Cooking Carnage is an indie simulation game developed by students at Supinfogame Rubika in France. Players take on the role of a cook in a compact kitchen who serves alien customers while navigating a resource-scarce economy that turns the usual food-preparation routine into something far more direct.
Gameplay
The core loop centers on managing a counter where aliens arrive with orders for jelly. Each customer has limited patience, and the player must decide how to fulfill those requests. Ingredients come from the customers themselves, so the sequence often involves removing one patron to harvest materials, then preparing the meal for the next. Four distinct cooking machines handle different steps in the process, and the player keeps them running efficiently to maintain output. Upgrades purchased between shifts improve speed, capacity, and earnings, allowing longer runs and higher tips from satisfied aliens.
Time pressure builds as more customers fill the seats. The player juggles serving completed orders, selecting which machine to activate next, and clearing space when needed. The single meal type, jelly, appears in multiple combinations that require different machine sequences, encouraging repeated optimization of the workflow. Patience meters on each customer add tension, rewarding quick decisions that keep the line moving and the counter profitable.
Game Modes
Cooking Carnage operates as a single-player experience with no separate multiplayer or competitive modes. All activity takes place in the same kitchen setting across successive shifts. Progression occurs through repeated runs that unlock additional modifiers and kitchen improvements, extending each session as the player refines the routine. The structure remains consistent from one shift to the next, focusing on survival through efficient customer handling and resource management rather than branching scenarios or alternate rulesets.
Core Mechanics and Progression
Customer management forms the central tension. Aliens order the same base dish yet demand fresh preparation each time, and the player extracts ingredients on the spot when necessary. Machine usage requires careful sequencing to avoid idle time, while upgrades provide permanent boosts to productivity and income. The economy loop rewards consistent performance with more money for further improvements, creating a steady climb in capability across multiple shifts. Limited patience on every customer forces prioritization, and the player learns to balance immediate service against the need to replenish supplies from the line.
Is It Worth Playing?
The game remains in development and is listed as coming soon on its Steam page, with no user reviews available at this stage. Its appeal lies in the unusual combination of cooking simulation and customer elimination within a compact, upgrade-driven loop. Fans of short-session indie titles that emphasize optimization and dark humor may find the routine engaging once it releases. Those seeking traditional restaurant management without the violent twist or players who prefer longer narrative campaigns will likely find the scope narrower. Availability will depend on the final release, after which the single-player structure can be evaluated directly through play.