
In this absurd co-op horror game you are medieval monks--and the only chefs who can prevent the apocalypse. Feed enormous monsters with a catapult, evade supernatural enemies, and navigate a reality-bending labyrinth with up to 4+ players!
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About
Co-Op Kaiju Horror Cooking is exactly what the name suggests.
You and your friends are medieval monks, chefs--and walking liabilities.
In this absurdist online multiplayer horror game, 2-4 of your favorite people (or more, if you want to risk your computers/sanity) must use traps, proximity voice chat, and Gregorian chanting among other tools to feed giant monsters known as 'kaiju', gather treasure, and prevent the apocalypse.
You have 10 minutes.
Don't stay in the Larder.
Don't get caught.
Flexible tag-based cooking system. Chop ingredients, salt them, burn them--and then fire them into a kaiju's jaws!
A story about grappling with your faith as your leaders begin to die off, leaving you to carry the torch, told across 13 levels.
The first-ever multiplayer project from the developers behind Clickolding and I Am Your Beast.
Dramatic medieval soundtrack by award-winning composer David Mason (Dredge, Creepy Redneck Dinosaur Mansion 3).
Run away from monstrous creatures--and when necessary, turn them into food.
No tomatoes, since they were only introduced to Europe in the 16th century.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
This game is a fun new concept in the "Lethal Company - Type" game series. You bring ingredients and prepare them so the Kaiju gets what they desire. On release day the game was pretty solid - after the first small hotfixes the game broke for me and some other people :D But I am sure the Devs are working hard on that. Overall I think its a fun game concept, but it could be a little more satisfying. For example adding a good frying sound when cooking the meat would already make a big difference. Or an animation to the cutting & crushing. Here some extra infos for the "High Quota" People (like me) - The Game has a Highscore System which saves only the highest score per chapter. -> Unfortunately that means, that you cannot distinguish your Solo Games from Multiplayer & Multiplayer will always be higher in the Score. -> For me as Solo-High Quota Person in Games like Lethal Company or REPO, I am missing the chance to create my own save file, one for Multiplayer, one for Singleplayer to see how high I am scoring with different amount of people. A good way to do that, would be if the Devs just add (instead of ONE Highscore) a Highscore for 1 - 2 - 3 - 4 Player But in short: Its a good game for friends or Community on Stream and I will keep an eye on its development!
I adore strange scaffold's design ideas in most games, but this is the first time I have felt disappointed. The elevator pitch had my interest immediately but it fails in the execution - its simply too easy to get one shot or obliterated, pinned against a wall on accident, leaving you feeling frustrated and disengaged. Giving this one a rest with the hopes that they eventually give this a polish pass
Probably too difficult for it's own good; when it doesn't have the depth, content, or anything to motivate you to push through that frustrating initial learning curve. Some interesting ideas, the chanting is fun to play with for a few minutes, but ultimately falls short of standing out amongst the other coop tomfoolery experiences to be had. Give it a try if you have friends that want to try, but it's a pass for me.
An absolute blast, especially with friends, with fun yet simple mechanics and surprisingly good monk customisation.
This could be a really fun game, it's got some great gameplay and a work-together kind of very integral teamwork play that is really, really fun. Problem is, it's incredibly broken and buggy. Simple things like the continue button not working in some instances, causing you to have to force close and restart the whole game and sometimes an entire chapter. Items dropped by other players can becomes invisible. Players hearts, dropped upon death and required to revive your friends, can turn invisible and unfindable. Kaiju themselves can become invisible. Completed chapter 4 several times without getting the achievement. Monsters get stuck and become motionless. Maps will spawn with not nearly enough of the proper food to succeed. The settings menu is buggy and some settings can not be altered. Among others. Keep in mind, this is not early access. Please fix the game before adding continuous content patches! I'll update the review in the future if things change, but as of right now, its more frustrating than fun.
Great game but unfortunately I cannot recommend it until the dev stops focusing on releasing new buggy content and addresses several significant bugs on existing content that are affecting me and my friends' enjoyment.
It's a neat lethal company variation that needs some quality of life adjustments to really hit the mark. So this is currently a not recommended but would be with improvement. The overall idea of the gameplay loop is solid but its being held back by a few incomplete areas. 1: The menus and UI need fixing, they are practically broken when using a controller and lack proper haptic feedback about what is selected etc. Even talking to some people can break the camera until you leave on the elevator. 2: Ghouls are generally too fast in relation to character movement speed. 3: the list of kaiju likes and dislikes should be much larger like a board that you can glance at instead of a small piece of paper. It would also be generally useful if there was a clearer indicator of how many points things are worth in that list and if methods of preparation (spiced, cooked, minced etc) could be separated out in to a second column of likes/dislikes so we can see how they affect an ingredients score. 4: rats stealing things is a good gameplay mechanic, however it should be limited to ingredients. Why would a rat steal my cleaver? This is pretty frustrating when your only weapon has been stolen that you could use to get anything back. 5: having to talk to the monks in between levels to get starter gear is a bit tiresome due to the menus and how they keep moving around. It would make more sense for them to act like shops to buy additional things with some sort of currency and the free stuff to just be available on tables or stalls around the elevator. That way on retrying a level you can just hop straight to it. 6: cooking stuff is generally too slow compared to other methods of preparation. This is really felt when burnt food is preferable and you don't have a firebomb to just set a pile of food on fire. Even using a torch while something is cooking on the fire to double the speed takes too long. 7: i would like to see the point system shifted to some sort of currency that can be spent to upgrade the cooking area or purchase additional items. More tools etc to chop, squash and cook things faster or in multiples. Maybe a way to quickly send food back up from the dungeon through a pipe or a spice rack that starts with a random item etc. in particular somewhere to 'neatly' drop stuff brought back from the dungeon instead of just on the floor would be nice. 8: The singing mechanism feels lacking, I've not found anything other than the elevator that uses it even though a pop up tip mentioned a glyph that uses it. Perhaps some enemies could be provoked with it to aid friends in danger or it could be used defensively if you could only sing for a short time like using stamina. 9: procedural level generation for more variety in repeating levels. Doesn't have to be anything major to make a difference. There are already a few varying room types that could be disconnected in to peices and randomly connected together to make winding corridors and mazes. 10: The chapter system is odd and i think an attempt to get around creating saves. If you can, i would invest time in allowing save games and ditch the chapter system for a singular option to start the game.
I find this game very endearing and the gameplay loop fun and satisfying. When it works I have an absolute blast with friends. Was hoping the last two updates would address the many issues, but sadly they do not, only add new content. The change to rats is good at least. Ghouls I find are way too fast and aggressive still. Tried to play with a friend who's new to the game, and it was a buggy mess and severely impacted our fun. Objects not interactable/able to be picked up, monsters frozen in place and broken, and upon actually completing a kaiju, host not being able to click continue so they need to disconnect the entire lobby, etc. Chapter achievements are STILL broken. Whether we choose the host who wants the achievement or somebody else is host, achievements still aren't obtained for them. I really want to enjoy this game and just have fun with friends, but at the rate it's going I genuinely cannot recommend it to anybody right now. When it works, it's fun, but otherwise it's just frustrating to play.
this genuinely might be the most terrible and boring game i have ever played
I really wanted to like this one, being my first game from Strange Scaffold, but I really struggled to get into it. The aesthetic is great - the low-poly low-resolution character models hearken back to games like Black And White and I adore that - but trying to remember the Likes+Dislikes of the creature on our fifth attempt at the thing, as well as getting slaughtered by a skinny dude who shrugs off meat cleaver blows and pummels me to death with its fists... made it needlessly frustrating. Even stuff as simple as making sure to grab a weapon from the blacksmith guy, so I stand a chance during the mission, became needless walking back to the same dudes every time we failed. (In the same way that "this meeting could have been an email", 'This dialogue box could have been a loadout screen' because I was always going to pick the desirable things each try.) I'm sure there's a great game in there, and maybe once you've gotten past the initial hurdles it's a wonderful time with friends. Maybe it's better with more than two friends so you have enough people to coordinate, cook, and dungeon-delve simultaneously - instead of interrupting your group's chef (again) to ask if Cabbage is useful (again) because you didn't write it down on a notepad beside your keyboard. Even when we did finally reach the target, we had to wait until the timer(s) ticked down to zero - I thought we were meant to chant while at the glowing platform to leave early, but that didn't seem to work. Maybe the next game by these folks will suit better, but I don't think this one is for me. Edit: It's also worth mentioning that items having a chance to be invisible when dropped by another player, or fall out of the map when cooking near the catapult, didn't help either. One of our trio had to sit out an entire (failed) round because we couldn't see their heart to try and revive them even though they died two rooms from the exit door.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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