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Tea Runners: Turkish Teahouse Simulator PlaytestNewsSix of you, one counter — 0.18.4
Game update

Six of you, one counter — 0.18.4

Tea Runners: Turkish Teahouse Simulator Playtest · published 10 Oct 2026, 17:41 UTC

All newsPlayers around this dateRead on Steam

Six of you now


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.

You work as your own character now


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.

Three save slots — and co-op is separate from single player


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.

You can drink the tea — and throw it


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.

Hands


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.

Everyone stands on the floor


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.

The toilet


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.

Screen shimmer: now your call


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 shaking is gone


The most reported complaint: "the image breaks up while walking." It had three
separate causes and all three are closed:

  • Motion blur was switched on. We believed the game had none — the scene
    really didn't have any, the effect was sitting somewhere else entirely and ran
    on every frame.
  • Step-by-step hitching removed; the character controller's minimum move
    threshold was zeroed.
  • The hard corner in the head bob at the bottom of every step was
    smoothed out. Same amplitude, no jolt.

Shopkeepers stand behind their own counters


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 rude gesture is finally the right rude gesture


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 list is complete


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.

A new page in the guide


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.

Small things

  • The game has a new icon.
  • Onur the apprentice now arrives clean-shaven.
  • The tea tray sits at the right height in your hand.
  • Saves sync to Steam Cloud.

Feedback on Discord: discord.gg/BxzZAJTkBv
If you like it, a wishlist makes a genuinely large difference to us at launch.

More from Tea Runners: Turkish Teahouse Simulator Playtest

Other announcements

All news
Game update1 Oct 20260.17.1 — Tutorial patch notesThe tutorial got a pass, straight from player feedback: - 🍬 New chapter: SUGAR. Five steps now — Brew Tea → Sugar → Serve → Clear → Toilet. You learn to fill the table's sugar bowl; tea served to a table with an empty bowl leaves the customer unhappy. - 👤 One customer only. No pile-up while you are learning — you finish the lesson with a single guest. - 🚽 The toilet lesson actually runs now.…Game update28 Sep 20260.16.1 — A quieter screen, and the tutorial is its own modeA quieter screen - The HUD now keeps only what you need on it at all times: the clock, the day and your money. Everything else shows up when it has something to say. - Tea and glass stocks appear when you look at the boiler, the teapots, the tea shelf, the sink or the tray stand, and fade out again when you look away. - Daily goals moved to a key: hold Tab to see them. They also appear on their…Game update24 Sep 2026Co-op fix: the lobby screen is backAfter the last update co-op was unplayable: the lobby screen never appeared, so the day never started. The same bug also made the Esc menu, the shop PC, the day report and the tutorial invisible. All fixed. In this build: • The co-op lobby screen opens again — invite a friend and start the day together • The Esc menu, PC terminal, day report and tutorial open again • The lobby screen was rebuil…