Saloon Simulator Patch Notes: Full Release Recap
Saloon Simulator left Early Access on November 6, 2026. Here is what Chapter 4, wagon jobs, and about 500 fixes changed.
If you stepped away from Blueberry during Early Access, the latest Saloon Simulator patch notes are the fastest way to see what changed before you load an old save. Glivi Games shipped the full release on November 6, 2026, closing the story and landing roughly 500 fixes after months of public testing. These Saloon Simulator patch notes matter because reputation rewards, cart jobs, and moonshine orders all behave differently than they did in spring.
The studio posted the full set on its official Steam announcements for Saloon Simulator. What follows is a practical recap of that history: what 1.0 added, which earlier systems still shape a save, and which fixes are worth checking the moment you boot the game.
Why the November full release comes first
The 1.0 patch is not a small balance pass. It finishes the story of Blueberry with the last Chapter 4 quests, then piles on new customization rewards tied to reputation. If your saloon was already past a reward tier, the game is supposed to grant those items automatically. You still have to pick them up from the reward table, so do not assume a full inventory means you collected everything.

Official screenshot · Source: Steam store
Performance and stability are called out as their own heading, separate from the feature list. The developers also added a catch-up pass that adjusts progress when an older save is loaded. That is the single most important line in the current Saloon Simulator patch notes for anyone returning from Chapter 2 or Chapter 3. Load once, walk the saloon, and confirm quest objectives before you spend a night’s earnings.
A few tuning changes will show up in ordinary service, not only in menus:
- Customer brawls were adjusted again, after earlier patches had already made fights less common.
- Simple drinks, specifically straights and shots, had their speed bonus adjusted.
- Star bookmarks were added to the cookbook.
- Rush Hour now uses a more energetic music track.
- The purchase cap on moonshine ingredients at the Drippin' Tap was adjusted.
The studio’s own count is about 500 fixes in total. Treat that as a developer total, not an audited changelog. The published list is still long enough to change daily play: missing pot meshes on cook stations at tiers 3, 4, and 5; random items appearing in inventory; customers lingering after close and blocking nearby tables; and daily cash rewards that never reached the player balance.
| Full-release area | What changed | What to do in-game |
|---|---|---|
| Story | Final Chapter 4 quests wrap Blueberry’s plot | Finish or recheck the story log before free play |
| Rewards | New customization unlocked by reputation level | Collect anything waiting on the reward table |
| Older saves | Catch-up adjusts progress on legacy files | Save a backup, then load and verify objectives |
| Service loop | Brawl rate and simple-drink speed bonus retuned | Watch one full evening before changing staff |
| Stability | Large bug-fix pass, including quest locks | Test hiring, cellar setup, and cart crafting |
Controller players also got a quieter quality pass. Shaking while mixing drinks and cooking was improved, the Craft button at the cart table can be selected with a pad, and the Load Save menu no longer jumps while you scroll. If you only play with a mouse, those lines are easy to skip. If you play on a couch, they are the difference between a usable minigame and a stuck cursor.
Update timeline from spring through 1.0
Reading only the newest post hides why some systems feel bolted together. Courtesans, moonshine, wagon work, and reputation each arrived in a different month. The table below follows the official posts from April through the November 6, 2026 launch. Dates match the Steam announcement timestamps in the source material.
| Date | Update name | Headline addition |
|---|---|---|
| Apr 14, 2026 | Sweet as Sin | Courtesans, Lucy, Temple furniture, piano volume, first original tracks |
| May 24, 2026 | Chapter 3 | Story quests, moonshine cider, new ingredients, full quest voice acting |
| Jun 28, 2026 | Experimental branch | Opt-in test branch before Wild West Customs |
| Jul 13, 2026 | Wild West Customs | First cart customization minigame, plus moonshine pacing tweaks |
| Aug 3, 2026 | Pimp My Wagon (experimental) | Deeper wagon orders tested before the live patch |
| Sep 2, 2026 | Pimp My Wagon | Customer wagon orders, part traits, gamepad support, reputation retune |
| Oct 7, 2026 | Date announcement | Full release set for November 6, 2026 |
| Nov 6, 2026 | Full release | Chapter 4 ending, reputation rewards, large fix pass |
On October 7 the team said the 1.0 date outright and noted that the remaining weeks would go to bugs, performance, stability, and optimization. That matches what actually shipped: a story ending plus a wide repair list, not a brand-new job layered on top of wagons.
An experimental branch has been part of the pipeline since late June. Right-click the game in Steam, open Properties, then Game versions and Betas, and pick the branch you want. The developers warned that test builds can be rough and that progress can be lost. Use that branch only on a copy of your save you can afford to abandon. Feedback from that channel is how Pimp My Wagon moved from an August test into the September live patch.
Wagon jobs, from first paint job to picky clients
Wild West Customs, released July 13, introduced cart customization as a reputation play inside Blueberry. A wagon is hauled in; you clean it, strip the previous owner’s marks, and build decorations aimed at what each customer wants. Do the work well and fussier, better-paying clients start to show up.
That July patch also pushed the criminal and distillery side of town forward. The second moonshine client unlocks after the Wrong Pockets quest. Order frequency and order experience were both increased, with a note that frequency changes hit on the next client cycle, about seven in-game days. Cooks prepare food faster, saloon brawls were made less frequent, and the cookbook remembers your last page and bookmark.
Pimp My Wagon, live on September 2 after an August experimental drop, turned that minigame into a real job board:
- Customers arrive with specific orders, requirements, and preferences.
- Customizable parts have traits.
- Extra rewards sit on top of the base payout.
- The crafting minigame was rebuilt, with on-screen control hints for wheel adjustment and part crafting.
- Gamepad play was promised and shipped, with the team watching how it felt.
The same September notes rewired progression. Reputation is available from the start, and quest progress is tied to it. Moving to the next tier requires you to meet conditions, not only to grind a bar. Extra rewards were planned for later patches and were supposed to unlock immediately if you already had the level. The November release is that follow-through: new customization sets granted by reputation, including retroactive grants.
Casey and Doc also pay extra based on body count in the September patch. The November notes separately fix the outdoor donation box so it actually receives Casey’s delivery payments and customer tips. If that box looked empty for months, it was a bug, not a secret you missed.
| Wagon feature | July 13, Wild West Customs | September 2, Pimp My Wagon | November 6, full release |
|---|---|---|---|
| Core loop | Clean, strip, and decorate a hauled-in wagon | Orders with preferences and part traits | UI, tutorial, and craft-button fixes |
| Clients | Pickier clients as word spreads | Clearer demands in the customization UI | Text alignment and merged option names fixed |
| Controls | Mouse-first introduction | Gamepad support and control hints | Craft button selectable; less menu jump |
| Rewards | Higher-paying clients | Additional rewards on jobs | Reputation rewards, collected from the table |
| Known pain | Early clipping and UI bars | Black bars and save-size issues addressed | High-resolution bars and placeholder text fixed |
Two November UI bugs are worth a second look if wagon work is your main income. Decoration names could merge into one label, and black bars appeared above 1920 by 1080. Placeholder summary text and a Lion's Jaw banner that turned white after a recolor were also corrected. The Steady Hammer skill could jam a wheel that still needed repair and lock the game; that soft lock is listed as fixed.
Chapter 3 systems that 1.0 still sits on
Chapter 3, out May 24, was the largest Early Access drop and the point where Blueberry stops being only a bar. The post framed it as several months of work and invited lapsed players back. By then the game already had employees (cook, waiter, cleaner, and bartender), pickpocketing, fistfights, a reworked train unload, a post-story reputation track, courtesans, extra rooms, and more than 100 furniture and decoration pieces.
What landed that day was the story glue plus a second business. New quests connect pickpocketing, hiring, fights, and the upstairs services. Moonshining is the headline craft: buy apples, bottles, and equipment, then cook, distill, bottle, ship, and grow your contact list. By day the town is a saloon; by night it is a cider distillery.
The bar menu grew with the town. New produce, new cuts of meat, and drink add-ins arrived, including imported curaçao, brandy, and absinthe. Chapter 3 quests are fully voiced. Returning cast members came back, with Bee Malik as Otto and Julie Wettstein as Lucy. Employee and courtesan lines were still in production at that announcement.
Sweet as Sin, two weeks earlier on April 14, is the setup for Lucy. She runs recruitment, customization, and work modes. Courtesans raise room income: a guest who accepts company checks out after one hour but still pays the full stay. Each courtesan has stats that shift acceptance chance, earnings, and the odds of a downstairs brawl. Five work modes shipped then, with more planned. Room prices were cut because the new service boosted that income so hard. A Temple furniture set appeared in Earl’s and Addie’s shops, Robert’s piano gained a volume slider, and composer Alicja Krzyżak’s first seven original tracks went into the game.
| System | When it became part of normal play | Why it still matters after 1.0 |
|---|---|---|
| Courtesans and work modes | April 14, Sweet as Sin | Room turnover, brawl risk, and cleaner workload |
| Moonshine cider | May 24, Chapter 3 | Night income, contacts, and cellar setup quests |
| New spirits and produce | May 24, Chapter 3 | Cookbook pages, packaging, and drink speed |
| Employees | Before Chapter 3, called out May 24 | Hiring board bugs were still being fixed in November |
| Cart customization | July 13, expanded September 2 | Separate crafting UI, traits, and controller support |
| Reputation tiers | Retuned September 2, rewards in November | Gates rewards and links to quest progress |
Chapter 3 also shipped the fix for rooms that got stuck, a bug the team had already apologized for in April because a standalone hotfix could not go out while the bigger patch was in testing. Later notes keep circling the same pain: guests who will not leave rented rooms, rooms blocked with nobody inside, and employees who vanish or loop. If a room still misbehaves on a current build, it is worth comparing your save against the November catch-up rather than assuming the April bug never died.
Fixes that change an evening in Blueberry
A 500-item list is useless if you cannot tell which lines touch your save. Grouping the November notes by symptom is more useful than reading them in announcement order. The Saloon Simulator patch notes cluster into localization, quest blockers, audio, placement, and small exploits.
Localization took a remarkable share of the published list. Skill names overlapped or stayed in English, Earl’s and Addie’s shop assets missed translations in Act 2 and Act 3, Moonshine Cider and Cider Base stayed untranslated, and Polish players had broken Statistics objectives plus a typo in the victory line for That’s Not My Hand. Drink-prep placeholders for value and time failed in localized builds. If you play in a language other than English, update first and then recheck shop signs, the employee panel, and the statistics tab.
Quest blockers are the other high-priority pile:
- Furniture rotation with the middle mouse button failed during In the Land of Yeast and while setting up cellar equipment.
- The hiring board could not be used during In the Land of Yeast and The Scarlet Lady.
- Standard doors spawned inside barn doors in Act 4.
- Previously renovated rooms did not count toward Renovate two rooms.
- Act 3 unlock objectives had their progress values adjusted.
- Advance the story was clarified in the Statistics tab.
- Holding a table during New Order could stutter the game.
Audio and clutter bugs are easier to live with, but they add up. Saloon noise leaked into the basement. Cleaning and cash-pickup sounds played outside. Piano and ambient tracks stacked after a pickpocket. Auto-making a complicated drink could fire several sound effects at once, and grabbing trash quickly could cut the current song. Multiple SFX and a stuck music track are the sort of issues players notice before they notice a missing translation.
Placement and preview bugs fill the rest of the list. Butter clipped through its crate. The Cowboy Chair did not match its preview. A medium carpet would not sit in Primrose’s room, while a large carpet could stick out through walls. Decorated Doors shifted to blue when swapped. The safe did not update after you bought a replacement. Interior railing sometimes hid its color option. Destroyed crates came back near the distillery, the saloon, or the furniture shop instead of the right spots. Clothing patterns stacked if you selected more than one during employee customization. Cookbook dishes that lacked images were filled in.
One exploit was closed on purpose: holding the left mouse button while collecting trash let players toss a full bag straight into the bin. That is no longer a shortcut. Build habits around the intended cleanup loop.
| Bug theme | Examples called out for November 6 | Player impact |
|---|---|---|
| Money | Daily rewards missing; donation box ignored Casey payments and tips | Income looks lower than the UI promises |
| Progression | Renovate objective, Act 3 values, hiring board, yeast quest rotation | Story or tier gates that will not tick |
| Staff UI | Overlapping skill names, Treasure Hunter on the progress bar | Hard to read employee growth |
| Cart UI | Merged names, black bars, placeholder summary, controller Craft button | Wagon jobs feel unfinished on some setups |
| World props | Pot meshes, carpets, doors, safe, crate respawns | Rooms look broken even when the purchase worked |
September already knocked down a related set: Robert stuck in the floor, kitchen furniture with no collision, Earl stock you could not buy, a pickpocket difficulty bug, moonshine cash bonuses after negotiation, the Lucky Saloon and Sour Mash progression blocks, doubled music, black bars in wagon customization, and a much smaller save file. The Deal With The Devil achievement, a floating grabbed barrel after load, and moonshine orders that appeared too early were in that same pass. July’s list is even more about loops: waiters and cooks stuck forever, locked saves, crime reputation that would not update, a day counter resetting after 30 days, and a yeast fermentation multiplier bug.
If you only have time for a ten-minute audit after patching, use this order. Back up the save. Load it and let the catch-up run. Open the reward table. Check the donation box and your cash after one sleep, since daily rewards were failing to apply. Try the hiring board if you are inside In the Land of Yeast or The Scarlet Lady. Rotate one cellar piece. Start one wagon craft with your usual input device. Then run a short service with a simple shot and a multi-ingredient drink so you can hear whether audio still stacks.
The team’s November post thanks Early Access players and says the most helpful names will land in a special-thanks section, with the list updated after release. It does not publish a post-launch roadmap. Earlier notes did: a skill-system rework was still being adjusted heading into 1.0, and employee voice work was scheduled after Chapter 3. Do not treat those older promises as a dated checklist. Use the live announcement when a forum recap and the store page disagree.
FAQ
Where can I read the official Saloon Simulator patch notes?
Use the announcements feed on the game’s Steam community hub, posted by Glivi Games. That is the source for the November 6 full release, the September wagon expansion, and the Chapter 3 notes. Store pages and fan summaries often drop the long fix lists.
Will an Early Access save work after the full release?
The November patch adds a catch-up that adjusts progress when older saves load, and reputation rewards you already qualify for should be granted automatically. Collect them from the reward table, and confirm story objectives, because several quest counters were corrected rather than left as-is.
What is the difference between Wild West Customs and Pimp My Wagon?
July’s update added the first wagon customization loop. September’s update added customer orders, part traits, extra rewards, a revised crafting minigame, and gamepad support. November mostly repairs that mode instead of replacing it.
Did Chapter 4 add another job, or only an ending?
The full-release notes add the final quests that conclude Blueberry’s story, plus new customization rewards and a large fix pass. Moonshine, courtesans, employees, and wagon work were already in the game from earlier 2026 updates.
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