper stood at a second counter the game built for them,
often metres from the real one, so you would see two counters in the same shop.
Now all 20 shops put the shopkeeper behind the counter the level designer
actually placed.
The shop signs are fixed too: the pharmacy no longer says BARBER above the door.
The "nah" on the emote wheel (Q) was performing the wrong gesture entirely —
a Mediterranean forearm jerk rather than the Turkish one. It is now what it
should be: one hand, from the elbow, upper arm down at your side.
The key-binding screen in SETTINGS was not showing its last three
actions — drinking, throwing and the daily-goals key could not be rebound at
all. The HOW TO PLAY page was missing six keys. Both are complete now and split
across two pages.
The GUIDE has a new YOURSELF page: drinking, throwing and the emote
wheel. Each card shows the key you press, and it follows your own binding if you
change it.
Feedback on Discord: discord.gg/BxzZAJTkBv
If you like it, a wishlist makes a genuinely large difference to us at launch.