
Hunt, cook, and deliver cosmic cuisine using ingredients from across the galaxy to become the greatest chef in the Horseshoe Nebula. Explore alien worlds teeming with (edible) life, win the hearts of your customers, and thwart the rise of an evil interstellar burger chain.
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About
A three-course meal of an adventure: restaurant manager, light survival RPG, and life sim, all set in the zany universe of the Horseshoe Nebula. As the galaxy's (soon to be) premiere chef, it's up to you to seek out the finest ingredients from alien planets, cook delicious dishes, and serve them to customers in the comfort of your fully-customisable space trailer.
There's a whole universe of ingredients out there... if they don't eat you first. Explore distant planets, derelict space stations, and your own basement for plants, critters, and other tasty morsels.
Along the way, you'll come across space pirates, ancient ruins, and a suspiciously high number of recently abandoned restaurants. Keep an eye out for rare resources (and bits of random junk) that you can use to upgrade your gear, kitchen equipment, and spaceship.
Once your fridge is stocked with ingredients that have (mostly) stopped wriggling, it's time to flip the sign and start serving!
Craft over 140 different dishes, from simple homestyle Beefle Skewers to the legendarily tricky Octoegg Surprise. Wow your customers with delicious food and speedy service, and you’ll earn the Astronomical Culinary Excellence Stars that mark your path to intergalactic culinary success.
As your reputation grows, the customers start coming to you! Keep it flexible by continuing your delivery service or open up a sit-in restaurant with a constant flow of patrons. You're free to close the kitchen whenever adventure calls.
Your space-trailer might not look too sharp from the outside, but she's got it where it counts. Take complete control of your interior with freely placeable decorations and an in-depth coloring system to create the restaurant of your dreams. Add new floors, create themed zones, and fill it with the furniture and props you find on your travels!
The citizens of the Horseshoe Nebula are more than just hungry bellies (most of them, anyway). Get to know Zoe the scrap dealer, faded Space Ace Jack Bronzon, the definitely-not-alien barman Zlurka, and many more characters on your journey to interstellar culinary stardom. Unique recipes, side quests, and even romance awaits if you can satisfy your loyal customers.
With your new-found friends, you’ll uncover the truth about your missing grandma and take on the might of Galactic Burger as they try to muscle in on your space-turf.
Over 140 delectable dishes to create from 100+ alien ingredients
5 alien planets to explore, from the jungle-filled Lush to aquatic Bluegoonia
180+ creatures and plants to hunt, harvest, and run away from
100+ craftable items for your character, ship, and kitchen
150+ furnishings and decorations to personalize your restaurant
Freedom to create your own menu, opening times, and service style – vegetarian and vegan included!
A zany cast of characters, including romanceable NPCs with their own favorite recipes and questlines
A thrilling story of adventure, betrayal, and mass-produced burgers
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 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
需要简体中文
TL;DR :: There's a lot to love about Space Chef, but most players aren't going to have the [strike]insanity[/strike] patience and time to grind through the bad to get to the good. - [i]Space Chef[/i] features a lot I often look for: Hands off exploration (on foot and in-vehicle), variety in all aspects, resource gathering, cooking, farming, unique quests (no radiant/fetch), romance, character customization, interior design, and a unique world that feels lived-in. Despite housing all of these, it excels in few and still does a poor job of blending them to work well together. Quests descriptions are useless. Often they don't update at all (even after making progress), refusing to show what's been done and what needs to be done. For example, the first quest, "Find Grandma" remains and no further direction is given. Eventually, when the game feels you've done enough (you're checking an invisible box here), the quest updates, and you'll exhaust all options concerning the new objective, once again feeling stuck as it's placed on hold with no explanation. All of the quests follow this format, and they are never any less frustrating to figure out. I always had the steam discussions open in a tab, constantly searching what to do, where to go, who to speak to and *when*. Rarely am I someone who looks up answers, as I find the most joy in figuring it out myself, especially as an adamant "don't-want-my-hands-held" type of player. But I wouldn't have progressed at all if I relied solely on what the game provides. Unfortunately this game's serious lack of direction negatively impacts the exploration, too. Entire areas of explorable planets are blocked off, requiring specific tier-level (rusty, sharp, moltric) tools you don't have, and don't know how to get. (Hint: You have to complete a set of tasks for a NPC you haven't met yet, who's only available in an area you can't currently reach, and there's no way you'd know any of this unless you looked it up.) It's awful game design. Item durability is abysmal (even after the 'quality of life' update). Skills have no purpose outside of unlocking crafting recipes, making what would normally be engaging in a RPG.. feel pointless, as you don't gain points to distribute to skills that [b]actually do things.[/b] Leveling combat could increase/decrease your damage output/input, or the durability of weapons and equipment. Cooking could increase time leniency for a QTE, or make fridge stored food retain its star quality indefinitely. Mining (leveled by destroying asteroids in space), should have all tiers of the pickaxe, instead of tier one being unlocked via the Cooking skill, and its two subsequent upgrades being unlocked through a series of unrelated tasks for two different NPCs. It's mind-boggling to me that the game's been set up this way, but it really drives home the main problem I have: an overwhelming sense of frustration with how quickly and often it makes me feel stuck, when all I want to do is explore and enjoy it. As for what I did enjoy: + Art style is cartoony and fun. Soundtrack is incredible. + Exploration-based unlocks: Inspecting certain items in your environment sometimes unlocks them for decoration. (I wish this was utilized more, but I'm grateful it's there). + Variety: Holy moly, this must be where the budget went, there are 150 different cooking recipes! Each one with its own appearance, description, and unique ingredients. Planets are vastly different, too, with their own fauna, flora, and environment. + Cooking recipes make sense. They require ingredients that would realistically make up part of the dish. + Combat isn't always the answer. Some animals respond positively to being fed their favorite snack, resulting in a unique ingredient otherwise unobtainable. + Character customization is limited (and final), but it's nice to still have a few options. + Equipment on and used by your character changes their appearance. Same with your spaceship. I appreciate that attention to detail! + Romance is very limited, especially in comparison to other games. There's not much to learn about each character until you get them to high enough hearts (done by gifting their loved dishes) but I've included it here because despite being lackluster, it's sweet. + References to other space media. I'm usually indifferent to this, but I liked the inclusion of a certain curly-haired brunette. <3 - Lastly, I've played for ungodly long, and I have frustrations that need venting: - What's with the stack sizes? Most items stack to 99 (which I prefer). Gas canisters (like carbon monoxide) stack to 30. Most items used by your ship (excluding armor) are stored in your normal inventory. Homing missiles and spike bombs only stack to 5. With emergency repair kits stacking up to a measly 3. Why? - You can't stack tools at all (even if they have no durability loss), but when cooking, your prepared ingredients stack DESPITE their quality. Say you chop an onion, you complete the QTE perfectly, your chopped onion is 5 stars. Your recipe calls for two chopped onions, so you chop another but this time, you're off the QTE by a hair. It gives you 4.5 stars. It now stacks with your previous 5-star chopped onion, lowering it to 4.5 stars. Not a big deal, but I'm looking to serve a 5-star meal here. So I chop another onion, nail the QTE, get 5-star chopped onion, which stacks into my 4.5 star chopped onion. WHY. - While serving in the restaurant, why do the generic grouped NPCs always order the exact same dish? Have they no minds of their own? - Caveron, the planet most confusing to navigate (you're in a samey cave) doesn't have a map. I was using the glow sticks to mark where I'd been but going down a level (and returning back up) results in a refresh. Why. - Fireberries (a required ingredient for the recipe needed to unlock the third-tier pickaxe) are only available via Fire Hoppers in Level 3 of Caveron, but they aren't guaranteed to spawn. I managed to find them after several different in-game days of checking back, only to be attacked by a group as I descended the rope. I ran away, waited, and waited, and was finally able to harvest a [i]single[/i] fireberry. Surely this could be made a lot less tedious, right? Edit: Seems I forgot to mention this crashed on me pretty frequently. Always after an hour or so, the visuals freeze but I still hear music. Unfortunately, the game only saves during loading screens, so this often resulted in lost progress anywhere between a few minutes to 30+.
好久没遇到让人这么废寝忘食的游戏了,推荐。 we need Chinese! Please!
求求了,出中文版的吧,求求制作人们了!!!!!!!!!!!!!!!游戏势是好玩的但是看英文太费劲了直接降低50%体验度,太影响完了!!!!!PLEASE , in CHINESE!!!!!!!!!
没有中文有点头疼,指引不够多,也很难找到攻略。但画风和玩法都是我喜欢的,勉强可以玩下去。
I really like Battle Chef Brigade and thought this game would be somewhat similar. It is not. In this game, you have to gather the ingredients, build the restaurant and tool (that includes planting the wood, and smelting the metal you will use), cook the food, and door dash the orders. This is kind of like a flash game, the combat is awful, so gathering the ingredients is not fun. Your inventory is very small on top of that. Gathering building materials to build everything distracts from the cooking part of the game and is also very boring. When you go out to deliver the food, you will be chased by space pirates trying to destroy your ship for a kebab.
Space Chef is a charming game with a lovely art style and a great soundtrack. It's one of the more quirky, enjoyable "kitchen/restaurant" games I've played. However, there are some fairly serious QoL issues to be ironed out before it would get a unequivocal recommendation. The base game loop is fun - go to various planets and space stations, kill creatures, collect resources, then return to your cozy space trailer to prepare meals. You can then add items to the menu and customer will place delivery orders. Fairly soon in the adventure you get the option to turn your trailer into a little restaurant. You can also mine asteroids and gas giants for materials, which is always fun. I love the fact that you don't have to serve food every day - if you want to take a few days off to mine, explore, gather space materials and ingredients, or just fly around, there's no penalty for doing so. In my opinion there are two big problems that need to addressed. 1) Durability. Ah, durability - the bane of gamers since the dawn of gaming. Your tools, your ship equipment, your weapons, your gear, even your kitchen appliances all lose durability at an alarming rate. Worse, repairs often take different materials based on the appliance - get ready to check what each appliance needs for repair, try and find your storage box where you put said materials, then repair things one by one. This could be greatly improved by halving durability loss, and standardizing repair materials. I think just having to worry about scrap metal and fuel would be more than enough than having to worry about 10+ different repair materials. For tools, weapons, and spaceship gear? From what I can tell, you simply use things until they break, then make a new one. 2) Inventory space. You know how some games are kind to the player, and relocate your tools/weapons to a tool/weapon wheel so it doesn't clutter up your inventory? This is not one of those games. There are quite a few tools, weapons, and gadgets that all have to fight for space in your limited inventory, even your spaceship equipment! If we could simply get all that crap relocated to a tool/weapon wheel the inventory would have room to breathe, and be sufficient for collecting resources. Even with these problems, I've enjoyed my time with the game so far. One of the devs mentioned that a balance patch is coming "soon", so I hope some of the major issues get addressed.
I had a lot of fun with the game and I'm genuinely surprised the reviews aren't higher It feels like a similar gameplay loop to Dave the Diver, but, you know, in space. Full disclosure, I played after the recent QOL update, so I didn't experience any of those issues. Very few relevant bugs occurred and was an overall smooth experience It's not perfect, but it was an ambitious game in the first place and I was plenty surprised The devs seem actively monitoring reddit boards and other feedback forums and are listening so I'll list off some issues that I felt negatively impacted the experience 1. Money just somehow feels irrelevant leaving the entire restaurant management up to how much you enjoy it. Would be nice if there was something to strive for other than a new ship. As it stands, I closed my restaurant after getting like 3k and only opened it up after wanting to get 12k for a new space ship. I certainly felt more incentivized to focus harder on the "Space" rather than the "Chef" 2. This may be different on mouse and keyboard, but with a controller, you really have no idea what each kitchen machine can make. It took a random YouTube video for me to realize the grinder makes meatballs and I was stuck on the hermits quest thinking I just hadn't found what I needed yet when it was right in front of me 3. My biggest issue is demonstrated by #2 - the game sets a precedent and then breaks it seemingly arbitrarily. All machines I made up until making the grinder had the final product as a selectable item in the machine sidebar (if you want refined metal, the refinery has a refined metal icon to click, as an example). Once you get to some other machines, those icons become sub-categories that you click on if you already have the item in your inventory to determine what it can make. None of these are visible in the recipes tab or anything to know what they are A similar precedent-breaking is visible elsewhere. With quests, they set the precedent that sometimes you just don't have what you need and need to come back later. Can't go far enough? Level up until you can upgrade solar panels. Can't mine titanium? Level up until you can build a better drill The precedent is clearly set: like a Metroidvania, if you can't do it now, come back when you've got more tech Then the game breaks this rule on multiple occasions. Don't have anything to deal with the cold or water planet? I treated this as a "come back when I have the tech" situation. However, the real answer is to explore until you find what unlocks the gear you need in these planets and in both cases I lost hours and hours trying to find my way around what ended up being a very easy solution Multiple times I ended up roadblocked and resources online are tight right now. I think expansion of the wiki would resolve most of my issues here, but I found that frustrating 4. Farming is kind of weak. Maybe how seeds are found should be adjusted? Seeds and duct tape were the only things I spent money on in this game until I made a huge push to get a new spaceship. I know a seed extractor exists, but it's so late in the game, it may as well not exist. I know I beat everything except Billy's portal quest and never even got the extractor. I gave up in farming at all a quarter of the way through 5. Space ship boosters were something I almost never felt like I could use. If I boosted more than a screen length, asteroids would almost always spawn right in my way and I'd slam into them. It's not a big deal but the spawning algorithm would be nice if they were less likely to spawn in your path Overall, this is a great game and I'd recommend it. There are some issues that bothered me, but I had a great time and look forward to seeing what the devs come up with next
Space Chef is a delightfully eccentric genre mash-up that manages to feel both cozy and adventurous, blending cooking, exploration, light survival mechanics, and small-scale business simulation into a surprisingly cohesive experience. Developed by Blue Goo Games and published by Kwalee, the game leans hard into its playful science-fiction premise: you are a roaming chef in deep space, hopping between strange planets in the Horseshoe Nebula, hunting and harvesting alien ingredients to turn into real, sellable dishes. From the very beginning, the game makes it clear that food is not just a mechanic but the heart of the fantasy. Everything you do—explore, fight, craft, upgrade, decorate—ultimately feeds back into becoming a better, more successful chef in a bizarre but charming galaxy. Exploration forms the backbone of Space Chef’s progression. Each planet has its own personality, hazards, and ecosystem, encouraging you to think carefully about preparation before setting out. You’re not just wandering for scenery; you’re actively scouting for edible plants, huntable creatures, and rare materials that can unlock new recipes or improve your equipment. The sense of discovery is strong, especially early on, as unfamiliar ingredients raise questions about how they might combine or what kind of dish they could become. The planets feel like functional spaces rather than empty backdrops, and learning how to navigate them efficiently—avoiding unnecessary danger while maximizing your haul—becomes a satisfying skill in itself. There’s a constant push-and-pull between curiosity and caution, which keeps exploration engaging without turning it into pure busywork. Cooking and crafting are where the game’s systems really come together. Instead of focusing on high-pressure reflex challenges, Space Chef emphasizes planning, experimentation, and gradual mastery. With well over a hundred ingredients and a massive recipe list, the act of cooking becomes a puzzle of logistics and creativity: what you can realistically source, what tools you have available, and what kind of menu you want to offer. Crafting upgrades for your ship, kitchen, and character noticeably change how you play, making later runs feel smoother and more deliberate than the scrappy survival of the early hours. This steady expansion of capability gives the game a strong sense of momentum, as each new tool or station opens up possibilities that were previously out of reach. Running your restaurant adds another layer of personality and player expression. Space Chef doesn’t lock you into a rigid business model; instead, it encourages you to define what kind of chef you want to be. You can customize your restaurant’s layout and décor, set menus, and decide how and when you serve customers. The inclusion of vegetarian and vegan options is a small but welcome detail that broadens the fantasy and makes the culinary system feel more thoughtful and inclusive. This freedom allows the game to become a personal routine rather than a checklist of objectives. Over time, your restaurant starts to feel like a reflection of your choices, not just a progression bar to fill. That openness, however, can also be a double-edged sword. Space Chef is not always great at telling you exactly what to prioritize once the initial onboarding phase ends, and players who prefer strong direction may find themselves momentarily adrift. The survival elements—tool durability, resource management, and occasional punishing mistakes—can also disrupt the cozy tone, especially when a single oversight leads to a wasted expedition. While these systems add tension and stakes, they can sometimes feel harsher than the game’s lighthearted presentation suggests. Additionally, the sheer number of systems working at once means the experience can feel a bit unwieldy until everything clicks. In the end, Space Chef succeeds because of its confidence in its own weirdness. It doesn’t try to be a purely relaxing cooking sim or a hardcore survival game; instead, it occupies a comfortable middle ground where curiosity, creativity, and routine coexist. The volume of content is substantial, the core loop is addictive, and the overall tone is warm and inviting despite the occasional rough edge. For players who enjoy experimentation, self-directed progression, and games that turn everyday activities—like cooking—into something delightfully strange, Space Chef offers a memorable and genuinely distinctive experience. Rating: 7/10
I love this game! It doesn't hold your hand and just let's you play and do your own thing. As long as you explore, talk to people, read the pop ups and are curious minded (so... you know...a gamer), you'll figure out this game pretty quickly. It's fun. You got this. I believe in you.
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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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