Behind the bar
Gameplay Guide
Last updated: 23 August 2026
The six symbols
Every die has six faces: Sun, Moon, Star, Flame, Leaf and Water. Every order is written in those symbols, and so is every roll.
Sun
Moon
Star
Flame
Leaf
Water
Serving one customer
A customer sits down and their order appears on the parchment. Shake the cup, turn it over, and three dice land on the table. Tap any die that already shows a symbol the order wants — it locks in place and will not change. Tap it again to release it.
Rerolling throws every unlocked die again. You have two rerolls per customer, and each one costs a slice of their patience. When the dice are as close as you can get them, serve.
Order types
Not every order is a plain list of three symbols.
- Any order — the three symbols in any arrangement.
- In order — the symbols must land left to right as written.
- Avoid — one symbol must not appear at all, whatever else does.
- Either-or — the customer will accept one of two sets.
Some regulars also have a signature order, which is worth more than usual when you get it right.
How a serve is scored
- Perfect — all three symbols match. Full payment.
- Safe — two of the three match. A smaller payment.
- Missed — one or none match, and the customer leaves unhappy.
If patience runs out before you serve, the customer leaves on their own and that order pays nothing.
Stars and nights
Each night has its own roster of customers and its own targets: a minimum number served, a coin target, and a perfect-order target. Meeting more of them earns more stars, up to three. Clearing a night unlocks the next one.
There are one hundred nights in five chapters of twenty — Brass Lamplight, Moon Harbour Market, Ember Carnival, Silver Masquerade, and Golden Eclipse. Every twentieth night closes its chapter.
Dice and cups
Coins buy better dice and cups. Each tier raises the chance that a rolling die lands on a symbol the order still needs — Innkeeper Oak has no bonus, Anvil Iron adds a little, and Eclipse Gold adds the most. Cups work the same way and stack with the dice.
Equipment never forces a face. It only shifts the odds, and a run of bad luck is always possible.
Items
- Reroll Ticket — restores your rerolls for the current customer.
- Patience Glass — gives a waiting customer more time.
- Lucky Charm — steadies one die towards what the order needs.
- Safety Bell — turns a near miss into a safe serve.
Items are bought from the shop and used during a night.
Tables and tasks
Five felt tables change how the bar looks, from the house green through to obsidian and gold. They are decoration only and do not affect the dice.
Tasks come in three lists — main, long-term, and daily. Daily tasks refresh with the calendar day. Collecting a finished task pays coins and experience, which raises your level.
Saving
Progress saves automatically, including a night left half-finished. Closing the game mid-shift and returning later puts you back at the same customer.