
Beastro is a cozy culinary adventure where the fate of the world rests on what's for dinner! Farm and gather fresh ingredients, tackle cooking minigames, and create tasty recipes to fuel the Caretakers for deckbuilding battles as they seek to save the world.
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About
Palo Pori is a beautiful and peaceful village of artisans and tastemakers. Beyond the village’s protective wall, darkness has begun to stir. Ravenous monsters have claimed the land and threaten to sink their teeth into this final morsel of hope and happiness.
Play as Panko, a young, talented chef, helping to run the local eatery. When Panko’s teacher goes missing, a mysterious visitor arrives with warnings of the dangers beyond the wall. It's up to Panko to step up and take over the restaurant and tend to the ingredients and patrons. But that’s not all, Panko also finds himself serving the Caretakers, brave adventurers, sent to save the world. In this adventure, preserving peace starts in the kitchen!


In Palo Pori, fresh is best! Gather ingredients and resources, care for animals and grow your own fruit and veg to build up your very own cozy town to table restaurant. Forage for wild herbs and unlock new seeds to grow to expand your meals.

Chop, flip, and sizzle your way through mouthwatering mini-games as you whip up delightful dishes for the townsfolk. Good food is always better with company, so work hard to improve your cooking and experiment with ingredients, to keep your patrons happy.
Tailor your restaurant to the tastes of your community, develop new meals, progress your know how through a skill tree and adjust the decor to increase your restaurant’s appeal.

You’ll also need to feed the hungry Caretakers; these brave denizens of the land will venture out into the wilds to fight the ravenous monsters threatening the peace of Palo Pori. Each Caretaker hails from their own flavour region, affecting their own tastes and preferences: some like it bitter, some like it sweet and some are just looking to fulfil their craving of the day! Craft thoughtful meals and balance the flavour profiles to boost their spirits, sharpen their skills, and unlock new abilities. Because let’s face it… Who can save the world on an empty stomach?

Now it’s time to put your meal to the test! This is where taste meets tactics. The dishes you serve will build your Caretaker’s deck – each ingredient unlocking a card. And once they’ve eaten, they’ll venture into the wilds to fight the monsters. Upon their return, they’ll recount their journey and play out their battles through a charming puppet theatre sequence. They might even bring you back some MONSTEROUS ingredients from their ventures. Fight the monsters in turn-based deck building combat, inspired by traditional trick-taking card games. Outplay the monsters, by matching their flavour magic or neutralising it with a balancing card. Add an enhancing card to power up your moves! Your magic can turn the tables!
Utilize the unique effects of your ingredients to put your enemies to sleep, blow away their cards, and more, but watch out, you’re not the only one with special abilities. If you’re not paying attention, you might get burned.
In this food-based fantasy adventure, it’s time to give peas a chance! - Are you ready to get cooking?
Unlock the magic in food.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Spanish - Spain, Japanese
Engagement
Hours played at review time, across 63 reviews with recorded playtime.
Reviews
Themes across 63 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
不解成就的話 主綫一路解下去沒有任何悶/卡關的地方 好玩愛玩
Beastro is overall a cozy experience about empowering your newfound friends with delicious meals and a bit of magic so they can go out and stop the apocalypse. In town you'll grow food and buy upgrades, then you'll open the restaurant in the evening and do some minigames to prepare the town's food. Then you prepare a special meal for the caretaker you're sending out which will furnish them with specific cards. Once they're out there they'll find themselves on a traditional roguelike map where they'll bring back new resources and fight monsters with those cards you prepared. Each caretaker has their own base cards, but each enemy will require cards of specific flavors (there are six) to bring them down. Since there's a good variety of enemies in each map each flavor will be useful in a deck, but you'll have incentive to stack a deck towards particular flavors depending on the course you take through the map. Beastro is a very forgiving game, there's no real penalty for defeat except for having to try again the next day. It's gorgeous to look at though (I do recommend dropping down to Medium settings to save your computer's fans some work, it will still loo great), and the card battles happen quickly but are very engaging.
I love this game and the little world created here. Such a special game, full of a lot of detail. The game-play loop has lots to do and is quite varied which keeps it engaging and fun. There is so much more to this game than I thought there would be and it is quickly becoming one of my current favourites.
Panko is cute
This game is super chill and really fun to play. Everything feels like a little minigame from cooking to fishingand it’s all just really relaxing. The art looks amazing and the story actually keeps you hooked. This was the first game I ever bought on Steam and honestly it was such a good choice.
Beastro is a fun little adorable experience that will charm you with its visuals. And while I recommend it if your looking for short game with a bit of restaurant sim, farming/gathering sim, and deck builder rogue-like gameplay. I do feel that even if you plan to 100% the game at 20 dollars usd its a bit pricey for how short it is. If you really want to support the devs grab at full price. Otherwise I say wait till a sale or get it as part of a bundle. Also be aware that if you are going to 100% the game. The quest that lets you get the achievement for meeting all the flavor spirits is currently bugged. Making meeting the final 6 spirit impossible without starting a new playthrough.
Beastro is part cozy farming sim, part restaurant sim, and part deck builder rogue-like. It pulls everything together in a cohesive manner that's not bad but also not particularly interesting. It works but just feels bland. The farming aspect of the game is arguably the weakest part of the game. The town is pretty big but sparse, with nothing really of note. The villagers don't react to any story beats and everything is just far enough away from each other to make checking every corner for ingredient spawns to feel like a small chore. While gathering isn't strictly necessary, some ingredients like hammerbugs are only found this way, which implicitly encourages doing the daily lap around town twice daily, since different ingredients spawn in the morning and night. The farm itself is nice and contained within its own corner and is simple enough. Just harvest whatever's ready and water/feed everything in sight. Fishing is as basic as it gets: charge the reel, wait for a bite, and hit the quick time event to reel it in. Towards the end of the game, there is a way to automate watering the crops and gathering every drop in town, but in a strange design decision, this will likely occur within 2-3 days of the story ending. The ingredients are used in the restaurant, which contains some simple minigames to make recipes for customers to get money to buy whatever you need. The minigames are not hard but lose their charm very quickly. Most don't require much thought and some feel like they're missing a core aspect. The chopping minigame feels like it should be following around to a rhythm of some sort, but it doesn't. The pounding minigame is just mashing the button while moving towards anything on the board. After three such minigames, there's a serving minigame where you have to get the dishes to the correct customer within a time limit for the most tips. This one in particular feels like you have to try to get below the green serve time since the restaurant is so small and even the shortest lifespan dishes are very generous. After serving the customers, the main point of the game shows up: feeding the caretaker by balancing ingredient choice on a grid to both match the caretaker's preferences while also giving them cards they need for combat. Early game, the decisions feel like they matter, but later on, the weight of choices is lifted when the only thing that matters is getting at least one card of every flavor with decent attack value. That's really all you need since the combat is focused on not matching the monster's flavor, but rather neutralizing it. The combat mostly plays itself as the gameplay loop is to keep spending your health to redraw your hand until you get the correct flavors, which will make themselves known by jumping in your hand. If you don't have the correct flavors in hand, you keep going until you either get the card you need or run out of health. This makes it pretty easy to solve the combat phase if you just want to beat the story. The story itself exists and has a beginning, middle, and end. It feels like a few details were left out, but is overall fine, if a bit predictable. Characters are pretty one note, but that fits given the separation of flavors in the world. Due to the nature of progression being tied to how fast you go through the map in combat, the story can either fly by if you manage to get everything on the first two or three goes, or basically not exist if you either actively decide not to or just get an unlucky streak and fail to advance. The visuals are cute and charming, with everyone of note immediately being recognizable. The music fits the whimsical theme and is otherwise unoffensive. Overall, not a bad game but doesn't bring anything new. Worth checking out when it's on sale to spend over a few afternoons.
タイトルロゴまで日本語版を作っているくらい翻訳がしっかりされていて、ゲームシステム面も料理ではそれぞれの風味同士を合わせることでの相乗、軽減効果や食材ごとのサイズ、風味の強さ、カード数値、特殊効果などを考慮して料理を作るのがパズル的な面白さがあって楽しかった。ただストーリーがそこまで長くないので後半に解除したレシピや集めた食材を使う機会が少なかったので欲を言うとボリュームがもう少し欲しかった。主人公のパンコがかわいい。
I don’t normally write reviews, but I felt it was important to share how much I enjoyed this game. Initially, I picked it up as I thought the art style was nice, and I was looking for a more cozy game to play. I was blown away by how much I liked it, so much so that I decided that I wanted to get all the achievements in the game, which is something I seldom do, especially if I find getting them tedious. It combined some of my favorite things, rougelites and card games, through a very unique system of combining ingredients in an inventory-style puzzle to assemble your decks while balancing out the flavors for more particular caretakers as well as the regions you will be exploring. Having a bit of Stardew Valley vibe as you tend to your crops, caring for the animals, fishing, collecting all sorts of things around town, and upgrading your equipment before transitioning into a restaurant phase. I do wish it provided a little more information on certain recipes, and that the cooking mini-games were more advanced, as they felt random at times. It would also have been fun to include some of the new versions of cooking mini-games used when learning to work with new ingredients. It is still super engaging, and I was enjoying cooking and putting meals together so much that I put off completing the game for a decent amount of time. I even just enjoyed running around town gathering items, really taking my time to explore every nook and cranny, which could be easily done as the cycles of the day do not change unless you transition into them, making it feel like you can take your time without stressing. Overall, I really enjoyed Beastro and would highly recommend it to those interested in a game of this nature.
I liked this game. The art style and worldbuilding is interesting, and the turn based gameplay is fun (I mean it's a deckbuilder, they're addicting!) The problem is that's...the only highlight of this game. The rest of the game is all cozy game stuff, in the form of everyday chores, and item collection. But unlike titles like Stardew or Animal Crossing, it lacks a fundamental aspect of both of these games: charming NPCs. Every piece of dialogue outside the main story is the blandest of bland one-liners, even from the main characters. This makes the setting feel less like a town and more of an RPG hub, where NPCs are just there to give you services rather than have any actual substance to their characters. Which does Not work for a game where you spend the majority of your time *in town*, collecting items from around the map. It ends up making the non-battle sections feel like unnecessary bloat, when all you're doing in these sections is, essentially, grinding for the actual fun part of the game. It's like if you took Slay the Spire, and put in a bunch of unskippable minigames and a cutscene before every run. And there aren't any charming character interactions to distract you from that! No real goal to work towards other than better cards. If you're going to make it grindy, at least put it in the actual fun part of the game. Which, granted, they do do. But it needs some kind of story in-between if you want something more interesting than just that. On top of that, a lot of major characters had a lot of missed potential as well. Their quests were done too quick, and they lost plot relevance too soon, which -- as previously discussed -- basically stripped away everything interesting about them and relegated them to single lines of dialogue with less substance than a literal vacuum. So yeah. This, among other things, is why I can at best say this game is unpolished, and at worst unfinished. (There's also some choppy animations and sloppy camera work in some places, but those are just nitpicks honestly. Still affects the game's polish though.) They've got the cast of loveable characters. Use them, or the rest of the game suffers for it. Hopefully the devs update the game to address some of these issues moving forward.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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