Build and expand your monastery, craft recipes and brew holy ales in this unique brewery tycoon. No pre-made recipes in Ale Abbey, oh no. It's a canvas for true beer alchemists. It's as simple as: brew, sip, repeat. Welcome to Ale Abbey!



May your hops be fragrant and your yeast bubbly!

Give your brew a unique name, experiment to discover special traits, and ensure your ales reach unprecedented popularity! Dive into a vast array of over 20 European styles, meticulously choosing the equipment that best suits your needs. Adjust the quantity, quality, and mash temperature to blend the perfect brew. Decide whether to store it for aging, or sell it at the market. Put your trust in your monks’ brewing skills, and let them create the holy ale.


Make sure your monastery prospers and ascends to glory! Above ground, build living quarters for your holy crew, production hubs like Libraries and Breweries, and some all-purpose spaces, including the Refectory and the Abbot's Office. Beneath these heavenly floors, it's all about your monastery’s cold cellars (the most sacred of spaces for your brews). Design, build, and turn your monastery into a hub of holy hops!

  • Unlock up to 21 european ale and beer styles
  • Create your own recipes following (or not) the styles guidelines
  • Brew your ales and beers, sell them on the market, distribute them to the monks or to the poor, use them to bribe the bandits, or to please the local lord
  • Grow your monastry, add new rooms and a plethora of piece of furniture
  • Level up and educate your monks, and make sure they never run out of food, beds, and above all, ale!
  • Unlock, understand and tame your way on 13 markets up to the Capital
  • Get tasks and rewards from either the Bishop or the travelling Pilgrims


It's not only about crafting ales, it's about curating a brewing legacy. At Ale Abbey, happy monks will need more than just a good workplace, they will require a steady flow of tasty ales. But that's not all! Appease Lords, befriend neighboring Abbeys, and handle bandit encounters... A tale of challenges unveils in the frothy world of Ale Abbey!



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You're not used to us posting longer format posts about the technical aspects of Ale Abbey's development, but there are a few game dev hiccups that we managed to solve and we thought sharing with others could benefit them as well!

One of those "hiccups" was scene perspective. In Ale Abbey, a 2D game with pixel art viewed from the side, the call to work on perspective came when Emiliano was looking at the sides of some of the Monastery's buildings. How can we make scenes, when the camera is panning or zooming in and out, look and act smooth and natural? If we could see immersion-breaking issues with a side of a building, with scenes becoming more complex by the day, the players would definitely feel "the magic" dwindle as well.


A major break came when the team started working on the tiling of the floors of the Monastery: the floor of a room would have to look good on its own, good when multiple rooms are stacked next to each other, and everything should tie up well together without breaking the most important part of a game, the magic of immersion.

-- How it started

We started by designing the first floors for the rooms with a bit of faked perspective in mind. This allowed enough of the floor (approximately 60 pixels) to be visible - as if seen from a raised position - and with the tiles' side edges drawn as radial perspective lines.


This actually worked for a single room, but the moment two rooms were seen side-by-side, the spell of immersion broke. This effect was amplified when the camera moved (or zoomed out) and multiple rooms were stacked next to each other.


Our first full-fledged effort to correct this was by making the floor tiling orthographic, as you can see below, but - alas - it would not solve the issue.



-- Research for a potential solution

Ale Abbey's project lead, Emiliano, and our Creative Director, Francesco, discussed some possible solutions and researched how other games dealt with this problem. What they found was that, in reality, most of them avoided it entirely, either going full 3D or showing the side view with no terrain surface. The duo tried a few iterations, even shortly considered some funky 3D/2D hybrids (don't ask...), to no avail.

Our pixel artist, Raimo, later pitched in by bringing some great examples of how two legends in the field, cyangmou and Fool, handled similar issues in the past. These artists were among the few we could find that had dealt with extended side-by-side, 2D side view terrains that also had some perspective.

TheMummyDemastered cyangmou 600



After our internal research and brainstorming, we isolated 2 main techniques they used. First, was a circular perspective distribution of the tiling. With some tweaking, this technique seemed to do very well in faking the depth without breaking the immersion when expanded side-by-side. Second, was a fading to dark of the tiling near the side edges of the floor. This way the two neighboring rooms wouldn't end up having the tiles too close to each other and a direct visual comparison wouldn't be possible.

-- Final touches!

After some more experiments, Francesco drew out a test floor for the brewery room that looked very passable. But one issue remained... the circular shape with the faded sides created a sort of concave visual illusion effect in the center of the room as if the floor sank towards the center.


By adding a little bit of shadow to the exterior of individual tiles, and by creating a sort of conical effect (as if the floor rose towards the center of the room) we managed to compensate for this issue, creating a balance driven by visual illusions. We later finalized it by providing a bit of "thickness" on the side view cut of the floor for a slightly more realistic material feeling.

The new floors now work perfectly both when seen in individual rooms and in stacked rooms (side-by-side). We also managed to add some extra "depth" to the room, creating even more space for furniture and monks to act and move.


We expect that adding a tiny bit of parallax effect to the dark silhouettes framing each room will bring the whole thing together, but this is an easy fix and we are very happy with the result achieved so far! Even if this is something we had to tackle a few months back, we are still very much open to ideas that might improve it even further ;)

With this, we'll let you enjoy your weekend responsibly, but remember to join us next week for some more Ale Abbey news!

-- Hammer & Ravens

Wishlist (and tell your friends!)


Craving for more Ale Abbey? Maybe looking to chat with the team and our community? Follow:

Ale Abbey on



Our studio, Hammer & Ravens, on Discord or:


Something's Brewing in the Abbey #128

Something's Brewing in the Abbey #128

News 2 comments

Another busy week developing Ale Abbey, another Something's Brewing!

Something's Brewing in the Abbey #127

Something's Brewing in the Abbey #127

News

Ale Abbey and its weekly development news, just like clockwork!

Something's Brewing in the Abbey #126

Something's Brewing in the Abbey #126

News

Weekly dev review for Ale Abbey. Lots of progress and even more eye candy!

Something's Brewing in the Abbey #125

Something's Brewing in the Abbey #125

News

Ale Abbey's development week in review; all WIP and completed tasks!

Post comment Comments
Guest
Guest - - 706,899 comments

I can't wait for this game to become my new addiction. Loving everything I'm seeing so far!
Thank you for all the consistent updates :)

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DrHogan Creator
DrHogan - - 80 comments

thanks for your kind words!! it's really nice to have some feedback on our blog now and then, cheers!! We can't wait to show even more about the game ;)

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bookmoviegamereviewe
bookmoviegamereviewe - - 18 comments

I've told you many times on Twitter already, but just saying it here too - this looks great, and the attention to detail is very impressive. :-)

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DrHogan Creator
DrHogan - - 80 comments

Thanks Captain! Super glad to see you here! Yep, we love it, so we pour all of our love and pints into it :D

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Guest
Guest - - 706,899 comments

Are there any plans to put this game on steam for wishlisting etc? I really can't wait play this!

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DrHogan Creator
DrHogan - - 80 comments

Hi! Yes they are, but due to past experiences, we would like to hit the steam page as soon as we have at least a first trailer, in order not to waste the few seconds of popularity of a new page! We will announce the steam page on all our pages anyway, FB, X, here, Discord, etc! We can't wait for people to play it too!! <3

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LunarShuriken
LunarShuriken - - 1,306 comments

Amazing idea!

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DrHogan Creator
DrHogan - - 80 comments

why, thank you!!! super glad you like it!!!

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