Drunkenness
What happens when you actually drink a brew — alcohol, effects, hangover, sobriety.
Brews on Sunday Market are functional drinks, not just lore items. Each has an alcohol value that adds to your drunkenness; high drunkenness has effects (some good, some bad); over time you sober up. Some brews carry status effects independent of the alcohol.
This is the consequences side of the tavern.
Alcohol per drink
Every brew has an alcohol value. Light drinks (beers, ciders) are around 5–10. Mid drinks (wines, meads) are around 10–18. Spirits (whiskey, vodka, rum) are 30–50. The strongest signatures push past 50.
You don't see the exact number; you feel it. Sip a beer and you're fine. Sip a Brewer's Burden and the world tilts.
The drunkenness scale
Your drunkenness builds as you drink and decays as you sober up. Roughly:
- Tipsy (low) — slight visual wobble, mostly cosmetic
- Drunk (medium) — slowness, occasional nausea, your aim is worse
- Smashed (high) — strong slowness, sustained nausea, screen swims
- Out (max) — you're done; you may pass out (server may briefly disconnect you to "sleep it off")
The exact threshold for each tier varies; the design is "you'll know."
Effects from specific brews
In addition to the generic drunkenness from alcohol, some brews carry specific status effects built into the recipe. Examples:
- Sunday Sour — light brew, mild quality boost on top-tier
- Last Call — heavy spirit, gives Weakness as a hangover-style reminder
- Bloody Mothra — Strength + Regeneration (it's a "morning fix" cocktail)
- One Night Stand — Speed + Nausea (you go fast, but you regret it)
- Walk of Shame — Slowness + Nausea (it's named for a reason)
- The Brewer's Burden — Weakness II + Slowness + Nausea (the heaviest signature; a punishment for hubris)
- Deep Dark Stout — Night Vision (themed for the deep dark biome)
- Sakura Sake — Regeneration (calming, restorative)
The effects are part of the recipe design — they tell a small story. A reserve-quality Last Call hits harder and gives the same effects but stronger.
Sobering up
Drunkenness decays over time. Roughly:
- A few real minutes will sober you from "tipsy" to clean
- "Drunk" takes maybe 5–10 minutes to clear
- "Smashed" takes longer
- Eating and drinking water (vanilla water bottle) speeds the decay slightly
You can also speed sobriety by sleeping in a bed (functional thematic — sleep it off).
Hangover
After heavy drinking, you may carry a slight hangover for a while — minor lingering negative effects. Drinking a hangover-cure brew (some non-alcoholic recipes, like the Hangover Tea) clears it.
Brewing the right tool for the moment
Different drinks fit different gameplay moments:
- Bloody Mothra before a fight — Strength bonus, regen
- Last Call before a tough boss — high-tier spirit; combine with the Last Call enchantment (different system, both real) for a thematic combo
- Deep Dark Stout for caving — Night Vision
- Sakura Sake when winding down — Regen, calm vibes
- The Brewer's Burden for when you want to suffer — explicitly punishing
Brewing isn't just income. It's a real toolkit.
The "no kicking for AFK" interaction
Some servers auto-kick AFK players. Sunday Market doesn't (see the design notes — preserving players matters more than RAM saved). So you can sit at your tavern, drink, chat, watch the night roll by — and the server won't punt you for it.
Drinking with friends
The tavern shines as a social space. Get a few friends to your tavern, pour them custom brews, watch what happens. Different brews have different drink messages and titles — there's a small theatrical quality to handing someone a Bloody Mothra and watching their screen flash with the brand-red name.
Don't drink and pearl
Pearl chains while drunk are dangerous. The slowness throws off your throw timing, and pearl damage on top of bad aim is a one-way ticket to a recovery chest visit.
See also
- Signature drinks — full effect breakdowns for the originals
- How to brew — the mechanics
- Recipes — full catalog