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That's great to hear, and it explains why the devlogs feel so polished. Doing it all in-house must take a lot of work.

I'm curious how you've been getting Tavern Talk in front of new players so far. What's been working best for you, and what's been a bit of a struggle?

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That's a really good question!

In the beginning we wanted to have a publisher for Tavern Talk. But as you see, that didn't happen. So we took the long, hard road of self-publishing and did almost everything on our own. There is no short, easy answer to this and every game and studio is different.

What we did in summary:

- participate in Steam events that have a showcase or sale (but Valve is changing a lot on their platform right now)

- bundle with other studios that have similar games; bundle your own products on Nintendo and Steam;

- discount regularly on Steam and Nintendo; we have to find a rhythm for Itch

- offering single products on Itch that are not available on other platforms and post news/devlogs there

- doing a Kickstarter campaign 

- doing a playtest

- giving keys out to influencer and streamers when we had our first demo and later for the launch - mind you, visual novels are not really streamable compared to more mechanic-driven games

- doing other collabs in-game, e.g. where characters from Monster Prom were coming into the tavern as guests

- doing the grind on social media and posting regulary: Bluesky, Instagram, TikTok, YouTube (shorts and longer videos), X (not anymore), reddit, Tumblr...

- you can also do ads, e.g. Meta (Facebook) or Reddit and so on - we only did this for the Kickstarter campaign

Spreading the word/your game everywhere you can!