How a day goes
A working day is four real minutes. Short enough for a bus stop, long enough for the queue to get away from you.
Buy the morning
Pick the machine, the beans and the milk, and pay for them before the door opens. Juice you didn't buy is juice you can't sell, and the regulars who take oat milk will notice when it's not there.
They talk while you work
One customer at a time. They order, then they talk: about their week, their work, the street outside. You answer, and the game remembers what you said. So do they.
Every cup by hand
Grind, tamp, pull the shot, steam the milk, pour it. Every station is a close-up you work with your fingers, and every step can go wrong: the wrong drink, a shot left in the portafilter, milk steamed and never poured.
The ledger doesn't care
At closing the day becomes a list of numbers. The landlord comes by on rent day, and he warms up to you, or doesn't, depending on how often you've made him wait.
What's inside
A short story you can finish, not a game that wants you forever.
- 4minutes a day
- 25customers
- 9drinks
- 5endings
- Nothing locked away. Every drink, customer and ending is there from the first day. One optional purchase removes the ads, and that's all it does.
- Regulars who change. Eleven of the customers come back, and what they say changes as they get to know you.
- Market day. The bar is shut on Tuesdays; you're at the supplier's market instead.
- Made from scratch. Pixel art and six original music loops, all made for this game.
- English and Türkçe.
Hear about updates
Optional: leave your email and we'll write when there's a big update, or when Espresso Hour reaches Android. Nothing else, and never passed on.
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