
Become a sushi chef in a cozy Japanese conveyor belt sushi bar! 🍣 Prepare sushi on your crafting table, serve quirky customers, learn new recipes, unlock fresh ingredients, upgrade your kitchen, and build relationships with your regular customers.
Modeled estimate, not a reported figure. How we estimate →
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): 1/day in the week to Sep 12 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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.
About

Engagement
Reviews
Themes across 328 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
çok tatlı detayları var oyunun atmosferini çok sevdim, yeni özellikler açılması ve geliştirmelerin çeşitliliği de baya sarıyo
a really nice cozy sushi game. im so inlove with the artstyle and the soundeffects, they blend so well together. and it runs smoothly!!
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Traditional Chinese*, Turkish**languages with full audio support
Hours played at review time, across 330 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is a fun and relaxing game, if you are just looking for something to do. My only complaint is the controls lead to frequent miss clicks, especially with the bottles which don't place on the cursor. Personally, I would also like a bit more music, particularly in the restaurant where you spend most of your time. As a side note I think the tutorial for the fishing mini game said right click, but it is actually left click.
Easy but tedious. I think the fishing minigame was probably implemented in less than a day given how boring and repetitive it is. 4h in I can still only serve 3 customers at a time which is pretty easy to do on the highest difficulty if you're used to these kinds of games
this is such a charming and relaxing little management game. from the moment i started playing, i really enjoyed the cozy atmosphere and the feeling of running my own small sushi restaurant. preparing different dishes, keeping track of customer orders, managing ingredients, and trying to keep the conveyor belt running smoothly creates a gameplay loop that is simple to understand but surprisingly engaging!!
Ugoku Sushi Bar takes the familiar restaurant-management formula and reshapes it into a cozy sushi-making experience centered on routine, discovery, and gradual improvement. Developed by Rogue Duck Interactive and published by Rogue Duck Interactive and Gamersky Games, it places the player behind the counter of a conveyor-belt sushi restaurant in a charming Japanese setting. Rather than building its identity around relentless time pressure, the game mixes cooking and organization with recipe collection, customer interaction, restaurant development, and seasonal activities. This makes it particularly suitable for players who like management games but prefer steady progression over constant stress. The conveyor belt is the foundation of the restaurant system. Players prepare dishes at their workstation, place completed food onto the belt, and make sure customers receive what they requested. Although the process sounds simple, the moving conveyor creates an element of planning because preparation has to keep pace with incoming orders. A well-organized shift develops a satisfying rhythm of gathering ingredients, assembling dishes, plating food, serving customers, and keeping the workplace functioning efficiently. The mechanics remain approachable while still requiring enough attention to make successful service feel earned. Recipe discovery adds considerably more substance to the cooking. Ingredients can be combined through a crafting-inspired system, encouraging experimentation rather than reducing every dish to a single button press. With more than 100 recipes and dishes described for the game, there is a substantial collection to uncover, ranging from recognizable sushi varieties to rolls, side dishes, and seasonal specialties. Unlocking new food expands the practical possibilities of the restaurant, so recipe progression feels connected to gameplay instead of existing purely as a completion checklist. Restaurant development provides another important source of motivation. Money and progression can be invested in tools, appliances, ingredients, and other improvements that make the kitchen increasingly capable. Decorative options also allow the establishment to develop visually alongside its mechanical upgrades. This creates a pleasant sense of ownership, as the restaurant gradually evolves from a modest workplace into a better equipped and more personalized sushi bar. Daily challenges, special requests, local events, and food festivals help prevent the progression from becoming entirely predictable. The customers themselves contribute personality to what could otherwise have been a purely mechanical simulation. Regular visitors have preferences and individual stories, giving the player opportunities to become familiar with them over repeated encounters. Building relationships makes successful service feel more personal because returning characters become recognizable parts of the restaurant rather than interchangeable order generators. The narrative approach appears intentionally modest and character focused, emphasizing everyday interactions and small developments that complement the relaxed atmosphere. Seasonal changes are another promising component because they introduce new ingredients and special dishes while encouraging players to adjust established routines. A management game based around repeating work shifts always risks becoming monotonous once an efficient strategy has been discovered, so rotating ingredients, requests, festivals, and challenges are valuable additions. Combined with the large recipe selection and kitchen progression, these systems provide reasons to continue experimenting instead of relying permanently on the same handful of dishes. Visually, Ugoku Sushi Bar embraces an inviting 2D presentation with colorful food, expressive characters, and a compact restaurant environment. Its appearance works particularly well with the intended cozy atmosphere. Relaxed music and ambient restaurant sounds further support the feeling of spending time in a comfortable workplace. There is still some tension generated by orders and the moving conveyor, but the overall presentation prevents that pressure from dominating the experience. Players wanting an unforgiving business simulation may consider this approach too gentle, while fans of casual management games are likely to appreciate it. Its accessibility is strengthened by relatively modest system requirements and support for Windows, macOS, and Linux. Steam features such as achievements, Steam Cloud, Family Sharing, and broad language support complement the straightforward design. None of these features fundamentally changes the restaurant mechanics, but together they make the game easier to approach for a wide audience and reinforce its identity as a comfortable game that can be enjoyed in shorter or longer sessions. The largest concern is repetition. Preparing dishes, placing them on the conveyor, fulfilling orders, and maintaining the restaurant inevitably involve performing similar actions across many shifts. The long-term appeal therefore depends on how effectively new recipes, upgrades, characters, events, and seasonal variations are distributed throughout progression. Players who need dramatic mechanical changes may eventually find the routine limiting. For those who enjoy optimization, collection, and incremental improvement, however, repetition can instead become part of the appeal as familiar tasks gradually become smoother and more efficient. Overall, Ugoku Sushi Bar offers a well-focused combination of cooking, crafting, restaurant management, relationship building, and cozy simulation. Its conveyor-belt serving mechanic provides a clear gameplay centerpiece, while the extensive recipe selection, upgrades, seasonal ingredients, recurring customers, and events give players several overlapping reasons to keep developing their restaurant. It does not appear interested in being the deepest economic simulator or the most frantic cooking challenge. Instead, it aims to make everyday sushi-bar work enjoyable through repetition, discovery, personalization, and steady progress. For players attracted to that particular style of relaxing management experience, it presents an appealing and thoughtfully constructed package. Rating: 8/10
this is by far one of my favorite Rogue Duck Interactive game. It's got a lot of content to unlock as you progress while also giving you new seasons and new ingredients. I haven't found a good game like this in a while. Something that I can just put on a youtube video and play. I love this game and I feel I've barely scratched the surface of it. Rogue Duck continues to be one of my fave developers.
玩法有意思的,但是没有提示,开在夏天9,继续营业要解锁玉子烧,到处翻遍了也找不到解锁方式,不解锁第二天还开不了,死循环
Cozy oyunları seviyorsanız kesinlikle şans verin. Sushi hazırlama mekaniği gerçekten çok keyifli, görselleri ve atmosferi de harika. Bir sürü sushi çeşidi var ve en önemlisi kedi besleyebiliyorsunuz 😂
I put the game on the hardest difficulty right away because I really enjoy Diner Dash kinda games where there is some time pressure and you have to stay on top of everything. While this isn’t exactly the same type of game, I really enjoy having customer timers and the added pressure of trying to get everyone served quickly. The gameplay loop is fun, but there are a few things that can make it feel more tedious than it needs to be. The automated sink for washing and drying dishes feels like an essential upgrade early game. Before getting it, dealing with dishes was probably one of the more frustrating parts of the game, in my opinion. Fishing also isn’t particularly fun to me and scaling/prepping the fish can start to feel more like a chore than it is a fun task. My biggest complaint overall is how often you have to pick the same tool back up while doing a single task. When preparing a fish, for example, you have to repeatedly pick up the knife to scale, cut, and chop instead of just keeping it in your hand. The same thing happens when refilling soy sauce. If I already have the bottle in my hand, I should be able to refill all four containers one after another instead of picking the bottle back up each time. It adds a lot of unnecessary clicking, especially when you’re trying to move quickly. One thing I REALLY appreciate is that you don’t have to memorize every recipe. There are quite a few of them, so being able to look at the customer’s order ticket and double check what goes into something is a great feature. Overall, it’s a really fun game to relax, zone out, and keep your hands and mind busy, which sometimes is exactly what I’m looking for in a game. The art style is cute, the music is nice, and the core gameplay loop is satisfying. With a little less repetitive clicking like I mentioned, it would be even better. However, I have noticed the same issue with their other game Vending Machine Co, as far as the extra pointless clicking goes.
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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