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What we're building

One game in the open right now. Here it is in full.

When an alcoholic opens a liquor store… what could go wrong?

At a glance

Status
Coming Soon
Genre
Simulation, Management, Life Sim
Platform
Windows (PC)
Players
Single-player
Developer
High On Games
Publisher
High On Games

About the game

You open a liquor store. You are also an alcoholic. Prices shift daily, customers gossip, and your reputation follows you around. Buy low, sell high, and try not to drink the stock.

Only Booze puts you behind the counter of your own liquor store. Every bottle on the shelf is a bet on tomorrow's market. Stock up, set prices, read the trends and hire staff as you grow from a dusty corner shop into something bigger. Holidays spike demand. Inspections keep you honest, or try to. A bad rumor can wreck a weekend's profit. Play it straight and build a clean reputation, or cut corners for a fatter margin and hope nobody notices. And go easy on your own stock. It clouds the judgment, and the bottom line.

Key features

Run the store

Stock shelves, set prices, hire help and expand. Every small decision lands on the day's takings.

Read the market

Prices move daily. Guess where demand is heading and adjust before your competitors do. No two weekends trade the same.

Reputation matters

Holidays, festivals, inspections and the odd rumor all swing demand. Customers talk. Your name online is worth real money.

Play it straight. Or don't.

Keep it clean and legal, or bend a few rules for a fatter margin. Just go easy sampling your own stock. It clouds the judgment.

Screenshots

More on Steam

Devlog

A year of work in short entries, newest first. The long version lives in the commit history.

Build log

15 entries

  1. 2026.09

    Balance and readability

    XP now comes from every job in the store, not just scanning by hand. Customers give up on a long queue instead of standing in it forever, shelf prices got a ceiling, and the ID check can finally catch someone.

  2. 2026.08

    The city at night

    The windows stopped being flat black glass. They read as blinds and curtains lit from inside and they follow the clock, and the store's own lighting was rebuilt to match.

  3. 2026.08

    Building toward the demo

    The demo build came together. It holds back content rather than time, so you can run the store as long as you like. Manage split into Employees and Upgrades, and a security gate now catches shoplifters at the door.

  4. 2026.07-08

    A look of its own

    Every colour, radius and timing in the game now comes from one file. Two stock palettes went out and a noir and brass look came in, along with an accessibility tab for colour vision, reduced motion and photosensitivity.

  5. 2026.07-08

    Making it run

    A performance stretch you notice by not noticing it. Deliveries stopped hitching, the camera stopped lurching on a bad frame, and placing furniture no longer rebuilds the navigation mesh.

  6. 2026.07

    Getting drunk properly

    Drinking used to be a filter on the screen. It is a state you feel now. It builds in stages, it changes how you handle, and the buffs have names and icons of their own.

  7. 2026.07

    What the playtests said

    Doors open on their own when your hands are full. Bills sort by due date. Shelves put in the wrong zone get refused instead of quietly going unseen by staff and customers.

  8. 2026.07

    Day, night and learning the ropes

    A procedural sky on a day and night cycle, moon included. The tutorial points at what you need next and shows your own keybinds, so it stays right after you rebind them.

  9. 2026.07

    Sound and settings

    The biggest merge in the project. Music, UI sounds, footsteps, bottles and doors, a rebuilt settings window with real key rebinding, and licences turned into a run from snacks up to whiskey.

  10. 2026.06-07

    Furniture that behaves

    Placement got a pass on feel rather than function. The preview glides instead of snapping, pieces sit flush against their neighbours, and Move and Delete tell you why they said no.

  11. 2026.06

    Saves and a proper boot

    Every career lives in its own folder, so the menu lists your saves without loading them. A real loading screen, a fixed boot order, and the store finally got its lights.

  12. 2026.04-05

    A store that runs itself

    Reputation arrived, and a social feed where customers post about your store. Prices move on their own, calendar events swing demand, and your name goes on the sign in 3D letters.

  13. 2026.03

    Everything moves to UI Toolkit

    The whole interface was rebuilt: HUD, menus and the PC. Saves went to JSON, an Analytics app appeared on the desktop, and the clock stopped running before you open in the morning.

  14. 2026.01-02

    The store takes shape

    One system for everything you hold: empty hands, a box, the scanner, an ID, build mode. The PC on the counter got its own operating system, with a desktop, a taskbar and its first three apps.

  15. 2025.09-12

    Foundations

    Customers and staff were rebuilt from scratch before anything else leaned on them. ID checks went in with the thief who gives you a reason to look, and the renderer settled on URP after a detour through HDRP.

Wishlist Only Booze

One click now, a ping on launch day. It also tells Steam to show the game to more people, which matters a lot for a game this size.

Wishlist on Steam