The gameplay is mostly divided in two parts: the narrative and the bartending.
Conversations are a very important part of this game. Getting to know the characters and giving them what they want gives different reactions and events within their own storylines.
When talking with storyline-NPCs the player can sometimes choose between two or three different choices of reply. These choices can affect the character plot directly (probably just a good consequence, neutral consequence or bad consequence).
There is two kinds of dialogues, the “talked” dialogues, in which the characters talk face to face and the chat dialogue, in which Cath talks with her friends through an app on her phone, often after the day is over.

While brewing or making the orders there is also background dialogues, in which Cath hears the clients talk but doesn’t participate in the dialogue.

If the storyline-NPCs are happy their orders (view happiness with the order) and have a positive ending to their own storyline and epilogue will activate at the end of the game. These epilogues are not exclusive, meaning you could potentially get all of them.
There are two kinds of NPCs at the cafe.
The storyline-NPCs come by the cafe at set times, so they make sense within their storyline. These character’s orders are set by default.
The clients-NPCs make random sets of orders, which include either a drink; a drink and a pastry or two sets of the previous combinations (D&P+D&P or D+D or D+D&P).
Once a customer enters the establishment a bell chimes.
The clients will wait there for Cath to pick up their order, which is automatically written down in the café app.
The clients will get annoyed if you make them wait a long time (X amount of seconds).