
The original cooking horror returns in an unhinged co-op experience for 1-4 players. Grill burgers, serve customers, and hit your quota before the kitchen turns into a nightmare. When Asset Joy begins her hunt, try to escape alive and extract your hard-earned cash to survive another shift.
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.
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 2,402 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
You and your crew are hired to participate in an experiment run by the Paragon Corporation. It sounds like a standard fast-food gig: grill burgers, fry sides, pour drinks, work the register, hit your quota, and keep the customers happy.
Every shift is a ticking clock – the kitchen always wins eventually. Once the simulation collapses, Asset Joy breaks containment and begins her hunt. The iconic mascot is back for blood – and you have only one chance to escape!
The game reacts to what you say on the mic. Speak the wrong word, and Asset Joy will hear you. Speak the right incantation, and the kitchen warps. Learn how to use incantations to your advantage, and what to never say aloud if you don’t want to anger the beast.
35+ modifiers ensure each run goes off the rails in a unique way. Rush Hour brings additional customers for a more profitable yet more chaotic shift. Profanity Policy punishes the team every time someone swears on the mic. Midmaxxing messes up the appliances' cooking temperatures.
Escape alive, and your earnings come with you. Spend them on boosters, sacrifice them to the ascension ritual to move the story forward, or gamble them on harder contracts for bigger payouts.
Happy's Humble Burger Cult (formerly Burgatory) is the next chapter in the Scythe Studios Universe, and a direct successor to Happy's Humble Burger Farm – peeling back another layer of the Paragon Corporation's reality-warping simulation program. Ready to go down the rabbit hole again?
Chaotic first-person cooking horror for up to 4 players
Cook fast food meals and serve them to customers
Prepare and pack burgers, fries, drinks, and desserts
Close up shop and escape when the monster goes on a hunt
Work together to hit your quota and survive
6 restaurants with a variety of menu items
35+ gameplay modifiers
Lobby area with mini-games and social space
A new chapter in the Happy’s Humble saga
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 489 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
3/10, - found several bugs before even loading into the actual cooking/surviving round, NPCs not appearing when I joined a friend's hosted lobby and was able to walk through a door that was closed and impassable on my friend's screen. I then went on to fall out of the map as despite that area being significantly fleshed out with 15+ rooms of desks, beds, freezer equipment etc... some of the doors just led to the outside of the map. We also couldn't start a game as I would just get stuck at the bottom of the hole. Had to leave the server and this time let me host it and my friend join. - The cooking itself isn't that poorly done, while it might be unintuitive compared to other similar games its consistent and fair within the game itself, which is actually appreciated. However, it doesn't scale well with multiplayer, as very rarely does it feel like I'm working with my friend, as it was always easier to divide and conquer, which also had the side effect of keeping everyone in their own lane that kept the one potentially good thing that the multiplayer could add from coming into play, player collision, the first location is tightly packed and getting around up to an (expected) 3 other people could be quite a good way to make multiplayer chaotic and fun, but generally as long as everyone focuses on different things it seems rather rare to actually encounter this especially since later locations seem to just get bigger making this problem worse. Ironically, although everyone is encouraged to do something different, 90% of the time is just waiting on the one person doing the (last) burger. - The enemies encountered in a round run counter to the cooking, as the better you do at cooking the less enemies you will encounter, while the worse you do the more spawn only making it harder and harder, this means good players don't need to interact with entities as much as worse or less coordinated players as they will fill the quota with a higher simulation stability. Additionally it feels like actually dodging the enemies is more or less pointless as they didn't do much to actually affect cooking, just setting a fire here or there and giving mostly meaningless debuffs. The fact entities don't attempt to mess with the kitchen directly is weird, no taking ingredients out of inventories or off of partially done burgers, no turning on or off appliances, no stealing nuggets or pies out of the hotplates. Heck why are there no enemies that force you to divert cooking time to them instead. - Progression is mostly cosmetic, locations, and 1 time use consumables for meta progression, while individual shift streaks have contracts and the three optional challenges. To start with standard shift streak progression, each time you enter another shift you must accept a contract, these are either a singular upgrade or a singular downgrade, with no penalty for choosing upgrades instead of downgrades. The only reason upgrade contracts aren't always chosen is because one isn't always available. Why do the contracts not have both an upside and a downside, even if the downside is more extreme than the upside it still allows people to take on challenges and boons they want while not making the game as luck based. As for the three optional challenges, two just add an extra queue for orders making them basically the same, and the other allows customers to add exceptions to ordered burgers like no onions or no bbq sauce. This is a very good addition to the core gameplay loop, although the already confusing layout for the cash register gets even more confusing, and I would argue it should be in the base game without the need to enable the challenge (though much more rare than with the challenge. As for meta progression cash is mostly useless, as its only real use is going into the jar to level up for cosmetics and locations as the consumables are mostly useless since they take up precious inventory room and only help deal with entities (getting rid of debuffs or regaining stamina/hp), which is not worth the inventory slot and hassle. Neither of these means of progression change much about the core gameplay loop since locations don't seem to have major gimmicks that would make choosing to reroll an actual decision. However, I do think this game has potential. The focus on the mouse instead of the keyboard for interactions is very unique compared to a lot of other cooking games, and its got the basis for progression through higher and higher quotas. I would like to suggest making cash a non-meta progression currency that can be used in upgrades during the run, or, if contracts are to be made into an upside and downside, remove the tier system and allow players to directly buy cosmetics and make locations open up based on how high of a streak you currently have, while scrapping buyable consumables entirely to make players use the free ones they get during each shift even if its not exactly what they want. Additionally, based on what I've seen, I would like to suggest additions. The festival map should have a dj booth keeping an enemy at bay that gets angry if you don't change/replay the song often enough, scale the time it takes the song to end with the amount of players in the lobby (more = shorter) and put the dj booth a good distance from the rest of the kitchen. Additionally, some suggestions for contracts: unreliable supplies; every time someone grabs an item from an ingredients table or a fridge all items in the container swap positions randomly. limited RAM; when approaching a container all of the ingredients and their markers become indistinguishable from each other, this gradually decreases the longer the player is near the container, this would force the player to either remember, look as they approach, or wait for the effect to fade enough to make out which ingredient(s) they need. The visuals of this game are very impressive and are probably this game's strongest aspect at the moment, however as it turns out there is a voice incantation system that is mentioned to the player in a way that makes it sound more like filler text, it would be neat if certain maps and/or contracts made these incantations more helpful or harmful in various ways, however it doesn't seem helpful or harmful enough to be noticeable. Also the game is very loud, especially when the seemingly only deadly entity comes out to chase. I hope this game is allowed to improve as it has some really strong mechanics, however, in its current state I would suggest just buying Plate-Up instead as it does the rogue-lite chaotic cooking game genre better. Thank you for taking your time to read this way too long review.
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Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Turkish, Simplified Chinese*languages with full audio support
Hours played at review time, across 490 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really fun gameplay, fair price. Has a little extra "oomph" for those who find typical fast food co-op sims too dull. Though I will say, it's 100% not intended for single-player. CAN you do single-player? ....I mean, [i]yeah?[/i] Technically. But will you have a good time, or better yet, complete a round? I think not. But game clearly is not meant for that, it's meant to have fun running a burger joint and/or screaming with your friends. My boyfriend and I have had a blast, and luckily, from what we've experienced, two players is enough to play the game successfully and not constantly die, unlike other co-op games (Phasmophobia comes to mind). So yeah, if you have a friend, even just one, that you think you'd have fun playing this with, badger 'em until they get the game and have some fun cooking together. Or don't, I'm not your mom.
In an ocean of Friend-slop, you may be asking yourself, What makes this one any different? Well on the surface, Not a whole lot, You go in with your friends, Do the task, Wacky things happen, and you leave. But just when you're worried it's gonna be another nail in the wood, All of a sudden, you find yourself, enjoying the game... Like really enjoying it, Not like "I'm having fun because anything with my friends is fun" but like "I could play this alone and still have a good time" That's what separates it, it's actually FUN, Which is a huge deal. Almost all the mechanics works very well together, Few bugs, Very polished and optimized most importantly plays very well and is SCARY. All of those things are done to such a degree of polish that make the experience stand out. The game also has a lot of lobby minigames, A whole kitchen to practice in, gambling (Virtual minigames), Cosmetics to unlock, Levels to unlock, Secrets to find, Voice activated secrets, Level modifiers, up to 32 players, and lots more. Honestly, 10 bucks is perfect for this game and for 10 bucks, 10/10
So far I love this game, I always enjoyed happy's humble burger farm. And I just love this game, I might have played for only 19 minutes, but I have a good feeling about this game.
I’ve become addicted to flipping burgers. My only criticism is that the shifts should be longer and stability shouldn’t run down as quickly (in solo matches it’s more of an issue)
Surprisingly unique game. 100% recommendation for the price
Had so much fun with this during the closed playtests! The game is none less than a 3D Overcooked which is also a horror coop like REPO, it is A TON OF FUN, don't miss out on it!
I don't know why this game didn't click for us! I was optimistic - we love friendslop, we love horror, but the gameplay loop here got stale quick. I say this as a radical enthusiast of job-y video games, but after one session, when we thought about playing this again, we were unenthused and didn't bother. I think the implementation of the horror aspects didn't hit the mark. It felt like playing Overcooked, except some negative chore would pop up every once in a while, and then if you took too long for everything the spicy meatball chases you. We unlocked some of the new maps, but the progression felt unsatisfying and didn't really breathe anything new into the gameplay loop. All to say - I don't this game is badly made, maybe it just wasn't for us.
So happy they fixed solo mode! It was challenging before, which isn't a terrible thing, mind you! But now it's more manageable and I don't feel like a complete failure after nailing all the orders then getting moodered cause I couldn't find the last fire/rat trap...over...and..over..and...well you get it. Great game!
Good game. you can play like horror game or you can just make it cozy food simulator game. The easter egg map was really surprise and I think there's more to go for this game.
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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