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Idle Cooking Club key art ● Concept · R&D R&D
Casual Idle RPG · Concept Pitch
GenreIdle RPG
PlatformMobile
Visual styleStylized 3D
StatusConcept
The Pitch

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.

Idle Cooking Club = Idle RPG progression + auto-chef restaurant sim + boss showdowns + deep customization
Progression & dynamics inspired by Idle Berserker and Legend of Slime · visual style inspired by Overcooked.
Gameplay
Restaurant gameplay screen
Cook, serve, repeat

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.

Boss visitors

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.

Boss visitor screen
Rising tempo · As you progress the pace ramps up: more guests arrive faster and grow more varied, the chef cooks harder, dishes plate with minimal delay, and more visitors burst with currency — a tight positive-feedback loop that rewards every stat upgrade and restaurant customization.
Key Features

Auto-Cooking Chef

A hands-off head chef plates a growing menu, each dish with a unique animation.

Hungry Guests

Visitors fill tables, eat down a satiety bar and pay out on the way out.

Boss Showdowns

Timed special guests gate progression and drop premium rewards.

Chef Stats & Gear

Upgrade quality and cooking speed; gear customizes the chef and boosts stats.

Active & Passive Skills

On-demand abilities plus permanent perks — including a charged "Chef's Rage".

Restaurant Customization

Spend resources to upgrade and personalize the venue toward the global top.

Challenges

Festive Day, VIP Guest and Restaurant Contest events drop special resources.

Franchises

Form or join a clan and compete in weekly franchise challenges for big prizes.

The Core Loop
1Cook

Cook

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

− Time+ Dishes served
2Earn

Earn

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

+ Money+ Stars+ Medals+ XP
3Upgrade

Upgrade

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

+ Stats+ Skills+ Mastery+ Items+ Recipes
Activities: Regular DayFestive DayVIP Guest VisitRestaurant Contest
Game Meta
Chef upgrade screen

Chef Stats

Boosting the chef's stats raises dish quality and cooking speed across the board.

Gear & Items

Visually customize the chef and significantly improve base stats; level them by collecting duplicates, then enhance for special effects.

Active Skills · Chef's Rage

Special abilities fired manually or automatically, with unique FX. "Chef's Rage" charges with every fed guest and, once unleashed, greatly boosts cooking speed and mastery.

Passive Skills

Permanent upgrades and perks that trigger when specific conditions are met.

Design & Monetization
Hard currency

Hard Currency

  • Buy upgrades & access
  • Chef skins
  • Chef item sets
  • Activity access bundles
Passes

Game & Event Pass

  • GamePass: rewards for global milestones
  • EventPass: time-limited events (LiveOps)
  • Requires regular play
Rewarded ads

Rewarded Ads

  • Temporary stat & income boosts
  • Activity access
  • Extra offline income

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).

Feeling of weakness Boredom from strength Player progression channel High Low DIFFICULTY Low High DEVELOPMENT LEVEL

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.

70%In-app purchases
30%Ad views
Status
Concept pitch · Idle Cooking Club is an internal R&D concept — fully designed as a pitch, not yet produced. The art, copy and core/meta systems shown here are drawn from the original design deck and reworked in English for this showcase.