Roadhouse Simulator Guide

Serving and drinks

Serving is the loop you will spend most of the night in, and it is the one with the most hidden rules. The store page's promise — "every drink has consequences" — is literal: brews differ, and the wrong drink in front of the wrong customer goes wrong fast.

Cold storage and the pumps: taps, kegs and

The serving chain

  1. Tap or pour the drink. If a tap runs dry you must attach a new keg — it has its own objective hint in the builds released so far.
  2. Carry it. Mugs and bottles go on a tray or in hand.
  3. Deliver to the right person. Order markers float over the patron who wants it.
  4. Collect the empties. This is where people get burned: on Steam, player Inmate #001 reported that picking up glasses from a table served a drunk patron by accident and started a brawl. If someone is already drunk and aggro, empty the table cautiously.
  5. Clean the aftermath. Spilled drink is a STAINS count on the HUD, and stains do not clean themselves.

Different brews, different people

The distillery screenshot makes the drink-effect system visible: alongside "Vessel produced:" there is an EFFECTS LEFT panel with four status icons — someone running, someone vomiting, someone clutching their stomach, and someone with a spinning head. That is the shape of what alcohol does to your customers: energy, nausea, damage, confusion.

Practical translation: a drink that pumps someone up is a good sale at a quiet table and a bad idea in front of a biker who is already spoiling for a fight.

Distilling your own liquor

DRAGO lists "process, improve, and bottle your own alcohol" as a main feature. The distillery is a multi-step rig — heated vessel, pipework with valves, a pressure gauge, a receiving tank and a bottling bench with crates of empties. The vessel panel reports what you are producing and how full it is.

The value is margin: house liquor costs you production and time instead of a purchase price. The risk is that a bad batch or an over-strong pour feeds straight into the drink-effect system above.

Shots, beer, and the rest of the menu

The objective feed distinguishes beer orders from shot orders, so they are separate stations rather than one generic drink button. Shot orders are also the one part of the loop players still cannot work out: a launch-week thread ("Can someone explain the "shots" mechanic?", September 23) describes pouring six glasses of house moonshine and watching a single customer walk away with a drink. The order count and the number of glasses you pour are not the same number, and the game never explains why. The bar in official shots also carries a vending machine that needs restocking, and the HUD tracks FUEL alongside money — meaning consumption of stock is a first-class resource, not a background number.

What the October 17 rebalance changed on the serving line

The Economy & Progression Rebalance Patch (October 17, 2026) mostly moved money, but three of its changes land here:

  • Beer is cheaper, and rounds last longer. Flashing Stout, Gutbuster and Slippery dropped from $15 to $14 a pint, and the vending machine's sell prices fell by $1–$2 — but civilians now nurse a beer for 110 seconds (was 90) and gangsters for 90 (was 65), so each customer occupies a seat longer before ordering again. Expect fewer, longer rounds per night.
  • Beer ends in vomit more often. The beer vomit chance rose from 25% to 30% — more mop work and more STAINS per night.
  • Drug drops are rarer but sit longer. The beer drug-drop chance fell from 0.35 to 0.2, while the maximum drug-drop spawn time rose from 90 to 120 seconds.

Serving rules of thumb

  • Serve in waves, by marker. Take the nearest three or four ready markers on a route instead of running table to table.
  • Drunk customers escalate. Serve them last if they already have a drink, and never start a brawl next to a table you have not cleared.
  • Clean between waves, not after closing. Stains spend the whole night being evidence.
  • Do not over-pour for speed. A drink is cheap; a brawl costs furniture, time and police attention.
  • Restock before the rush. Deliveries wait for you to unload them; an empty shelf at peak Hype is pure lost income.

What players reported during the Demo and Prologue

  • Filling beer is still click-based — player Cast asked whether a filling minigame (like Gas Station Simulator's tank filling) is planned. As of the Prologue content update, it was still clicking, and nothing has changed since: no patch note mentions a pouring minigame, and launch-day reviews complain about the clicking instead.
  • Keg throwing physics got its own complaint thread (in Russian) about how a thrown keg looks and behaves. Cosmetic, but it tells you kegs are physical objects you handle repeatedly.
  • Serving by accident (see above) is a real edge case to watch for when clearing tables.

Unconfirmed at launch

Two of the three questions are now settled. The beer-filling minigame never arrived — no patch note mentions one and the launch-week complaints are about how much clicking the early shift takes. And the serving bugs from week one are fixed: Hotfix #4 stopped beer vanishing when served to the two patrons seated at the front of the bar, stopped picking up and setting down a bottle from consuming shot glasses, and stopped mugs spawning below floor level.

The October 17 patch published the first three pint prices — Flashing Stout, Gutbuster and Slippery, all $15 → $14. The rest of the menu's prices and the full list of brew effects are still unpublished, and we keep them out of the guide rather than guess.

Next: Hype & Customers · Building & Repairs · Tips & FAQ