
Once again approaching the refrigerator, Chefy magically finds himself in new worlds in which he has to find the ingredients for his favorite dish!
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): 0/day in the week to Sep 8 → 0/day in the week after.
About

Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 30reviews | 90% | — | $3.2K |
| $4.99 | 61ratings | 82% | — | not modelled | |
Engagement
Reviews
Fun, colorful with an interesting idea and a cute character my recommendation
[h3]A cautionary tale about roteness, but a mild recommendation[/h3] Formulas aren't inherently bad. They provide a simple framework which can then be used to iterate upon and give players a sense of familiarity. Many beloved games of our childhood are built upon relatively strict formulas. But they are a double edged sword, as while developers can play around with them, they still often either limit what can be done or demand elements to be added which don't necessarily add to the experience. Anyways, here's how Chefy-Chef plays out: there's three worlds, each with twenty levels each. Each level has five fixed elements: three collectibles needed to finish the level, a secret burger, and a goal freezer which appears once the three collectibles are all picked up. The non-cosmetic differences between worlds are extremely minor, so don't expect variation in that front. Different obstacles are introduced at a rather slow pace, but none are what you'd call setpieces: it's just something new that gets added to the pool of elements which may show up in any random room. Anyways, the store page does boast a Metroidvania-y flavour, and that's true enough with almost all levels having at least one of the three kitchen tools gatekeeping passage to other rooms. In later levels there's also a variety of pressable switches which either open literal gates or activate moving platforms. I don't mind having to find these in each level in theory, but how well constructed each level is to the discovery/exploration involved varies [b]a lot[/b]. Hell, speaking of exploration, let's circle back to the hidden burgers and a pet peeve: the burgers are almost always found in dedicated rooms which [i]technically[/i] require you to first find (4/5 times it's literally next to the room entrance) trigger for the burger and then get to the end of the room where the burger actually spawned. The problem is that if you got all the items before getting the necessary tools to get into these rooms, sometimes the exit fridge is in an unavoidable spot and you'll have to replay the entire level to go get this. So yeah, these sixty levels are not all made equally. Several of them drag on for later than they really needed to go on, and only because the developers wrote themselves into a corner with that formula. The best levels do feel like a competent if not too memorable Metroidvania, but these are not frequent enough not to feel like a chunk of the game is just wasting your time deliberately. At the risk of sounding like an infamous reviewer on here, I do suspect this also having been released on mobile does have something to do with this game being less than it could have been with the developers feeling more playful on how they built the game. It was never going to be the next big platformer, but I've definitely played other platformers in the same price range which do keep things far more fresh.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 0/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, German, Spanish - Spain
| $4.99 |
| 30ratings |
| 90% |
| — |
| not modelled |
| $4.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 32 reviews with recorded playtime.
While this is a hard game to recommend because of it's length, and how it spreads it's new and interesting features over that length, it all works well. All the pieces fit together, and it still has a fairly decent fun factor. Check out the rest of our review here: https://youtu.be/bnBKFXK464o Thank you for watching!
NICE GAME!But Please Chinese~!
[h1]Review zu Chefy-Chef[/h1] Chefy-Chef ist mit einem Wort schnell erklärt: charmant. Mit zwei Wörtern vielleicht: charmant und kurzweilig. Chefy-Chef ist eines dieser Spiele, die man nebenbei mal spielt und sich währenddessen auf größere Titel mental vorbereitet. Chefy-Chef macht nicht wirklich neues für das Platformergenre, bietet aber interessante Items an, die ich so noch nicht gesehen habe. Auch dessen Nutzung hat sich gut angefühlt und stets Spaß gemacht! Generell ist das Spiel recht putzig und als Platformer-Fan einen Blick wert, ist allerdings wohl eher an Anfänger dieses Genres gerichtet, da das Spiel nicht wirklich schwer ist. Kommen wir für die Schnellen unter uns einfach mal zur Pro-Contra-Liste: [u][b]Pro:[/b][/u] + Knuffige Ästhetik + Erheiternde Musik. Den kompletten Soundtrack gibts leider nicht auf YouTube, [url=https://www.youtube.com/playlist?list=PLSjy3e3KhvcqECmaz9jnG6TaSOWptFuiQ]weshalb ich den hochgeladen habe[/url]. + Flüssige Steuerung, auch wenn es anfangs noch schwer war herauszufinden, wie man das Pfannen-Item wohl am besten nutzt [u][b]Contra:[/b][/u] - Items, also Küchenutensilien, wie Messer, Hammer und Pfanne, müssen in jedem Level neu gefunden werden, sodass, wenn man mehrere Level am Stück spielt, sich umgewöhnen muss, dass man wieder seine Upgrades nicht hat - Achievements decken nur 1/3 des Spiels ab. Heißt, du kannst nur 1/3 des Spiels durchgespielt haben, aber dennoch alle Achievements besitzen... [u][b]Prontra:[/b][/u] +- Aufgrund des Charakterdesigns war manchmal schwer zu erkennen, ob er nach rechts oder links schaut. Besonders wenn ich mal mich nicht auf meinen Charakter konzentriert hatte, sondern auf den Pfad vor mir, musste ich schon zweimal hinschauen, in welche Richtung ich gucke, um mich richtig positionieren zu können +- Das Spiel zwingt dich, nachdem du alle Zutaten in einem Level eingesammelt hast und du dich in der Nähe des Ziels befindest, dass du den Level verlässt. Es gibt einige Level, da hast du bereits alle Zutaten, aber nicht den Burger, das Collectible, das man natürlich auch gerne einsammel würde, allerdings steht beim Pfad zum Burger das Ziel "im Weg" und wenn man in diesen Leveln nicht die Pfanne zum Teleportieren gekriegt hat, dann muss man den Level erzwungenermaßen beenden Chefy-Chef war ein kurzweiliger Spaß, aber dennoch ein "spaßiger Spaß". Ich danke fürs Lesen und wünsche sehr viel Spaß beim Spielen! ;-) https://store.steampowered.com/app/1798810/ChefyChef/
ratalaika games debería poner una opción de tamaño para la pantalla para todos sus juegos
un juego cortito pero entretenido, Es un pequeño juego de plataformeo, que tiene un encanto simple y sin complicaciones. Su valor de compra esta muy bien si buscas entretenerte unas horas.
TL;DR - Chefy-Chef is a simple platformer with a very limited amount of challenges that often make the 60 levels feel fairly repetitive, and there's little motivation to continue, since the rewards aren't exciting. Simple is fine, but do you want 60 levels of mostly the exact same thing? The game is built around collecting 3 ingredients scattered around each level, which involves having to recover your tools and the abilities they grant, again in each level, as you lose these abilities between levels. This results in some variety in challenges and progression through the levels - in some cases, you might have to deal with not being able to kill any enemies, or having to find alternate approaches to obstacles. Your core moveset is only the ability to jump and double jump. However, you can collect varying combinations of three different tools through the course of each level. The knife grants you projectile attacks to the side or above you to kill enemies, hit buttons, and break rock walls. It also allows you to climb up and cling to walls. The tenderizer hammer lets you perform a high jump, kill enemies, break rock floors, and safely pogo off of spike floors. The frying pan can be thrown in an arc to the side or above you, and can be teleported to by pressing the button again. All three of these tools have a cooldown after their use, which is more often annoying rather than challenging, especially when several levels require you to use the hammer's high jump twice in a row. I feel like not enough mechanics are introduced across the 60 levels, and the themes of jungle, snowy mountains, and swamp don't really do much of anything to make the levels feel different either. There wasn't really any kind of ramping up in difficulty, with only a single level that was difficult if you wanted to collect the level's secret burger. Some levels didn't feel like they were given enough consideration, and towards the end, I began to feel like half were made with some kind of automatic level-generation tool, because so many of the challenges were alike. In some cases, collecting all three ingredients will cause the exit to spawn in an area you can't bypass, so if you didn't already collect the optional secret burger, you will have to restart the entire level to collect it. There was also one instance close to the end of the game where it's possible to get trapped in a pit without any tools, forcing you to die or restart the level. There is a secret burger to collect in each level, found by rustling plants or vines in the level which shake unnaturally on their own. Collecting certain thresholds of these will unlock character customization in the form of palette swaps for the apron, clothes, and hair color of your character. Nothing more elaborate, and even then, the last one unlocks at 60 secret burgers collected, so the game is over. As a result, there's no opportunity left to actually view it, unless you choose to play through the levels again, and I don't know why you would. There are achievements only for the first 20 levels, so there's not even that motivation to continue to the end. And the ending is basically non-existent - a 7-second scene where the chef returns to his business, and holds up a bowl of the 3 ingredients. There is no completion bonus or changes to the ending for getting all of the secret burgers either. The music is unmemorable chiptunes that get kind of repetitive, but in all likelihood, you'll be putting on some video or podcast to the side while you play this, so whatever. All of the visuals are similarly repetitive, with half of the screen occupied by black, a third occupied by more or less monochrome colors tuned to the world's theme to be repeated across 20 levels, and the remainder of the screen filled with a few accent colors. There's no plot or justification for visiting the places you do, other than "just because." That means it's not even about what would be fun to see or experience, like you would find in a 90s platformer - you're going to trudge through a jungle, the snow, and a swamp, and that's it. All of this makes me wish the game had been shorter, perhaps 30 or 40 levels while playing with more of the mechanics in a more focused and condensed package. I kind of wish I had the time back. If you're going to pick up the game, make sure it's because you're looking for some unchallenging background activity to do while watching videos or something.
比较休闲的平台跳跃游戏,手残也能玩,3个小时通关 玩到后面就没啥新意了,重复度高
fun and interesting at first but the more you progress, the more it gets overly repetitive and boring
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $620 | 38 | 95% | $1.00 | |
| $29.3K | 123 | 96% | $9.99 | |
| $13K | 30 | 97% | $24.99 | |
| $271 | 7 | 100% | $1.99 | |
| $263.9K | 1.5K | 99% | $8.99 | |
| $209.2K | 911 | 95% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.2K | 101 | 100% | $1.99 | |
| $3.2K | 82 | 87% | $2.99 | |
| $3.2K | 56 | 82% | $3.99 | |
| $3.2K | 191 | 90% | $0.99 | |
| $3.2K | 58 | 88% | $2.99 | |
| $3.2K | 61 | 34% | $2.99 |