
Recipe for Disaster is a management sim that captures the fast-paced, drama-filled environment of a professional kitchen and dining room. Build your dream restaurant, create recipes, design menus and manage your staff, all while contending with demanding customers and disastrous situations!
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The United States storefront in every case, so this compares stores and not countries.
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Languages: English, French, German, Spanish - Spain, Russian, Simplified Chinese, Japanese
Sums Steam only; Epic publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 729reviews | 71% | — | $343.2K |
| $16.99 | — | 85% | — | 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.
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This isn't the game I thought it would be. I was expecting to cook, but instead I'm controlling characters who run a restaurant. Way too much management and not enough action on our part. Also, even though some people like creative freedom, I don't know what to do. Can I fry mayonnaise?
Liked the game, dead sadly. Last update Was in 2023 at the time of writing.
Fun little restaurant manger sim. Reminds me of Sims but for Chefs. Not as in depth as sims but designing restaurants is the best part of this game. Creating recipes is super simple and you can make some creative dishes.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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Dieses spielt treibt einen an die Grenze der nerven... Man soll Rezepte erstellen, hat aber keinen Leitfaden was zusammen passt. Dadurch sind die kunden dauerhaft unzufrieden und wenn man mal etwas ansatzweise gefunden hat was zusammen passen könnte gefällt es ihnen schnell nicht mehr. Gerade hat es sich wiedermal am im Baumenü aufgehangen, weil angeblich irgendwas nicht erreichbar wäre... dadurch konnte ich nichts mehr machen, weil ich das nicht ändern konnte. Somit wird das spiel nun gelöscht. Ich hab keine Nerven mehr dafür.
Oyunun grafikleri çok hoş, sandbox modunu çok beğendim. Ancak orijinal olmayan yama kullanmak beni üzüyor. Lütfen Türkçe yama getirin
Хорошая игрушка вида Two Point Hospital, Let's School, Hotel Architect. Есть вариативность построек, можно создавать свои рецепты. Менеджмент, строительство, стратежка все как положено. Играть можно. Очень похожа на TasteMaker
Recipe for Disaster takes the familiar restaurant-management formula and gives it a stronger emphasis on people, personalities, and the unpredictable problems that emerge when a supposedly efficient business is staffed and visited by individuals with different expectations. Developed by Dapper Penguin Studios and published by Kasedo Games, it combines management, simulation, building, resource planning, and light social mechanics into an experience where designing an attractive restaurant is only the beginning. The real challenge comes from making that restaurant function when employees become exhausted, customers become impatient, ingredients run short, and several problems demand attention simultaneously. The game provides both structured scenarios and a freeplay option. The scenarios revolve around improving struggling establishments and provide clearer objectives for players who prefer progression with defined goals. Freeplay is better suited to experimentation, allowing greater freedom to develop a restaurant according to personal preferences. Both approaches revolve around the same interconnected systems: designing the establishment, recruiting employees, assigning responsibilities, managing inventory, constructing menus, satisfying customers, and gradually improving the business. The combination works because these mechanics rarely exist independently. A poor kitchen layout can slow employees, delayed service can upset customers, dissatisfied customers can damage the restaurant's reputation, and a badly organized workforce can turn an otherwise profitable operation into chaos. Staff management is one of its most distinctive elements. Employees are procedurally generated with different skills and personality traits, so hiring is more complicated than simply choosing whichever applicant has the highest statistics. Workers have preferences regarding the jobs they perform, while mood and stamina influence how reliably they operate. Assigning someone to work they dislike can create problems even if that employee initially appears useful. Players can manually control responsibilities or establish priorities that determine which tasks employees should tackle automatically. This system gives the restaurant a convincing sense of organized chaos because the player is effectively designing a workflow rather than directly controlling every individual action. Restaurant construction complements the personnel systems well. Kitchens need enough equipment to prepare the chosen menu efficiently, dining areas need sufficient seating and sensible access, storage must accommodate ingredients, and decorative or landscaping options provide room for personalization. The building mechanics are intuitive enough to encourage experimentation, but layout decisions still have practical consequences. A beautiful restaurant can perform badly if workers must constantly travel excessive distances between storage, preparation areas, appliances, and customers. Expanding an establishment therefore becomes a logistical puzzle as much as an aesthetic exercise. Larger restaurants create greater earning potential, but they also introduce more opportunities for bottlenecks and management failures. The recipe editor is arguably one of the game's most entertaining features because it allows players to create dishes instead of relying exclusively on predefined menu items. Ingredients can be combined into original recipes that are subsequently placed on the menu, turning food creation into another management consideration. The freedom encourages experimentation, but successful dishes still need to make sense within the broader business. Ingredients must remain available in storage, supplies have to be reordered, and customer preferences need to be considered. Dietary requirements, allergies, and unusual tastes complicate menu planning further, preventing the recipe system from becoming purely cosmetic. Customers contribute heavily to the unpredictability. They arrive with expectations and preferences that the restaurant must accommodate, and service problems can quickly influence their reactions. Players must respond to complaints and requests while deciding how accommodating they want to be. As the restaurant grows, additional pressures emerge through larger crowds and visits from figures such as critics and health inspectors. Other disruptive events can include cleanliness problems, fires, rats, overflowing toilets, stock shortages, and VIP customers. These situations transform what might otherwise have been a straightforward optimization simulator into a constant exercise in prioritization. That unpredictability is also responsible for some of the game's frustrations. Restaurant efficiency sometimes feels dependent on managing numerous small variables at once, and the behavior of staff or customers can occasionally make carefully constructed plans unravel faster than expected. Players who dislike micromanagement may find the constant monitoring exhausting, particularly when several service problems happen together. There is also a trial-and-error quality to discovering efficient layouts, staffing arrangements, menus, and task priorities. However, this is largely consistent with the game's central idea: success should emerge from learning how interconnected systems behave rather than simply purchasing upgrades until problems disappear. Visually, the colorful isometric presentation suits the relatively lighthearted treatment of restaurant disasters. The interface has to communicate considerable information about employees, orders, customers, equipment, ingredients, and business conditions, and while the amount of information can initially appear intimidating, the systems become more understandable once their relationships are learned. The game also supports Steam Workshop, which adds some community-driven flexibility beyond the standard experience. The strongest aspect of Recipe for Disaster is ultimately how its systems interact. Restaurant construction influences worker efficiency, employees influence service quality, recipes determine ingredient requirements, inventory affects what can be prepared, and customer satisfaction determines whether all that effort produces a successful establishment. It does not completely eliminate the repetition inherent in management simulations, and players expecting a relaxed cooking game may be surprised by how much attention must be given to personnel, logistics, and crisis management. Yet for players who enjoy watching complicated systems gradually become efficient through careful planning, there is substantial satisfaction in transforming a dysfunctional restaurant into a smooth operation. Recipe for Disaster succeeds as a restaurant simulator because it understands that food is only one component of hospitality. The more interesting challenge is managing the people, resources, spaces, priorities, and unexpected disasters surrounding every plate that reaches a table. Its recipe creation, staff personalities, building tools, inventory management, customer preferences, and unpredictable complications give it more personality than a simple restaurant tycoon game. Some rough edges and demanding micromanagement prevent it from reaching the very top of the genre, but its combination of creativity and controlled chaos makes it an engaging choice for management-simulation enthusiasts. Rating: 7/10
Even though the game is no longer being developed, what is here gets boring after a few hours.
容易卡 加载了好久都加载不出来 一关玩了八百回
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