
Songs of Yummy is a cozy and idle game. Food is scarce in the army, and you play Jia Xu and Cheng Yu, ordered to prepare for our army supplies. You will use every means to make everything in the world into military food.
Modeled estimate, not a reported figure. How we estimate →
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About
Mainly inspired by cozy and idle games, we abandoned Unity and used Godot to make the game for the first time in order to make it more suitable for low-end computers.
The game process is estimated to be 200 to 500 hours, and if the player likes it, consider updating more content.
The game still uses the world view of the game, but as before, you can easily immerse yourself in it even if you haven't played any of the games in the series.
The plot should not be compared with history, after all, we can travel through the multiverse, as black jokes and humor.
If you see what the plot will smile, then it is a full affirmation of our, in short, I hope players can play the game happily.
This game did a demo slice in 2022, in the form of simulated management + placement, but there has been no time to improve it.
Originally this scheme has been abandoned, at this time a friend thought the game setting is quite interesting, decided to help us do it, and this game was born.
After 3 years after the new folder, it is really not easy to see the light of day, thanks to the great help of friends.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, Traditional Chinese**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
我个人是对ai生成内容很包容的 但如果不在商店页标明的话 那还蛮可悲的 评论区的“评测家”同理
各种词条真的让我感觉文案没活硬整,感觉像是用ai写出来的,固定的句式,意义不明的词组,自以为是的幽默,我只能说宁缺毋滥,游戏玩法就是那套,文本再这么糊弄,真的让人没有一点推进度的欲望
别的没学到,认识一大堆计量单位
Songs of Yummy is a cozy yet unexpectedly deep idle simulation developed by DreamStep and FUTU Studio and published by Anotherindie, built around a premise that is equal parts absurd, humorous, and quietly compelling. Set in a world where food scarcity threatens military survival, the game tasks you with solving the problem in the most exaggerated way possible: by turning virtually everything into edible supplies. This tongue-in-cheek framing gives the experience a distinctive personality from the outset, grounding its incremental mechanics in a playful narrative context that helps it stand apart from more abstract idle and clicker games. At its core, the game revolves around classic incremental progression. You begin with extremely modest production, manually generating basic food resources and unlocking simple recipes. Over time, these small actions snowball into complex systems of automation, layered recipes, and production chains that feed back into one another. What initially feels like a straightforward idle loop gradually unfolds into a dense web of interlocking mechanics, rewarding players who enjoy optimization and long-term planning. The satisfaction comes not from rapid action but from watching carefully tuned systems grow exponentially, transforming humble beginnings into massive logistical operations. What makes Songs of Yummy especially engaging within the idle genre is how it constantly introduces new mechanics just as older ones begin to feel routine. New recipes, processing methods, and efficiency upgrades steadily expand the scope of play, preventing stagnation and encouraging experimentation. The game frequently nudges players to rethink their approach, whether by reorganizing production priorities or discovering more effective combinations of resources. This sense of discovery gives the progression a strong rhythm, where curiosity drives engagement just as much as numerical growth. The narrative elements, while light and often humorous, provide a sense of purpose that many idle games lack. Framed around military provisioning and survival, the story offers a strange contrast between its serious backdrop and the cozy, almost whimsical execution. Characters and flavor text lean into surreal humor and exaggerated logic, reinforcing the idea that the game is not meant to be taken literally. Instead, the narrative acts as connective tissue, giving context to the mechanics without ever overwhelming them or demanding constant attention. Visually, Songs of Yummy adopts a clean and approachable 2D art style that prioritizes clarity over spectacle. Interfaces are designed to communicate large amounts of information efficiently, an essential trait for a game where systems multiply and interact over long play sessions. While the presentation is modest, it complements the game’s relaxed pacing and ensures that even during later stages—when production chains become extensive—the screen never feels cluttered or unreadable. The aesthetic reinforces the game’s cozy tone, making it easy to return to repeatedly without visual fatigue. From a technical standpoint, the game is intentionally lightweight, designed to run smoothly on a wide range of hardware. This accessibility aligns perfectly with its idle nature, allowing it to function comfortably as a background experience or a long-term project players check in on regularly. The sheer scope of progression means that dedicated players can spend hundreds of hours refining systems, unlocking achievements, and pushing efficiency further, while more casual players can still enjoy steady progress at their own pace. Ultimately, Songs of Yummy succeeds by embracing what idle games do best while layering in personality, structure, and surprising depth. It doesn’t aim to deliver high-intensity gameplay or dramatic storytelling, but instead offers a comforting loop of growth, experimentation, and gentle humor. For players who enjoy incremental systems, resource management, and games that reward patience and curiosity over reflexes, Songs of Yummy stands as a remarkably engaging and long-lasting experience, proving that even the strangest premises can become deeply satisfying when paired with thoughtful design. Rating: 6/10
虽然是放置但需要长期在线
其实想选不推荐的。 它不像别的挂机游戏前期稍微肝一点,后期就能解放双手的纯挂机,而是需要花费大量时间在刷新事件获得功勋上。技能树所要的功勋接近上万,但一个事件最多3个功勋,还必须得手动点击升级或者等待一会儿才能完成事件,重复的事情做多了真的太无聊了。 建造设施所需要的军粮数量比起它挂机能获得的产出简直是遥遥无期,总之想要单靠“挂在那里什么也不管”这种举动来说,是绝对不可能完成这几百个成就的。还有技能树里的购买次数,有些得重复购买几十上百次,却只能点一次确认一次,重置技能树简直就是给自己添大麻烦。 如果你只想靠休闲挂机获得全成就,这个游戏绝对不是适合的选择。(挂了400个小时努力手动刷新事件但还有85个成就没有完成的人怨念中~)
单纯的不好玩...没目标 除了点就是点 没构筑 给一堆红点 ,挂机类游戏至少前2-3个小时 是真的有事情做,这个真没事情做..
大概四五十小时左右数值就基本卡住不动了,而且后面数字遥不可及,做任务也都是蚊子腿,本来以为后面是用来水时长的,然后有一次冥想后刷的任务是点击狂欢和发发发,才发现问题。 大师我悟了!其他的其实都是花里胡哨,商贸才是核心中的核心,因为所有事件增益是叠乘的! 先冥想半小时攒事件,里面有一两个倍率增益就可以刷商贸了(或者军令多的可以直接刷),满商队商贸可以点三下发发发或者点击狂欢。再刷1次只消耗5军令就有88^7倍了,然后狂点十秒比纯挂几百小时受益都高,最重要的是失败率很低,而且失败了无非就是再刷一次,浪费个一两秒和5军令,损失不大。 前中期基本上点完一轮最高阶建筑能直接升个一两百级,巨爽✧◡✧ 最后几级刚需倍率14.15次方左右,这时候失败率就有点高了,花了400+军令才完成,主要也是我天赋升阶都没咋弄,不然需求倍数应该小很多。 PS:刚刚瞄了眼更新天赋加了商贸成功率,那就更容易了,要是早一点更新我就不用享受那连续失败的高血压了。•́︿•̀。
It's an idle game with no offline progress. It wants you to have it running in the background. If you don't hire the correct troop, you can't auto collect rations. When you minimize you can have a spirte pop up on the right of your screen that tells you when there is something happening that it wants you to click, but if I am doing something else I don't really want to be interupted by having to tab into something else, so I find it more disruptive than helpful. The gameplay loop is incredibly simple. Progression is just an investment of time. You can make some basic choices on where you want to invest first, but it's fairly inconsequential because you end up just spending on what you can afford. Rations are used to upgrade facities, purchase inventions, and send caravans (short buffs). Upgrading facilities = more rations. Unlocking inventions = more rations. Hiring troops usually just = more rations. Completing recipes = more rations. So yes, one thing does directly progress another, but it's because it's fairly straighforward. They did a good job of the English translation on everything you need to be able to read, but the achievements haven't been translated. I find the humor decent, but that will depend on the person. I think the funiest things are the descriptions on the inventions, but that's just all flavor text. The story is just a short conversation between characters that unlock as you meet certain thresholds. They are usually humorous. The art is decent but fairly simple. No complaints. I think the game is just a little too simple for the cost. Most of the effort has been put into writing flavor text and I am not sure how many people are even going to read it and not just click through it quickly. The biggest failing is that there is no offline progress.
其实想给个中评orz刚开始玩新鲜劲很足而且觉得点设施的过程很解压(?)后面有点腻了呃呃呃作为挂机游戏还是需要我隔一段时间去看一眼这样,如果是作为工作中的摸鱼游戏的话倒是很合适…… 但是我还是给好评了因为我是老头厨()如果后期更新把贾诩程昱也做成桌宠的话我会心甘情愿地好评(不是
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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