“Feed them. Or feed them.”

A roguelite buffet-builder — press kit

Press kit v1.0 · updated 2026-09-20 · build 2.0.1

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Factsheet

TitleFeastfall
GenreA roguelite buffet-builder · roguelite deckbuilder
DeveloperYuzuki Game Studio
PublisherPlayWay S.A.
Based inTürkiye
Founded1 June 2026
Team2 people
Release dateQ4 2026
Price$7.99 USD
PlatformsWindows · macOS · Linux · Browser (itch.io)
StorefrontsSteam · itch.io
PlayersSingle-player
DemoFree demo - 16 service + ascension, with charm set of 80+ and 3 different kitchens available
Languages12 — English, German, Spanish, French, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, Chinese (Simplified), Chinese (Traditional)
EngineReact 19 + TypeScript + Vite, packaged with Electron
Age ratingUnrated
Steamhttps://store.steampowered.com/app/4904080/Feastfall/
Steam demohttps://store.steampowered.com/app/4908530/Feastfall_Demo/
itch.iohttps://yuzukigamestudio.itch.io/feastfall
Trailerhttps://youtu.be/ArAjUOO85bY
Discordhttps://discord.gg/rfc9b5kWG7
SocialX · LinkedIn
Press contactyuzukigamestudio@gmail.com

Description

One line

A roguelite deckbuilder about cooking three courses for monsters who devour worlds and never feel full.

Short — 50 words

Abducted by monsters who tasted your cooking and now refuse to eat anything else. Build menus from food cards, complete recipes for huge multipliers, and feed the beast enough calories to survive each service. A roguelite deckbuilder where the buffet bites back.

Long — 200 words

You were the best chef in the city. Then the Vorath arrived — an ancient species from a dimension where nothing grows and nothing has flavour. They consume worlds and never feel full, until one of their scouts intercepts your cooking show and sets off a Hunger Cascade across their civilisation. They didn't invade Earth for land. They invaded for a reservation.

Feastfall is a roguelite deckbuilder set in the Grand Kitchen of Khrath, stitched together from abducted human kitchens. Every service is three courses — Appetizer, Main, Dessert — against a rising calorie wall. You plate up to five ingredient cards at a time, and the game scores the best possible split of that plate into recipes: line the right ingredients up and the multipliers stack.

Between services you shop. Ninety charms across four rarities bend the maths — flat calorie bonuses, multiplier engines, economy snowballs and outright rule-breakers — and you can only wear eight. Card packs upgrade your deck, cookbooks widen your menu, and the guest at the counter brings a demand that rewrites the rules for the whole service.

Clear sixteen services and the Three Course Treaty holds. Miss the wall on the third course and you are the next course.

Trailer

Watch on YouTube

Screenshots

Menu · 1920×1080
download PNG · 1.4 MB
Kitchen select · 1920×1080
download PNG · 426 KB
Service · 1920×1080
download PNG · 2.0 MB
Shop · 1920×1080
download PNG · 1.5 MB
Summary · 1920×1080
download PNG · 819 KB
Compendium · 1920×1080
download PNG · 627 KB
Game over · 1920×1080
download PNG · 1.2 MB
Reward · 1920×1080
download PNG · 944 KB
Deck · 1920×1080
download PNG · 502 KB
Card pack · 1920×1080
download PNG · 1.5 MB
Pack reveal · 1920×1080
download PNG · 1.5 MB
Profile · 1920×1080
download PNG · 435 KB

Features

  • Cook the best split, not the obvious one — Plate up to 5 of 7 ingredients; the scorer finds the highest-value way to carve that plate into recipes, so ordering never punishes you and greedy plates get genuinely interesting.
  • 90 charms, 4 rarities, 8 slots — Commons add utility, rares lean into a strategy, epics change rules, legendaries are whole engines. 30 of the 90 are earned through play and revealed one at a time.
  • 35 recipes across three courses — Discover and level them through cookbooks mid-run. Recipes level up, so a build can commit to one dish and make it monstrous.
  • The guest changes the rules — Ten rule-twisting cravings — a diner who halves anything with bread in it, a tax collector who takes 50 coins off the top, a warden who permanently cuts a card from your deck after every serve. You shop against a known guest, so you can plan for them.
  • 7 kitchens, 4 difficulties — Each kitchen is a different deck bias and signature charm, unlocked by how you actually play (500 steaks played, 500 coins spent). Difficulty unlocks sequentially — win to open the next.
  • A 16-service run, then endless — Boss services every fourth sitting spike the wall and pay bigger. Clear service 16 to win, then keep going for the leaderboard.
  • Daily Challenge — One world-shared, UTC-seeded run per day, drawn from seven scenarios that rewrite the deck, the shop or the hunger curve. Its own online board.
  • Built to be completed — 27 Steam achievements, a Kitchen Compendium tracking every charm and recipe, a Chef Dossier with run history and records, and online leaderboards across six boards filterable by kitchen and difficulty.
  • 12 languages at launch — English, German, Spanish, French, Japanese, Korean, Polish, Portuguese (BR), Russian, Turkish, Simplified and Traditional Chinese.

History

Food as the mechanic, not the skin

Feastfall's design started from a refusal to reskin combat. A plate of ingredients is scored as a set, not a sequence — the game searches for the best way to split what you plated into recipes — so the tension is composition, not turn order. The hunger wall replaces an enemy's HP, coins replace loot, and the monster at the counter is a customer with a demand rather than a boss with an attack pattern.

A kitchen stitched from other kitchens

The fiction came out of the same instinct. The Vorath don't want conquest, they want a reservation: they abducted a chef and rebuilt a kitchen out of pieces of ours — one oven, one Ohio diner fridge, one Istanbul market stall. The game is about whether food can bridge two species with nothing in common, and it is played entirely from behind the counter.

Logo & art

Logo & icon

Game wordmark, transparent (1280×374)
download PNG · 242 KB
Studio logo
download PNG · 1.5 MB
Game icon (256×256)
download PNG · 101 KB

Key art

Key art, wide hero (3840×1240) — text-free, crop this for headers
download PNG · 3.1 MB
Key art, main capsule (1232×706)
download PNG · 934 KB
Vertical capsule (748×896)
download PNG · 627 KB
Header capsule (920×430)
download PNG · 525 KB
itch.io cover (630×500)
download PNG · 515 KB

Store art

The rest of the storefront slots, at upload size. Press rarely need these — they are here so a storefront or bundle editor never has to ask.

Small capsule (462×174)
download PNG · 112 KB
Steam library capsule (600×900)
download PNG · 589 KB
Steam library header (920×430)
download PNG · 525 KB
Store page background (1438×810) — ambient colour only, per Steam's spec
download PNG · 234 KB
Bundle header (707×232)
download PNG · 211 KB
Event cover (800×450)
download PNG · 429 KB
Event header (1920×622)
download PNG · 1.1 MB

Game pieces — transparent GIF / WebM

Cut out on alpha, so they sit on any article background.

The seven ingredients
download GIF · 1.2 MB
Recipe cards
download PNG · 441 KB
Charms
download GIF · 1.5 MB
Card upgrades — Jumbo, Premium, Gilded
download GIF · 1.1 MB
Card packs
download GIF · 2.5 MB
Opening a pack
download GIF · 12 MB
Ingredients (WebM, alpha)
download WEBM · 780 KB
Charms (WebM, alpha)
download WEBM · 944 KB
Card packs (WebM, alpha)
download WEBM · 1.0 MB

Music

“Timer of the Ash” — main theme · 2:38 · MP3 48kHz stereo download MP3 · 3.6 MB
Permission

Feastfall's main theme is free to use in videos, streams and other content, including monetized content, on any platform — coverage of the game or not. Credit it as “Timer of the Ash” — Feastfall (Yuzuki Game Studio) where you reasonably can. The track is not registered with Content ID or any similar system, so it will not generate a claim against your video. What you may not do is sell it, distribute it as a music release of your own, or claim authorship of it.

Video & monetization permission

Permission

You are permitted to create video and written content featuring Feastfall, including monetized content, on any platform (YouTube, Twitch, Kick, TikTok, and others). No separate license or written permission is required. This permission covers the demo and the full game, and it applies to gameplay footage, streams, reviews, and let's plays. You may keep any revenue from that content. The only thing we ask is that you don't re-upload the game's own trailer as your own content, and don't distribute the game itself.

Credits & contact

Developed byYuzuki Game Studio — 2 people, Türkiye

yuzukigamestudio@gmail.com

Reviewers and streamers: email for a key. Say what you cover and where.