Minotaur Hotel
by MinoHotel
Minotaur Hotel is a romance visual novel about Asterion -- the minotaur from the old greek myth -- and what he's been through over the centuries. During a trip you acquire the deed for a magical, dilapidated hotel sitting atop a cliff overlooking a valley. There you meet the caretaker -- Asterion. As the new owner you will try to restore the hotel to its former glory and bring in guests. Meanwhile you will learn about Asterion, his crime and the sentence the gods imposed on him. The valley below contains many secrets which will reveal more about the past and the gods -- but it also houses many threats. Send out exploration teams to scavenge for answers and resources.
Screenshots
Linux
Android
v0.13
Phase 1 Changelog
Sprites:
Asterion's injured sprites were redone. In both instances he gained a variety of facial expressions, which have already been fully implemented into the script.
Kota, Luke have been fully overhauled! Kota gained a bandana for his lounge manager costume, which has been scripted. Please report any odd situation where he appears wearing his bandana when it doesn't make sense!
Robert has been overhauled and gained a new emotion in the process (happy). His introduction has been polished and rescripted. His expressions will be further rescripted in the future when his hangouts are rewritten.
Argos' sprites were redone and gained two new poses. Additionally, we redid the expressions on his first encounter to include one of said new poses.
The Old Man, Jean, Greta and Ismael had their sprites redone. Greta and the Old Man gained new expressions as well, which are already fully implemented in the script.
Backgrounds:
BGs for the Hades Statue, Valley Entrance, Cold Room, The Bedrock, Lounge (Luke and Kota variants) have been redone by Faun, Kinutao, Bork and Phwog. Some of them include morning, afternoon and night variants!
CGs:
The Cold Room has been redone and expanded, now consisting of three sequential CGs.
Asterion's lyre recital during Chapter 12 has been redone! It comes in two variations to account for who's the lounge manager.
Music and ambiance:
New sound effects and ambiance tracks by Samples.
New music track, EMACIATED, by Nick Shutter, replacing the track previously used during the cold room scene.
UI:
The majority of the UI has been redone!
Early game items redone (Hotel's Deed, Labrys Blade, Passports, Wine Bottle, Ledger, etc)
Title screen redone.
Edits and rewrites throughout the early chapters to account for:
New expressions to previously static sprites — microexpressions previously described on the text are now displayed on screen, which required minor changes to the narrative to reduce repetition.
Changing "--" to "—", among other substitutions of visually similar but distinct characters.
Sloppy sentences and ambiguous moments which we had meant to improve and polish for a long time. (Including but not limited to Robert clarifying he's not actually Swiss.)
Bug Reporting
You may report bugs, typos and issues of any variety through this form.
Before you do so, however, please take a moment to check our list of known issues. The following bugs do not need to be reported:
Known Issues
If you try to skip through the game, particularly the earliest chapters, the game might frequently stop skipping through text boxes. This can happen because we've done a number of typo fixes and polishes to the writing of these earlier chapters, and each one interrupts skipping if you have "Skip Unseen Text" disabled on the Settings.
If you are skipping through the game you may experience lags and stutters when some of the new sprites appear on-screen. This happens because of how Minotaur Hotel handles and displays character sprites. We are currently optimizing this feature, and it'll gradually be fixed as we roll out each phase of the VU.
During Hinterlands 3, the map of the Hinterlands and the boxes pointing to each location you can visit will not line up.
Some character sprites (most notably but not limited to Kota) might not slide off-screen fully, in such a way that some part of them sticks out from the side of the screen. This is due to the change in the game's resolution. Please report these instances via this form.
Some elements of the Daily Management, Customize Asterion and Team Management screens may look slightly off. This is temporary and will soon be resolved as the Visual Update works through these menus.
Sometimes items displayed on-screen (like the Wine Bottle, Torn Pages, Ledger, etc) may not disappear when they are supposed to. Please report these instances as a bug via the form.
Tutorial explanations have not been updated. This will be addressed when we update the Team Management screens.
There may be times when the narration no longer fully matches the art, particularly where minute changes to the character's costume or design were made (for instance, Kota will now wear a bandana as lounge manager, but the narration may describe him messing with his hair.) Please report these instances and, broadly speaking, any incongruent occurrences via the bug/typo report form.
Robert's "harness" costume has not been redone, and scenes in which he wears it (wrestling with Khenbish) might have visual bugs.
Warning: save files made with the VU Phase 1 build are not compatible with older versions of the game!
That is all. Have fun!
Build 0.5.1
Fixed a lot of typos spotted throughout the game.
Added a progress bar to the daily agenda sidequests, so players get a better idea whether they're worth the time investment or not.
On the desktop version, information and menus for characters on the team management screen are now displayed when
clicking
and not
hovering
, which plenty of players found annoying to navigate.
Added an "available projects" tab on the daily agenda that shows the possible R&D projects the player can work towards and their requirements.
Added an "idle" column to the daily agenda screen, since players kept forgetting to assign guests that were not busy.
Accumulated danger and surveying stats are no longer displayed for math background players, since they don't really contribute to new rewards (and danger in particular makes players think there are negative consequences for piling it up and refuse to put characters on exploration).
Increased font size on some clickable elements like confirmation messages, since they're finicky and hard to click on mobile.
Removed some confirmation messages on the daily agenda to make navigation faster.
Added a button on the quick menu to go directly to the files.
Just for the record, some people requested a button on the mobile version to hide the UI. This is already there. It's the eye.
By popular demand, the achievements menu can now be accessed during regular gameplay and not just the main menu.
Added a small mention of Greta's project folder and the player character's lead armband not being poisonous, since enough people asked about what happened with both of those.
Fixed a bunch of bugs, including:
The cobalts no longer appear on the waiter uniforms at the start of 0.5 if the player loads an 0.4.1 save from the end of build message.
A "stop here if you're doing QA" message at the start of chapter 18 has been deleted.
Some small dialogue changes meant to play out differently if the player tricked argos on the first encounter didn't happen, they do now. It's not very substantial but still worth fixing.
When moving characters around through drag and drop on mobile, sometimes the selected sidequest was not reset.
Added a couple more community-suggested responses Jean can give to your contact name.
Build 0.3
Changelog
Build 0.2.5
Sorry for taking so long! From the get go we wanted Minotaur Hotel to have an unique interface. That means custom screens and modifications to the menus... Which we designed with computer screens in mind. That means a lot of stuff would mess up when we tried porting the game over to Android.
We didn't want this to be a rushjob, so we took our time and reworked the menus, user interface, textboxes, title screen, etc. to accommodate for mobile. This was a good excuse to update our UI. The menu now has subscreens to keep track of items, current guests, and more. The ledger screen is still there on desktop to have quick access to this information as well.
Other new features:
Revamped title screen! Big buttons to make it easier for people playing on mobile.
Added chapter transitions: We added a short screen before a new chapter starts, stating the chapter's number and name. Hopefully this will make time skips and changes in point-of-view more clear. Plus, it gives us the chance to build some tension with each chapter's name.
This also gave us a chance to move around the points where a new chapter starts for better pacing.
Added skip button to certain chapters: Not everyone wants to see content for the guests, now you can skip it.
Save files now display the chapter you're currently in as well as your player's background. Additional information about your save file is available on the save and load screens.
Some people found the scrolling patterns that are all over the UI distracting. We've added the option to disable them, check the Settings.
The help menu, which previously only displayed the controls on the PC and Linux version, will now additionally present information such as an explanation on stats, what your current background does, and more things coming down the line in case players need a reminder.
Speaking of which, we had players complain about not knowing the effects of choosing your player background. We added a new screen to display what each background does when selecting it to help players make a more informed decision.
Much needed refactoring and cleaning up on the backend and frontend to make the game easier to maintain.
Minor updates like increasing text size or adding black background to white text for extra visibility
Modifications to content:
The single most important modification relates to a point a number of players raised. People were asking about how mythical creatures fit in with this setting, pointing out how weird it is for people not minding Kota and Luke while being surprised at Asterion.
So, here's the thing... What we originally had in mind was a kind of urban fantasy where mythical beings are known to exist, yes, but generally kept at the margins of society and seen as an oddity. But after we analyzed the reactions we got from our poll we had to face that I didn't do a very good job on that front. Thanks to everyone who filled the the feedback form, by the way, that was essential for us to improve the game.
While making Build 0.2 we had considered another possibility... That mythical beings use a "charm" to pass off as humans. Coupled with the reaction we gathered, we figured out this would ultimately be the better option, as it would also allow us to more effectively explore a number of themes we wanted to tackle.
I edited the game to account for that. In other words, this is a retcon, yes. Sorry for the trouble, but we figured it's best to address this now instead of letting a troublesome element bog the story down on the long term! If you want the short version of what these changes are about, here it is: mythical creatures use a charm to pass off as humans, and more often than not this charm is a
passport.
Now, let's see the changes to content.
Prologue:
We revamped the setting of the prologue. Our original idea for it was not coming through, people were feeling confused, so we changed it. Now the prologue happens on a bus station, instead of the player having a choice on where it happens.
Beyond that, some dialogue was added to the Prologue. It is mostly on world building to clarify a few points people raised -- a brief conversation about the supernatural.
Chapter 1:
When the MC is exploring the room near the reception where he finds the ledger with the guests and their check-in dates, he now also has the option to investigate a safe -- it contains some stuff which relates to world building. That scene has been slightly rewritten.
If you treated Asterion well until the infirmary scene it will change slightly depending on whether or not you were overbearing. This was intended from the start but it got left low on the priority list.
Before accepting Asterion's oath I had added a choice to pry for more information. In keeping in line with the points people raised about the world building not being clear enough I decided to integrate it into the linear narrative. So now everyone will go through that dialogue.
After Asterion wakes from his nap you now have the chance to ask a few questions. They revolve around how the Hotel and contracts work and some world building about the role mythical beings play in society outside the Hotel. This is one of the ways we are addressing some of the criticism we received - first, that the MC wasn't really reacting to the fantastical things happening around him and confusion about how the story's setting works.
Chapter 2:
Modified how the scene at the underground storeroom plays out. Previously you had the choice for touching/not touching anything. This time around you are given the choice to "Examine" which will give out an unique outcome depending on the MC's background.
Chapter 3:
If you decide to hand Asterion over to Argos the story continues from there with different dialogue to account for this. There are a few dialogue variations peppered throughout the rest of the game. Fair warning: this isn't a whole new route by itself. It changes a bit how your relation with Asterion progresses.
Kota and Luke's Chapters
They were slightly edited to account for the change in worldbuilding -- namely, now mythical creatures keep charms that make them pass off as humans. This lead to some small changes peppered over their chapters.
Again, you can skip these scenes if you want.
I don't know what the other 2 are on about this game deserves 5 stars for the simple fact that the game is free, and is possibly worth $20 considering the amount of content, passion, and hard work put into the game. This may be a little bias because Asterion is just a cutie.
The game was fun when it came out back in 2019 now it boring I lost all interest in the game. This is due to the fact the character feel dry later on and the fact that the story split's. Also The creators of the game have horrible personality's This is another reason for my low review.
I have a burning passion for history and as such I found Minotaur hotel to be completely enchanting. I suppose some comparisons could be drawn between this and Teaching-Feeling as the Player takes on the role of a new master for an abused underling. The writing feels on point with somber and humorous moments occurring naturally and is compelling enough to keep me away from the skip button. If you enjoy gay erotica or D/S themes I would strongly recommend you give this baby a download.
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