● Concept · R&D
R&D
Idle Cooking Club (working title) is a casual mobile Idle RPG in which the player becomes the head chef of a small but wildly popular restaurant.
The player constantly develops their chef — improving mastery, learning new skills and ways to serve guests, unlocking new recipes and tools — to keep up with the ever-growing demands of visitors. The end goal: upgrade and customize the restaurant until it tops the global restaurant rankings.

The chef works the kitchen and cooks dishes automatically — no tapping required — each with its own animation before it lands on a table. Guests keep streaming in and grab free seats; with none open, they wait or leave with an annoyed emoji. Once seated, a guest shows a satiety bar (think HP) and eats until full, then pops off the table with a random animation and a burst of soft currency.
Clear enough waves and you can admit a special guest — a boss with a huge satiety bar that acts as a soft progression gate. Planned bosses include a sumo wrestler, King Kong, a pro wrestler, a restaurant critic and more. Fill the bar before time runs out for boosted rewards (currency, resources and access to new activities); miss it and normal play simply resumes. Bosses can be re-summoned once ready.

A hands-off head chef plates a growing menu, each dish with a unique animation.
Visitors fill tables, eat down a satiety bar and pay out on the way out.
Timed special guests gate progression and drop premium rewards.
Upgrade quality and cooking speed; gear customizes the chef and boosts stats.
On-demand abilities plus permanent perks — including a charged "Chef's Rage".
Spend resources to upgrade and personalize the venue toward the global top.
Festive Day, VIP Guest and Restaurant Contest events drop special resources.
Form or join a clan and compete in weekly franchise challenges for big prizes.

The player-chef prepares a variety of dishes for guests across different activities.

Guests eat the prepared dishes and pay out a steady stream of resources.

Resources are reinvested into the chef and the restaurant — then the loop tightens.



Monetization is anchored to the player progression channel. Peaks in the curve mark rising difficulty — moments when the player feels their restaurant is too weak. Dips arrive each time the player upgrades. Early peaks are cleared with ordinary upgrades, giving a satisfying sense of overcoming the climb; later peaks demand special resources that drop from challenges (Festive Day, VIP Guest, Restaurant Contest).
Challenges need unique tokens, and free players have a limited supply. A paying player who hits a peak can buy tokens, clear the challenges, gather the resources to upgrade, and push through — an estimated 20–30% content speed-up. A GamePass smooths the journey and trims peak-time by 15–20%, but its rewards require regular play and completed tasks. Big spenders ("whales") can seriously accelerate and climb the rankings via unique chef skins — an estimated 50–60% speed-up.
Once settled in, players can found or join a franchise (clan). Each week franchises compete in special challenges that require dozens of restaurants at once; high placements pay out very valuable prizes and pull in heavy time, spend and every available boost — including ads. The free-but-regular audience earns a slice of resources from video ads (around 5–10 per session, ~5–10% speed-up), at rewards well below the paying tier.