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.

The serving chain
- 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.
- Carry it. Mugs and bottles go on a tray or in hand.
- Deliver to the right person. Order markers float over the patron who wants it.
- 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.
- Clean the aftermath. Spilled drink is a
STAINScount 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. 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.
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 currently 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. Status in the release build: unconfirmed.
- 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
Per-drink prices, the full list of brew types and their exact effects, and whether the beer-filling interaction got a minigame in the release build. We verify against the live build rather than guess.
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