It includes some fixes, tweakings, and minor additions! As always, we invite you to get in touch with us and the commmunity on the Steam Forums and on our Discord Server.
Changelog
Fixed some rare blocking issues with customers.
If a Staff Member on the Rest stance has recovered all Energy, he/she will now automatically go back to work.
Added a button to remove all Recipes from the Menu.
Accessing the menu while in game now pauses the game.
Fixed an issue seeing phantom customers spawning out of tables during crowded services.
All Perks in the Recipe Editor are now fully working and a few typos in their description have been corrected.
Improved the UI on the Map to be clearer.
Chocolate Ingredients now have a proper level and placement.
Reduced the cost for high level skills.
Editing a custom recipe that's on the menu is now completely save and if changes are discarded the recipe will no longer be modified.
Chefs' Stances are now loaded properly.
Staff's Morale is now properly updated in the Staff Panel.
Fixed the End Day panel to show correct data.
Balanced the salary of all Staff Members
Rebalanced costs and effects while searching for new staff members.
It takes less time to unlock some achievements.
Extended Staff Management - Major Update!
A new, massive update for Chef is now available! Are you ready for a massive changelog?
Changelog
Staff can now gain experience and level up skills! Chefs and Waiters will have a deeper influence on the daily service and having them skilled will greatly improve the restaurant's performances.
The player's Avatar now has, just like other chefs, a skill tree dedicated to practical cooking.
Tasks can now be freely assigned to the entire staff, allowing the player to carefully decide how to use the entirety of the staff!
The Staff now has Energy and Morale values to be taken into account while managing them.
When the Morale is too low, Staff Members will resign.
The player can now unlock special active skills that can be used to take care of emergencies during the daily service, and their cooldown is influenced by the average morale of the staff.
Skills have been revamped to be much more meaningful, and now Template-dedicated skills can be leveled, unlocking special Perks that can be used while creating recipes and following certain conditions.
Greatly optimized performances, especially in big restaurants and advanced phases of the game.
Steam Trading Cards are now available.
Cloud Save is now available.
Changed the Waiter's workflow and AI to increase their performances
Improved the consistency of ChefAdvisor Reviews
Fixed an issue preventing players to scroll down the staff panel.
Fixed several strings
Fixed an issue with Influence Points being lost while moving to another Restaurant
Added both Dark and White Chocolate as ingredients
Reworked ingredient requirements for all recipes, making them much more flexible and suited for different cooking styles.
Slightly reworked the tutorial to include more information and be easier to skip.
This is a massive update, so we'd like to know what you think about it! For suggestions and reports, head to the Steam Forums!
Patch 28 - Quests and Fixes - v0.6.5
We uploaded a new patch, with new contents to enjoy and several fixes requested by the community! We finally added a Quest System to the game, and added a first storyline allowing players to earn the Chef Stars in a more organic, interesting way!
We are eager to know what you think about the new Quest System, and we are already working on several quests and storylines that will be included in future updates!
Changelog
A Quest System has been implemented! Players may now get Tasks of any sort and the leveling is now managed through repeatable Tasks. We plan to release dozens of events and storylines in the next months, using this Quest System as foundation.
Completely reworked the Tutorial using the new Quest System.
The process of gaining the three Stars is now part of a storyline consisting in multiple Tasks with increasing challenge.
Waiters performances have been optimized: many actions have been modified to allow them to spend much less time walking around the restaurant.
Data in the Stats Panel can now be sorted.
The balance screen is now showing correct numbers.
The Recipes summary no longer breaks when recipes with more than 5 tags are displayed.
Fixed a missing string when clicking on customers.
Added a new ambient track.
Buttons used to find more people to hire are now more reliable.
The Policies panel will no longer take a few minutes, after loading a game, to activate the various sections.
Fixed an exploit allowing to gain infinite skill points when closing the skill panel.
The ingredient tooltip in the Ingredients Panel now shows taste values for ingredients.
Fixed some missing icons.
Fixed an issue with Influence Points not being assigned when making a new game without restarting the application.
Recipes on the right area of the menu can be now sorted correctly.
Menu Perk are now updated in real time in all cases, without any delay due to some orders still being processed.
Added a button to go back to the main menu after opening the map to select a first restaurant.
Fixed Missing hair on a waitress.
Fixed conditions for decisions not properly showing and moved them near the description to increase clarity.
Patch 27 - Advanced Policies - v0.6.4
A new, juicy update has gone live: we expanded the entire Policies System, adding another layer of depth and strategy to the game!
You will now be able to finely tune each category of advertisement, target specific customers groups and/or drive away some of them! The update also come with a completely reworked UI, easier to use and clearly diplaying all important data!
Changelog
Completely reworked how Policies works, with the addition of an apply button and hourly costs.
Added multiple stances to each Policy.
Advanced Policies are now unlocked via events.
Reworked and extended all marketing policies to allow players to both extend their influence on the map and filter desired customers.
Added decision to search for new potential employees directly in the Staff Panel.
Reworked the Policies UI to be clearer and better looking.
Fixed an issue seeing customers seating without facing the table.
Fixed an issue with the Ambience rating when moving to a new restaurant.
Tutorial Images are not a little blurry anymore.
Fixed a bug with policies not working properly after reloading.
Patch 26 - Info Panels - v0.6.3 Changelog
Today we finally released a feature many people asked in the last weeks: the Info Panels!
It is now possible to click on most in-game entities to learn more about what's happening in the restaurant! That will allow all you chefs to better tune your restaurant and increase your profits!
We also balanced late game contents and fixed a couple issues!
Changelog
Added Info Panels: players can now click on in-game entities to learn more about their stats and what they are doing.
Improved the visual effects on tools in use and made them closely reflect the actual number of slots used.
Balanced staff salaries.
Balanced tools' slots.
Reduced the Popularity needed to unlock Popularity Events.
Balanced the cost of all tools.
Fixed the Summary Panels showing some erroneous data.
Patch 25 - v0.6.2 Changelog
We uploaded a new patch addressing a couple issues!
Changelog
Tools in use now have proper visual effects
Fixed a minor issue in the Summary panel with Tags not aligned properly.
Fixed a blocking issue related to selling tools in certain moments.
Fixed a rare issue with stuck customers not recovering properly.
Fixed a major issue preventing players to save if certain characters were used in the name of the recipe.
Influence Points/Popularity ratio is now at 20, as originally intended.
Fixed a missing string in the popup appearing when trying to sell or move an object that's being used.
City Map - Major Update Available!
We are happy to announce that the first Major Update for Chef is finally available! You will now be able to explore the entire city, choose in which District you want your restaurant to be, and then amass Popularity to slowly extend your influence across the whole town!
Each District is characterized by a specific amount of potential customers and unique stats. By earning Influence Points you will be able to increase your restaurant's customer pool by acquiring the customers available in neighbouring Districts!
And after you managed to add them to your pool, you can now decide who can come and who should go away. We reworked the customers generation system, introducing the Attractiveness: adjust your Menu and your Policies to lure specific group of customers, while sending away unwanted guests. Thanks to many new Perks, you will now have a much better control over the target you want to aim for! Goodbye Cheapskates!
This update also includes a plethora of other fixes and improvements, including an overhaul of several UIs!
Changelog:
Work in progress: the Attractiveness System
Buongiorno fellow chefs!
We keep working on the first major update and it is now time to show you some of the contents we will soon release for Chef! As you may know, we are working on the City Map, a new system that will allow you to extend your influence across the city and slowly gather loyal customers. But to do that, we needed to rework how customers work in the game.
We felt like that the current system wasn’t clear enough, we wanted players to have a precise idea of how many people could come to the restaurant with a certain setup. That’s why we reworked the existing customers’ bars that appear in the Menu Panel and in the Policies Panel.
What’s new? Well, let’s start with the fact that there will finally be a clear number representing how many people may currently be interested in coming to your restaurant. All those numbers represent the actual pool of customers of the restaurant and the bars have now a different role: they indicate the Attractiveness of the restaurant’s offer.
While previously the Menu composition directly affected the number of people in the pool, with imprecise effects, now the pool can only be affected by your Popularity and your efforts to reach new districts expanding the influence you have in the city.
It will now be possible to know how many customers will pay a visit during the day, and you will be able to carefully assemble the menu and develop tactics to maximize profits. There will also be a much rewarding progression, since you will have to deal with low-budget customers at the beginning (including the infamous Cheapskates!), and slowly conquer more and more districts to gather enough high-budget customers to finally be able to serve only them in the restaurant!
We are now finishing all mechanics related to the City Map and the player’s expansion in it, and we will soon share more info regarding this major update with you! We are also still fixing bugs and minor issues, and all those fixes will be included in the City Map Update!
Patch 24 - v0.5.4.10 Changelog
We just uploaded a patch with a few fixes!
Changelog
Added a proper feedback when trying to unpause the game that is blocked by an important alert.
Tables will now occupy less space.
Made a few changes to the navigation system to some rare issues with both staff and customers blocking on place until the game is reloaded.
Cooking time of recipes is now displayed properly in the tooltip on the left side of the Menu Panel.
Where’s my next big update, signore?
Buongiorno, cuochi!
A quick update for those who are wondering what we were working on last month, a surprisingly low profile January for our bombastic and loud standards.
Our initial idea was to work on the next big, fat update, but then we noticed this on our store page:
We obviously reacted like professional, adult and responsible people. Apart from a couple of panic attacks and a desperate, naked escape through the historic center of Rome.
Browsing the most recent reviews, we realized that we had given a low priority to some glaring issues that actually needed to be fixed as soon as possible (i.e. tutorial consistency and UI usability), simply because Chef's veterans are true Catholic Saints with an infinite reserve of patience. Some of the new players were not as ready for such a turbulent start and they rightly complained. We could have done better and we’re sorry for that.
January has therefore gone from "wow, let's start working on these fantastic new features" to "OMMIODDIO WHAT IS THIS? OUR TUTORIAL SUCKS LET'S PURGE IT WITH FIRE", forcing us to postpone the first really juicy update for at least a couple of weeks.
Do not fret, friends, because our January work wasn't all for naught: We have managed, among various Quality of Life improvements, to finally add the much requested recipe editing in the menu panel!
WOOOOOH! Your new menu will look like this:
We know you all expected a huge update in these first weeks of February, but at least we had to try to transform some of those negative feedbacks in a positive and enjoyable experience for everybody.
Want to know about the next update? Well… here’s a second hint:
No, zero Pokémon Go Mechanics. We are working on the City Map, along with a completely revamped customers spawn system!