
Craft your culinary adventure in a beautiful pixel art world. Manage your restaurants, forage and hunt for ingredients, befriend locals, and grow your culinary empire. What kind of chef will you be?
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.14/day in the week to Aug 22 → 4.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Reviews
Themes across 183 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's definitely fun for an early access. Biggest gripe right now is you're stuck with useless tools for a pretty long time it seems like. If you want better tools your options are to full rush befriending npcs and ignoring all content at all costs if you don't want to scythe one lettuce 50 times which is a bit dissapointing. Would be nice to have an OK tier above it that isn't NPC quest related that way you have "bronze" tools then you have to interact with the npcs to upgrade further perhaps. - Update: Made a new character with this social rush strategy and now the game breaks. The game has the talk->gift pitfall to unlock everything in its current state and the unlocks are massive. We’re talking about better tools being hidden behind characters, a delivery system to your kitchen, cheaper prices and I managed this all by day 10. It feels that the progression of the game is too heavily reliant on spamming close friend status all the merchants in Ash Harbor rather than it being from the fruits of your labor THEN or AND you can experience fun character stories. In stardew valley terms it feels like everyone is Shayne, you rush his marriage for blue chickens and you’re done with him which is a shame. Would very much prefer that characters have super late game unlocks or fun/gripping narratives that provide a benefit rather than regular tool upgrades or machines. - If there were a nerf/overhaul to relationships definitely more gift variety and gift fatigue when giving the same exact item and probably one dialogue a day towards friendship progress. What would be nice is that the bulletin board has the option to create take out meals, being able to gift take out meals on my own would be great. - The greenhouse is fun albeit basic, a workshop for sale would also be nice to store all the machines we receive like the furnace and fermentation machines that way the home stays as a home and the workshop/barn is for all other the machine stuff. - Hunting is extremely strong and immensely profitable more than even running your restaurant. If you rush max friendship with Pomarine you buy an upgraded bow then hunt everything to extinction and you’re pulling in about 4-5k a day at around day 13~. I mention this because this strategy is so much more lucrative than running your kitchen, working on your greenhouse, foraging and especially mining. - Mining could use a big overhaul. The feel of early game mining feels bad because the animation is soooo long. Pickaxes in other life sim games (not just SDV) feel fine because the animation to pick 5 times is so quick rather than watching your character do long drilling animations 3-4 times for ores. - The recipes and minigames for cooking are fun I like them. Some minigames like the recipe finding could be slightly more clear about filling in and flavors but I caught on after a bit of practice. - Not sure if I’m missing something but maybe buff auto cook a little bit? I’m able to consistently 90-100 dishes but auto cook puts out 50s-60s. - Being able to train staff or having staff npcs with storylines and upgrades would be nice. I understand you can eventually have multiple restaurants and it would be nice to build up a community of trusted cooks and waiters to help with your other establishments. - I actually really love the portrait work and I’m a big fan of their animations. I was wondering as you grow closer with the citizens of Ash Harbor could their portraits be slightly friendlier? Namely Prisca is who I’m thinking of because she’s intense to start then very quickly is friendly in her dialogue but her portrait is still intense. Something like that would be cool to see evolve. - As for the kitchen it would be very helpful to see how many portions I have of everything before starting service. - The romances are a bit underbaked and fast. What I hope to see from a romance and an overhaul NPC update is a build up like SDV/Sandrock Stranger -> Acquaintance -> Friend -> Good Friend -> Close Friend -> Dating -> Close Couple -> Married. Since interactions with NPCs are just spamming talk and shoving gifts there's not much build up. I think Sandrock's version is best (albiet maybe too expensive to develop for this game) where you get all the 2-4-6 heart cutscenes that SDV provides but you get their story, you build a friendship and you advance their personal storyline then you can date them. Sure it makes it so not everyone is instantly romanceable but it does make it fun that some characters are locked behind personal story/acts so people who are really involved with a character can really chase after them like Logan, Fang, Nia who are locked behind further progression. - I think the character's storylines are underbaked but that is clearly because they are unfinished in terms of dialogue I'll mention Sandrock again but I really hope this game doubles down on character storylines, strong friendships and deep romances. Since there isn't that much interaction with characters because the story is unfinished I can't "see" characters perform their archtypes. I know Prisca feels there's a lot of weight on her shoulders but I can't get to know that my leveling up my connection with her. Bianca is also stand-offish but she's trying to protect herself but she doesn't reveal that until you date her. Would be nice to find character development during the Friend -> Good Friend -> Close Friend stages. I hope to see future blogs on how character storylines and romance will be planned. All this to say I still find the game very fun and am hopeful for the future updates coming to the game.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 184 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
While the loop got a bit boring after the first restaurant, the game is filled with plenty of content to keep me busy. The cooking minigames are also a great way to immerse the player in the experience
Saw the trailer for this game years back and decided to try out the early access recently. Really fun and interesting with all the different mechanics + cool art of the different food. I enjoy the storyline so far and the resource gathering! Only issues personally are the slightly lackluster character dialogues (repeats dialogues after a while, especially with romanceable characters though I understand this isn't a romance-focused game), the automated paths for waiters clearing/serving dishes (sometimes the waiter at the nearest uncleared table will walk all the way to the other side of the room to clear another dish instead of clearing the table they are standing near at, hopefully this can be tweaked?) Had to download a mod to allow the player character to keep running after they interact with any objects too so that was another issue. But overall lovely art and mechanics, hope to see further improvements with this game!
非常无聊,完全没有正反馈 采集就是满地图捡千篇一律的垃圾,捡了没奖励不捡有惩罚。经营更是无聊,等客人-点冰箱-点灶台-上菜-收餐具,每个客人都是这个流程,全是机械操作毫无经营的乐趣。地图设计也没动脑子,中间是商店群四周都是野地,每天的游戏内容就是去野地捡垃圾然后回餐厅机械操作,游戏性在哪里??
Chef RPG is an engaging life simulation experience that successfully blends cooking, exploration, business management, and role-playing into a relaxing but surprisingly deep adventure. Developed and published by World 2 Studio, the game places players in the role of a chef tasked with restoring a once-famous restaurant and transforming it into a thriving culinary destination. The combination of restaurant management, ingredient gathering, social interactions, and personal progression creates an experience that feels much larger than a traditional cooking simulator. The biggest strength of the game is the freedom it gives players in shaping their own culinary journey. Instead of focusing only on preparing meals, it expands the idea of being a chef into managing an entire lifestyle. Players can explore the surrounding world, search for unique ingredients, develop recipes, improve their skills, customize their restaurant, and build connections with the people living in the community. This open-ended structure allows players to decide what kind of chef they want to become, whether that means focusing on creating exceptional dishes, growing the restaurant business, or becoming deeply involved with the town and its residents. The restaurant management mechanics are satisfying because they create a strong sense of progression. Starting from a struggling establishment and gradually turning it into a successful business provides a rewarding long-term goal. Every improvement feels meaningful because it is connected to the overall growth of the restaurant. Discovering new ingredients, experimenting with recipes, and making strategic decisions about the menu help create a feeling of ownership that makes the player feel personally invested in the success of the business. The role-playing elements add another layer of depth by making the world feel alive. The town is not simply a backdrop for cooking activities; it is a place filled with characters, stories, and opportunities for interaction. Building relationships with locals gives additional motivation to explore, while the social aspects make the experience feel more personal. These connections help transform the journey from simply running a restaurant into becoming an important part of the community. The pixel art presentation is another highlight. The visual style gives the game a warm and inviting atmosphere that perfectly matches its slower-paced approach. The colorful environments, detailed locations, and charming character designs create a relaxing world that encourages exploration. The artistic direction captures the feeling of classic life simulation games while maintaining its own identity, making the setting memorable and enjoyable to spend time in. The cooking system itself provides a creative foundation rather than just a series of repetitive tasks. Preparing food, collecting resources, and expanding the available recipes create a satisfying gameplay loop. The focus on experimentation encourages players to engage with the world and discover new possibilities instead of simply following a fixed path. This makes the restaurant feel like something the player is actively building rather than just managing. Despite its many strengths, the experience may not appeal to everyone. Players who prefer fast-paced gameplay or highly structured objectives may find the slower progression and open-ended design less exciting. Some mechanics can also feel less developed compared to more established simulation titles, but this is understandable given the game’s ongoing development. Its potential depends heavily on continued improvements, additional content, and further refinement of its existing systems. One of the most appealing qualities is how many different genres it combines without losing its relaxing atmosphere. Fans of farming simulations, life management games, cooking experiences, and character-driven adventures will likely find something enjoyable here. It creates a comfortable rhythm where players can spend time improving their restaurant, exploring the environment, or simply enjoying the daily activities of a chef. Steam Deck compatibility is also a good match for this type of game. The slower pace, pixel-based visuals, and management-focused gameplay make it well suited for handheld sessions. Being able to casually explore, gather ingredients, and manage the restaurant on a portable device enhances the relaxing nature of the experience, although players should keep in mind that performance and controls may continue to improve as updates are released. Overall, this is a charming and ambitious culinary adventure that succeeds because it understands that being a chef is about more than cooking. It is about creativity, community, discovery, and building something meaningful over time. While there are areas where it can continue to grow, the foundation is strong, and the combination of restaurant management and life simulation creates a memorable experience for players who enjoy thoughtful and cozy games. Rating: 8/10
Nexus modsで「DeveloperMenu」というmodを導入したら、開発途中の日本語で遊べるようになりました。
comprei faz tempo e até agora nada de tradução pt-br, acaba que não dá vontade de jogar 100%.
Had been following this game for a while before I got the chance to play. It was everything they promised and more! The gameplay loop is very addictive, the graphics are nostalgic of early 2000’s DS games with vibrant colour and beautiful music. If you like games such as Stardew Valley then you will not regret buying this game. Every early access update was fantastic and provided great quality of life changes and additions. 🍔🍟🍳🍜🥘🍲🥗 It had me hooked from the first day with a great storyline. The NPCs feel like your friends and yes, you can date them. I loved collecting recipes, hiring staff and decorating my restaurant. Fishing 🐠 is easy, a nice catch method. Mining is simple, no enemies just mining for iron, coal, silicone and other gems 💎. Combat is only triggered when you attack an animal first. It is simple combat with a bow and arrow 🏹 which i love! No swords but that’s no issue, allows for combat at distance. The cooking mini games are very fun. Easy to understand and if you perfect the cooking mini game, you will serve up a 100% dish. Increasing customer dish satisfaction 🍽️ . You can auto cook during a service which is a great feature. Hiring staff and customising their uniforms makes the game stand out so much more🧑🍳👩🍳. Runs perfectly and never had any issues with performance. I’m looking forward to the game releasing out of early access. Bring on Billboard City 🌆Credit to the developers for making such a fantastic game, listening to the players and truly making a unique game. 🫰🏻
Love the game but why is it so buggy, now. It crashes so much, even after reinstalling.
Everything was running beautifully for years, until today - when suddenly my save has started freezing every 3 minutes and crashing. I am quite sad.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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