
Run your own conveyor belt sushi restaurant. Make sushi, serve customers, process payments, clean tables, hire staff, and design your restaurant’s conveyor belt. Set your own prices, manage troublesome customers, and expand your sushi restaurant.
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About
In our free version, you can play up to shop level 10, unlock a set of sushi, access one shop area, and expand your sushi shop’s conveyor belt. This gives you a taste of the core gameplay experience and a glimpse of what’s waiting for you in the full version!
"Conveyor Belt Sushi Simulator" is a cozy first-person simulation where you serve sushi to customers, earn money, and grow your sushi restaurant business.
PROLOGUE FEATURES:

Make sushi and place it on the conveyor belt, allowing customers to pick their favorite sushi.

Order stock from the supplier using your tablet. Seafood prices vary daily based on the day's supply.

Scan the sushi plates to calculate the bill. Make sure you don’t miss any plates, or you’ll receive less money!

Clean the table for the next customer and deal with troublesome customers before they cause any trouble.
Genres
Stats
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese*, Korean, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese +3 more
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
回転寿司店を経営する回転寿司シミュレーターです。なぜこちらが英語のタイトルになってるかはわかりませんが。 とりあえずレベル10までやってみましたがちゃんと面白かったです。寿司には鮮度があるようで一定時間経過すると廃棄することになるので開店前に作り置きすればOKということにはならないようです。 寿司を作るのはミニゲーム要素とかなく手順に沿って作るだけで難しくはありません。材料の発注もわりとざっくりしている感じでした。価格は皿ごとに設定していくので完全固定ではなく多少は融通がききます。 メニューは寿司だけでなく麺類もありドリンク、ビール、デザートなども用意されています。体験版では新商品のアンロック項目はレベル1しか判明していないのでどれぐらいあるかわかりませんが、種類は結構あるようにみえます。店の拡張もあり1回ごとの拡張はわりと広めでした。回転寿司のレーンはベルトコンベアーをつなげれば伸びていくので相当大きくできるのでそこも楽しめそう。 雇用はウエイターと寿司職人が既に存在してるのでワンオペで店をまわすのは最初の方だけでいけそう。テイクアウトもあるようですが体験版ではoffになっていのでどうなるかはわかりませんが配達員に渡す程度になりそう。 体験版なのでベストコンベアーをつなげる判定や会計持のお皿のカウントなどやりづらい所はありましたが現時点でもある程度仕上がっていて発売も近いのかなと感じました。
扫盘子的时候经常有重叠的扫不上,人物建模是邪神级别的,寿司种类看起来还不少
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
先ず一番は握る寿司をメニューから選んでからでないと目的の寿司を握れない。 目の前にネタが並んでいるのに余分な手間がかかる。 在庫数も注文リストを開かないとワカラナイ。 目の前にネタがあるのだからマウスを重ねると在庫数が表示されるようにするべき。 そして会計の時に皿をスキャンするのが他の客などが邪魔でやりにくく見落としの原因になっている。 そして最後に・・・そして最後に・・・そして最後に・・・スーパーダイナマイトサキスフォン!! あ・いや・メニューをカスタマイズ出来ない!! うちの店はこのネタは出さないとか、うちはこのネタしか出さないってお店ありますよね。 そういう自由度が無い。
I love the premise of this game! I only wish I could reach all the customers from the sushi bar instead of backing away from it & running special requests to the people. It takes too much time to back out and run it over. Aside from that this was a fun game. Can't wait to see what the devs do with this one!
오이 롤을 주문하면 손님이 안 나가는 버그 있습니다. 고쳐주셨으면 합니다. 타이쿤류 좋아하시는분들한테 추천합니다.
C'est difficile de laisser un vrai bon commentaire sur si peu de contenu disponible dans le prologue, mais pour l'instant, mon expérience est assez positive malgré les quelques détails ici et là. L'un des bémols et j'imagine que cela s'arrange une fois que les employés sont disponible, c'est la patience des clients. Exemple : Je fais des sushis, deux clients veulent payer et un autre désire un plat en particulier. Chacune de leur demande est en vert. Je fini mon sushi déjà entamé et je m'occupe de la demande du client pour le plat qui est toujours dans le vert la dernière fois que je l'ai regardé. Le plat rapidement terminé, je remarque avec consternation qu'il demande l'addition avant même d'avoir reçu son repas et que les autres additions en attentes sont maintenant dans le rouge. Pour que je puisse avancer sans avoir de trouble, je dois faire avec une table de trois simplement. Un autre petit détail que je trouve légèrement frustrant, c'est de devoir sélectionner la recette désiré pour pouvoir faire le sushi à chaque fois. Au début ça va, mais lorsque tu commences à connaitre pas mal toutes les recettes, c'est frustrant de ne pas pouvoir tout simplement la faire sans avoir recours à devoir aller sélectionner la recette dans le menu. Surtout lorsque tu as beaucoup de clients et que les sushis s'envole en un clin d’œil. Sans compter qu'on perd un temps précieux de fabrication de plat quand il faut aller faire payer le client et débarrasser la place pour le prochain. Peut-être que laisser la discrétion au joueur s'il a besoin de la recette plutôt que de l'exiger serait un gros plus. Sinon, malgré ces petits points pour ma part contrariant, j'ai assez apprécié et je suis curieuse de continuer encore plus loin dans le jeu afin de voir si ces désagréments vont s'améliorer une fois les employés disponibles.
Simplesmente horrível, o jogo nao te ensina nd o que tem q fazer, vc fik totalmente perdido, quando pensa q começou a entender... pufff!! ta td errado kkk vc paga caro nos itens e vende o prato mto barato pq se vc coloca em um prato um pouco mais caro eles nao comem
Conveyor Belt Sushi Simulator: Prologue is a focused and surprisingly engaging management simulation that transforms a very specific restaurant concept into a layered, hands-on gameplay experience. Developed and published by Mizuki Games, it acts as an introductory slice of a larger project, but even in this limited form, it demonstrates a strong understanding of how to balance routine, efficiency, and gradual progression. Rather than abstracting its systems into menus and statistics, the game places players directly inside the restaurant, making every task feel immediate and personal. The core loop revolves around running a conveyor belt sushi shop from a first-person perspective. Players prepare dishes, place them onto the belt, and allow customers to pick what they want as plates circulate through the dining area. On the surface, this seems simple, but the game quickly expands into a multitasking challenge. You are responsible not only for cooking but also for restocking ingredients, managing fluctuating costs, cleaning tables, and handling payments. Each of these elements feeds into the others, creating a continuous cycle where efficiency becomes the key to success. As customer flow increases, the pressure builds naturally, turning what begins as a calm routine into a fast-paced balancing act. What sets the experience apart is its tactile approach to management. Instead of issuing commands from a distance, players physically perform each action. You assemble sushi piece by piece, place it on the conveyor, and scan dishes to calculate a customer’s bill. This hands-on design gives the game a sense of presence that many management simulators lack, making even simple tasks feel meaningful. Mistakes are immediate and visible—forgetting to clean a table or mismanaging orders can disrupt the flow of the entire restaurant, reinforcing the importance of attention and timing. Progression within the prologue is limited but still effective in creating a sense of growth. As players earn money, they can unlock new recipes, improve their workflow, and expand the functionality of their conveyor system. These upgrades do not drastically change the core mechanics, but they make the restaurant feel more efficient and capable. There is also a light strategic element in how players choose to manage pricing and inventory, encouraging experimentation with different approaches to maximize profit and customer satisfaction. However, because this is only a preview of the full game, these systems eventually reach a ceiling, leaving the experience feeling somewhat contained. The pacing of the game is one of its strengths. Early sessions are relaxed, allowing players to learn the mechanics at their own pace, but as more customers arrive and demands increase, the tempo shifts into something more intense. This gradual escalation keeps the gameplay engaging, though it also reveals the limits of the available content. Once all systems have been introduced and optimized, the loop becomes more about repetition and efficiency than discovery. The satisfaction comes from refining your routine rather than encountering new mechanics. Visually, the game adopts a clean and functional 3D style that prioritizes clarity over detail. The restaurant layout is easy to read, and important elements are clearly visible even during busy moments. While the graphics are not particularly detailed or stylized, they effectively support the gameplay, ensuring that players can focus on managing their tasks without confusion. The presentation feels practical and cohesive, even if it lacks a strong visual identity. Sound design complements the experience with a subtle and unobtrusive approach. Ambient restaurant noises and light background music create a sense of activity without becoming overwhelming. Audio cues for actions such as preparing food or handling payments help reinforce the rhythm of the gameplay, though the overall soundscape remains fairly simple. Over time, repetition becomes noticeable, but it rarely detracts from the overall experience. The main limitation of Conveyor Belt Sushi Simulator: Prologue is its scope. As a prologue, it offers only a single location and a capped progression system, which means that players will eventually reach a point where there is little left to unlock or explore. While the core loop remains enjoyable, the lack of new content or evolving mechanics reduces long-term engagement. Replay value exists in optimizing performance or experimenting with different management styles, but it is ultimately limited by the game’s boundaries. Despite this, the game succeeds in delivering a cohesive and satisfying simulation that feels more substantial than its label might suggest. It demonstrates a clear vision and executes it with confidence, offering a glimpse of a larger experience that has the potential to expand significantly. For players who enjoy management games with a hands-on approach, it provides a compelling and accessible introduction that is easy to pick up but rewarding to master within its limited scope. Rating: 7/10
好玩,快点把正式版端出来吧
Conveyor Belt Sushi Simulator: Prologue is an average sim game.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.