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Wishlist on SteamLone Chef: The Complete Cooking Action RPG Guide
Overview
Lone Chef is a side-scrolling action RPG built around cooking, from Project Moreum Inc. The setup: in a post-apocalyptic world where the art of cooking has been forgotten, a Dark Lord destroyed the restaurant the Chef worked so hard to build, and the Chef sets out for revenge and the ultimate dish. You travel across mysterious lands, fight with kitchen tools, hunt ingredients, cook serious meals at campsites, and bond with companions whose stories bend around your choices. It is part beat-em-up, part survival chef simulator, and the store page confirms it stays single-player with a release date still to be announced.
Two systems carry the whole game, and both are worth understanding before you play. Combat uses kitchen tools as weapons in side-scrolling battles against enemies and bosses that change with a day-night cycle. Cooking turns your hunted ingredients into stat-boosting meals at campsites, and the recipes you learn from fellow adventurers feed back into both fighting and story progression.
| Fact | Detail |
|---|---|
| Developer / Publisher | Project Moreum Inc. |
| Genre | Action, Adventure, Indie (cooking action RPG) |
| Platform | Windows 7 64-bit or newer |
| Release | Date not announced; listed as in development on Steam |
| Price | Not announced yet |
| Players | Single-player |
| Combat | Side-scrolling action with kitchen tool weapons |
| World | Day-night cycle that changes enemies and bosses |
| Cooking | Campsite meals from hunted ingredients, hidden recipes to find |
| Story | Choice-driven relationships, branching narrative paths |
| Languages | 11 including English, Japanese, Korean, Portuguese-Brazil, Russian |
| Accessibility | Steam Achievements, Steam Cloud, full controller support |
Minimum requirements are friendly: an i3-6100 or FX-4100 CPU, 2 GB RAM, and a GTX 960 class GPU. This runs on old hardware and laptops without breaking a sweat.
Who this is for: players who want a combat game with a warm center, cooking-mechanic fans tired of farming sims who want actual danger, and story chasers who like relationship systems with consequences. Who should wait: anyone needing multiplayer or base building. Neither is on the store page.
How to Play: Your First Expedition
The game opens with the Dark Lord's destruction and an empty stomach, and the tutorial makes its philosophy clear: an empty stomach makes for a poor adventure. Your first hours should build the habits that carry the whole run.
- Cook before you fight, always. Meals make you stronger, and the store page says it in those words. Before pushing into new territory, sit at a campsite and cook with whatever you have hunted. A weaker dish now beats a perfect dish never.
- Learn one weapon's rhythm. Kitchen tools each swing differently. A ladle is not a cleaver. Pick one early, learn its reach and combo timing on basic enemies, and only diversify once you can win consistently with your first tool.
- Fight by the clock. Enemies and bosses shift with the day-night cycle. If a night region keeps flattening you, travel by day and come back prepared. The cycle is not cosmetic; it changes what you face.
- Talk to every fellow adventurer. You learn powerful new skills from the people you meet, and shared meals drive relationship bonds. A conversation plus a meal is often a new ability, which is the best trade in the game.
- Hunt before you need it. Rare, high-value ingredients hide off the beaten path. Grab every resource you pass because the moment you find a new recipe, the ingredient you skipped yesterday becomes the trip you retake today.
Beginner Mistakes to Avoid
| Mistake | Why it hurts | Fix |
|---|---|---|
| Skipping meals to save ingredients | You fight weaker for hours | Cook before every major push |
| Using every tool interchangeably | Each weapon has its own combo rhythm | Master one tool before collecting more |
| Ignoring the day-night cycle | Night bosses surprise you mid-expedition | Plan routes around the cycle |
| Racing past NPCs | Skills and story branches live in conversations | Talk first, travel second |
| Selling rare ingredients | Recipes demand specific rare items later | Keep a small vault of high-value items |
Core Mechanics Explained
Kitchen Tool Combat
Every weapon is a cooking implement first, and the side-scrolling battles reward spacing and combo timing rather than button mashing. Expect light and heavy swings, dodge windows, and enemies that punish greed. Because the game is side-view, vertical reach matters: some tools hit flying or leaping enemies more cleanly than others, so matching tool to enemy type is your real loadout decision.
The Day-Night Cycle
The store page states plainly that dynamic enemies and bosses change with the day-night cycle. Treat the cycle as a difficulty dial you can plan around. Hunt and gather in safer windows, then schedule boss attempts for the phase that favors your build. Players who ignore the clock fight the hardest version of every encounter by accident.
Campsite Cooking
Campsites are your kitchen on the road, and meals are permanent stat power for the stretch ahead. The cooking itself leans experimental: the page promises gourmet meals or surprising creations you never expected, which implies recipe combinations with discovery baked in. Cook what you know when survival matters, experiment when you have surplus ingredients.
Companions and Branching Story
Bonding happens over shared meals and heartfelt conversations, and the store page says your choices shape relationships, some blossoming and others falling apart. Every choice opens new narrative paths. Practically, this means your save is unique: companion skills you unlocked, recipes you were taught, and endings you can reach all depend on who you fed and what you said.
Ingredients as Treasure
The world hides rare, high-value ingredients in every corner, and making the most of every resource is stated design. Treat ingredient spots like loot caves. The best meals need the best inputs, and the best inputs sit at the end of detours.
Advanced Tips
- Build meals around the next fight, not the last one. If you know a boss phase is coming, cook for the stats that phase punishes you for lacking. Healing before a wound exists is the whole economy of this game.
- Rotate two tools, not five. Carry one fast crowd-control style tool and one heavy single-target tool. That covers mob waves and bosses without diluting your muscle memory.
- Map the cycle to your route. Plan expeditions so travel happens in the safer phase and arrivals at danger zones land when you want the fight. Time is a resource you spend like money.
- Revisit conquered areas at night. Since spawns change with the cycle, cleared zones can hold new enemies and new ingredient opportunities. A second pass at a familiar map is cheap XP and fresh recipes.
- Feed the companion whose skill fills your gap. Every bond offers teachable skills. Choose bonds by what your build lacks, not by who is easiest to please, because relationship investment is build investment.
FAQ
When does Lone Chef release? No date yet. The store page lists the game as upcoming without a date, and the announcement trailer is out through Indie Games Hub. Wishlist the page for the date announcement.
What is the game actually about? Revenge and cooking. The Dark Lord destroyed your restaurant, you rebuild your strength meal by meal, and you chase the ultimate dish across a world that forgot how to cook.
Is it a farming sim? No. There is no farming loop on the store page. You hunt and forage ingredients, cook at campsites, and fight in real-time side-scrolling combat.
How hard is the combat? It is a real action game with dynamic enemies and bosses, but the meal-stat system means preparation carries you further than reflexes. Players who cook before fighting rarely feel underpowered.
Do choices really matter? Yes. The store page states relationships change based on decisions, some bonds blossom and others fall apart, and every choice opens new narrative paths. Expect meaningfully different playthroughs.
What platforms and specs? Windows 7 64-bit and up, with a minimum of an Intel i3-6100, 2 GB RAM, and GTX 960 class graphics. Full controller support, Steam Cloud, and Steam Achievements are listed.
How much will it cost? Unannounced. The pricing display is still pending, which is normal this far before a date.
Quick Reference Card
| System | What to do | Why |
|---|---|---|
| Meals | Cook before every push | Strength comes from food |
| Weapons | Master one tool, then add a second | Combo muscle memory wins fights |
| Day-night | Plan routes around the cycle | Enemies and bosses change phases |
| Companions | Feed and talk to fill build gaps | Bonds grant skills and story |
| Ingredients | Grab rare items on sight | Recipes demand them later |
| Exploration | Take the detour | Hidden corners hide recipes |
Lone Chef stakes its identity on one promise: cooking is power in a broken world. Keep your stomach full, your tool swings timed, and your companions fed, and the Dark Lord's dinner bill comes due.







