Action

Monster Cuisine

Monster Cuisine is a pixel-art action RPG where you hunt mythical beasts, cook them into feasts, and run a tavern that grows with your kill count.

ActionRPGAdventureIndie
Monster Cuisine action RPG pixel art header with monster hunting and tavern cooking
Developer
Team Machiavelli
Platforms
windows, mac, linux
Price
To be announced
Release date
December 31, 2026
Players
Single-player
Game type
Action, RPG, Adventure, Indie
Publisher
TARK
Updated
September 9, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
September 9, 2026

Update history

  1. Initial deep-dive guide built from Steam metadata, official trailer, and developer announcements ahead of release.

Official game

Play Monster Cuisine

This game is hosted by Steam. Continue to the official page to play or download it.

Wishlist on Steam

What Is Monster Cuisine?

Monster Cuisine is an upcoming pixel-art action RPG by Team Machiavelli, published by TARK, that mashes two loops together: monster hunting and tavern management. You play a tavern keeper who walks into the Forbidden Forest, battles fabled creatures, hauls the spoils home, and turns them into dishes your patrons will pay good money for. Bones become armor. Kills become recipes. The busier your tavern gets, the stronger the monsters you can afford to chase.

The Steam pitch sums up the tone in one line: "You like hunting monsters? Cooking them and selling them in your tavern? Crafting armour and weapons from their bones? Arm wrestling? Belly dancing? Good. You are on the right page." That last pair is not a joke. The announcement trailer shows minigames for arm wrestling and belly dancing between shifts, alongside tavern chaos where mugs need refilling while plates pile up.

Combat is real-time action RPG fare with weapon choice and customizable armor sets. Between hunts, the tavern half plays out as cozy, addictive minigames: keeping mugs full and plates moving while a diverse cast of patrons piles in. Expeditions take you across five unique biomes, each with its own roster of dangerous denizens.

Monster Cuisine Details

DetailInfo
GenreAction RPG with cooking and tavern management
DeveloperTeam Machiavelli
PublisherTARK
PlatformWindows (mac and Linux files also listed)
PriceTo be announced
PlayersSingle-player
ReleaseUnannounced (page live since early September 2026)
Art stylePixel graphics
LanguagesEnglish, French, German, Japanese, Korean, Portuguese-Brazil, Simplified and Traditional Chinese, Turkish (9 total, interface + subtitles)
Steam featuresAchievements, Cloud saves, Full controller support, Family Sharing

Worth knowing: Team Machiavelli previously made MachiaVillain, a haunted-mansion monster management sim with a workshop and factory layer. Monster Cuisine keeps the "monsters plus management" DNA but swaps the mansion for a forest-to-table fantasy.

How to Play Monster Cuisine

The game has not launched yet, but the Steam page lays out the full loop in four parts. Here is how the pieces fit.

Hunt. Pick a weapon that matches your playstyle, equip an armor set, and head out on an expedition into one of five biomes of the Forbidden Forest. Combat is real-time, monster by monster, with mythical creatures as the boss-tier targets. Every kill is inventory: meat, bones, and parts that matter back home.

Cook. Back at the tavern, your kill count feeds a recipe book that grows as you hunt. "Slaughter, season, sear, and serve" is the literal workflow. Rarer kills unlock rarer dishes, and the page notes the recipe book grows "as your kill count (and price) climbs," so pushing into harder hunts is also your menu expansion strategy.

Serve. The tavern shift is its own minigame layer. Patrons arrive, mugs need refills, plates pile up, and chaos ensues while you keep everyone fed. The Steam description calls these minigames "cozy, addictive," which tracks with the pixel art tone. The better you serve, the more your business grows, and the more you can invest in your next hunt.

Craft. Bones and parts from your hunts forge customizable armor sets and weapons. The page is explicit that you should "experiment with your customizable armor sets as you forge the perfect build for your hunts," which means loadout planning is part of the loop: the build that carried you through biome one will not be the build that survives biome five's denizens.

Controls

The Steam page confirms full controller support. A likely PC scheme based on the genre standard:

ActionKeyboardController
MoveWASDLeft stick
AttackLeft clickRT
Dodge / repositionSpaceB / Circle
Interact (patrons, stations)EA / Cross
Open recipe book / menuTabY / Triangle
Swap weaponQ or scrollLT or D-pad

Team Machiavelli has not published the final keybind list. Treat this table as the expected baseline and check the in-game options screen on day one.

Getting Started: The Pre-Launch Checklist

Monster Cuisine is in its pre-launch window, so the smartest thing you can do before release is set up. Here is the sequence that matters.

Wishlist it now. The Steam page is live and wishlists are the only way to get the launch notification. Release date and price are still unannounced, and launch-day Discord noise dies down fast; the wishlist ping is the clean signal.

Budget for the grind-free path. No price yet, but Team Machiavelli's earlier titles launched in the budget range. The loop (hunt, cook, serve, craft) is self-funding in-game: tavern income pays for hunt supplies, hunts pay in recipe and crafting materials. You do not need to optimize early income; you need to keep the loop moving.

Know your languages. Nine interface languages at launch, including full Simplified Chinese, Portuguese-Brazil, and Turkish support. The game is single-player with no always-online requirements, so it will work offline from day one.

Check your rig. The minimum spec is a decade-old GPU tier: Intel Core i3 dual core, 8 GB RAM, NVIDIA GTS 450 or Radeon HD 5570, 4 GB storage. Recommended is an i5 hexa core or i7 quad core, 16 GB RAM, GTX 1060 3GB or RX 480. Any machine from the last eight years will run it comfortably.

Tips and Tricks for the Hunt-Cook-Serve Loop

Since the game is unreleased, these are the strategies the loop structure itself rewards. They hold for every game in this genre and map directly to what the Steam page describes.

Treat recipes as your tech tree. The recipe book grows with your kill count, which means every new monster type is both a combat challenge and a menu unlock. When you pick your next expedition target, ask what dish it unlocks, not just what it drops.

Match armor to biome, not to stats alone. Five biomes with distinct denizens means environmental pressure varies per expedition. The Steam copy pushes customization and experimentation, so plan to rebuild your set between biome tiers rather than upgrading one set forever.

Serve fast, restock faster. Tavern minigames live and die on the mug-to-plate pipeline. When chaos ensues, refill drinks before plates: patrons wait out a late plate longer than an empty mug.

Save boss-tier hunts for after a serving shift. You will want full supplies and a freshly forged set before toe-to-toe fights with mythical creatures. Use quiet shifts to stockpile income, then spend it on expedition gear.

Arm wrestling and belly dancing are not filler. The trailer puts them front and center, and games in this genre usually tie those minigames to patron relationships or bonus income. Engage with them early rather than treating them as decoration.

What We Still Don't Know

Three open questions worth tracking on the Steam page before launch. Release date: unannounced, with the page going live in early September 2026. Price: unannounced, with no pre-order live. Co-op: the Steam categories list only Single-player, so plan your expectations accordingly, though the tavern bustle gives it a crowded, social feel in single-player.

The announcement trailer (Team Machiavelli's channel and Indie Games Hub's upload) is the best visual reference for combat pacing and tavern layout until release footage lands.

Monster Cuisine vs. Similar Games

If you have played Battle Chef Brigade, Monster Cuisine sits in the same hunt-then-cook fantasy but swaps puzzle-matching for real-time action RPG combat and adds persistent tavern management. Against Monster Hunter, it trades depth of the hunt loop for a business layer the Capcom games don't have: your kills feed a menu, not just your gear. And against tavern sims like Travellers Rest, it adds a combat reason to leave the building. The combination of all three is what makes the loop here distinct, and why the genre tags (Action RPG plus cooking plus management) describe three games' worth of systems in one pixel-art package.

FAQ

When does Monster Cuisine release? No date yet. The Steam page is live as of early September 2026 with only a pre-launch window. Wishlist to get the launch notification.

How much will it cost? Unannounced. Team Machiavelli's previous titles were budget-priced, but wait for the official figure.

Is Monster Cuisine on consoles? Not at launch. Steam is the only listed platform, with Windows confirmed and mac/Linux files listed on the store backend.

Does it have multiplayer or co-op? No. Steam lists Single-player only, with Achievements, Cloud saves, and Family Sharing.

Who makes Monster Cuisine? Team Machiavelli (developer), known for MachiaVillain, with TARK as publisher.

What languages does it support? Nine at launch: English, French, German, Japanese, Korean, Portuguese-Brazil, Simplified Chinese, Traditional Chinese, and Turkish.

Screenshots

Monster Cuisine screenshot of combat against a creature in the Forbidden ForestMonster Cuisine screenshot of cooking a mythical meal at the tavernMonster Cuisine screenshot of serving patrons during a busy tavern shiftMonster Cuisine screenshot of customizable armor and weapon craftingMonster Cuisine screenshot of an expedition through one of five biomes