About this project
Beans: The Coffee Shop Simulator
Beans est aussi disponible en français.
We have worked tirelessly to create this Glib Activity Management Escapism: or G.A.M.E. for short. Quickly! Before your short finite existence on this small wet rock hurtling around the sun ends you can find new meaning for yourself by playing this G.A.M.E. Or at least have some fun for a while and chase away the specter of your own mortality with hours of (somewhat) polished simulation fun.
Beans is a game about running a coffee shop. Specifically, it’s a tycoon-esque romp through coffee-shop culture. We’ve always found something funny about coffee shops - the kind of people they bring in, the kind of community they create, and the strange culture surrounding them. We thought this was a great way to combine our team’s love of writing dark humor with our love of simulation games, pixels, and old school SNES-looking art. Take a look at some of our features below, we hope you’ll love it as much as we do.
OST Available here! https://ricethin.itch.io/beans-ost
Build your own coffee shop! Create your own coffee shop and grow it to a franchise! Will your brand sell overpriced fancy coffee in a luxurious shop or will you provide organic free-range gluten-free coffee beans surrounded by comfy second-hand furniture and patchouli oil? It’s all up to you! Customize and build your brand and take it all the way to the big leagues!
- Place furniture and appliances!
- Decorate your coffee shop!
- Build a community of customers!
- Manage your finances!
- Compete with neighboring restaurants!
Unlock new recipes and items! Create and combine ingredients to find the drink and food recipes that even the customers didn’t know they wanted. From something as simple as an espresso to taste bud abominations like the cafe-au-poisson! It’s your imagination versus your patrons’ stomachs.
- Purchase, level up, and maintain your appliances!
- Research new recipes!
- Combine flavors to make crazy new drinks!
- Maximize profit with complex coffee concoctions!
Manage and train your staff! Hire staff and train them to unlock new options. Select the food and drinks you want your staff to focus on. Figure out what your customers crave. Create your best team and menu to make your franchise dream come true!
- Hire, manage, pay, dismiss, and train your staff!
- Level up employees and choose unique skills and boosts!
- Hire special staff to run events, band shows, and more!
Follow a darkly humorous story across chapters! Explore a silly story of murder, betrayal, redemption, and well, coffee. Thrust into the spotlight, you have been given the chance of a lifetime: prove yourself as an exceptional business mogul and win the inheritance of the Coffeebottom Estate. That is if you can survive the competition. *Cue Dramatic Music*
- Story spanning multiple chapters!
- Motley crew of amusing characters!
- A potential for a cameo from you depending on your pledge!
- Custom cutscenes, music, and in-game miniature cinematics!
In-game events change up gameplay! Events will require you to be ready to change your coffee shop management on the fly. Did a tour bus full of seniors just park outside? Or did you decide to host local bands for a jam session? New customers are flooding in, the lines are long, and customers are getting impatient and are about to leave. Figure it out! Identify what the customers want and deliver it. Give your employees new orders, set out more chairs and tables, change what’s available on your menu, modify your prices and more.
- Random events present dynamic challenges!
- Planned events will test your ability to turn profit!
- Custom animations on events add fun and variety!
Customize and manage five different locations! If you can build and manage your coffee shop well enough you can move on to bigger challenges in more lucrative locations that may require strategic planning on your part. Will you run a coffee shop on a university campus the same way you would in a busy shopping center? It’s up to you to brew your own destiny.
- Run coffee shops across five different locations!
- Each location has its own challenges and events!
- Custom mechanics per location!
- Build a brand across the game’s story!
Who has time for Paragraphs? Not You!
- Coffee Shop Simulation Fun!
- Manage your restaurant.
- Place furniture and decorations which directly impact the type of customers who will show up.
- Hire and Train employees.
- Invest in appliances to expand your menu.
- Experiment and research new (and potentially crazy) foods and drinks.
- Events (hosted or surprise) will put your ability to plan and adapt to the test.
- Build your brand by opening new stores in new strategic locations.
- Follow a fun story of greed, betrayal, murder, redemption, and above all coffee!
Development and Early Access
We will be using the itch.io refinery to early access our game out to players. We feel the tools offered here are just better than Steam's for early access. The game has been greenlit on Steam and we'll of course be publishing there. By supporting us now, you'll get access to the game as soon as it's released!
We anticipate Beans being ready to go next summer, and we'd love if you'd join us in making that a reality.
The above image gives an overview of rewards, check out the sidebar for a more robust description of each!
Beans is written in HTML5, and will launch initially for:
- Humble Store
Of course, the game will also run in a browser as it's HTML native, and plans for how that will be monetized are pending. As you can see on the counter, there is certainly room for more development in HTML5, which leads me to our...
$5,000 Coffee Date Beans is funded!
One of our goals has been partnering with chiptune musicians. This stage will add several notable chiptune artists to the soundtrack, included free with most pledge tiers!
We really want players to get more involved in the actual cooking process during research. Right now, bars fill up in research as is common in tycoon-style games. With this stretch goal, we will flesh out a full featured barista mini game for Ruby to enjoy / tolerate.
Massive Animation Upgrade
We’d love to hire a contract animator to greatly improve our sprite animations. At this tier, we will contract such a person.
Do Androids Dream of Electric Coffee Grinders?
You want mobile? We'll combine outsourcing with programming to figure out how to get this sucker to compatible Android devices. This is no small task considering the intricacies of Beans' UI, and this certainly wouldn't be ready at launch, but it's definitely on our radar, and your contribution can make it happen!
$17,500 An Apple a Day Keeps our Sanity Away
In addition to the previous stretch goal, we'll release Beans for iPad and compatible Apple devices. This is totally new territory for us, as we've really never done much Mac development, so the extra cash will go to learning, resources, and outsourcing to make sure we don't screw it up too badly.
$20,000 Super Mystery Reward
If we reach $20,000, we will add a super secret mystery reward! This is a little secret that we've been sitting on, and we're excited to hopefully make it this far! In addition to the super mystery reward, we'll also send along a little something extra to every single backer!
A bunch of alcoholics. Namely:
Our social media nerd, localization chick, marketing and bookkeeping whiz, and occasional barista, Katie is the face of the game. Mostly because we would much rather look at her face than any of the other two pasty blobs above, and we think you will too. Katie's a teacher by day, and has more patience than Matt and Matthew combined, which is also of paramount importance when dealing with game developers.
Beans needed a writer, and rather than recruiting one, we hired Matt Daye. Purveyor of sardonic humor, game and level designer, and general bitter human being, Matt keeps us from making any jokes about bean flicking. In his day job, Matt works as an IT guy slaving over a hot support queue. This helps fuel his general disgust for humanity just enough to create great dark humor. He suffers, you benefit. The shine off of his forehead also disorients and startles our enemies, keeping the office safe.
Lead developer, pixel 'artist', systems designer, and programmer, Matthew works his day job in AAA games. Because he can't figure out what to do with his life, he spends spend both his work and free time making, playing, talking about, and occasionally eating video games. Considering all the productivity, anxiety, and loose bowels that coffee has given him, he figured it was time to give back with the preeminent coffee-based video game that no one asked for.
Beans is a game we're making because we love to make games. On top of that, we love making games that could have feasibly been played on the SNES. Though, I suppose for this game you would need the mouse from Mariopaint.
Regardless, we are making this game whether or not we get Kickstarter funding, and whether or not we make money. We're making the game because we think it's fun, and it's a great outlet for the stresses of our lives. To that end, the game is dark, somewhat bitter, and honestly a little autobiographical. We like to think of it as game dev therapy.
We put this on Kickstarter because we think Kickstarter is such a huge and important part of indie game development that we hope to use this as a platform not only to get the best music and art for the game, but also to take a little of the stress off of funding all of these things out of our own pockets.
Risks and challenges
Anyone who has ever spent any time in game development, or realistically in any creative endeavor, is well aware that risk and change is part of the process.
We anticipate lots of issues, problems, bugs, and general meltdowns in the process of making Beans. We've already had several, and we're not even funded. That's why we have a reasonable scope, as well as a long development tail to give us lots of time to sort these out.
We've worked in game development as AAA's, Indies, and educators for over ten years. We have combined knowledge that can get us through any of the issues that might arise, and we are confident that we can deliver the product as described.
Some other issues less in our control include:
Lack of interest in the game, lack of sales revenue, lack of customer appreciation of our humor, and marketing and distribution difficulties.
Still, we don't feel these issues will prevent us from delivering our Kickstarter rewards or promises - they may, however, prevent the game from being ultimately profitable.
Such is #gamedev!Learn about accountability on Kickstarter
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