Game review
Chef's Dogma
7.5 / 10
- Developer
- Floor Pizza Studios
- Publisher
- Floor Pizza Studios
- Released
- 20 August 2026
- Platforms
- Windows
- Genre
- RPG
- Monetisation
- Paid, one-time purchase. NZ$20.25; no in-app purchases.
- Players
- Single-player only.
The short version
Chef's Dogma is a turn-based roguelite that reframes a Dante's Inferno-style descent through seven themed layers as a culinary journey, assembling a party out of unlockable "Chefs" and combinable "Foods" that can be stacked and layered into stronger dishes between fights. Released 20 August 2026 by Floor Pizza Studios at NZ$20.25 after a public demo and Steam Next Fest run, it launched to a small, entirely positive early review base that repeatedly singles out its art direction and original soundtrack as standout strengths, alongside a deliberately short, 20-to-40-minute run length built specifically for Steam Deck and lunch-break play.
Biggest strengths
- Every review in the game's small early sample singles out the art direction and original soundtrack for specific praise, with one reviewer writing the music "has no business being this good" for an indie roguelite at this price.
- Reviewers consistently highlight genuine build variety, describing real experimentation with combining, doubling, tripling and even quadrupling up on specific Food types to create synergistic "dishes" between fights.
- The game is explicitly built around short, self-contained runs of roughly 20 to 40 minutes with full Steam Deck and controller support, and multiple reviewers specifically praise it as an ideal pick-up-and-play title for commutes, lunch breaks or short sessions away from a desk.
Biggest weaknesses
- The review base is extremely small, just five reviews at time of writing, all positive and all in English, meaning the current reception, while consistent, should still be read as an early, enthusiastic-adopter signal rather than a fully settled verdict.
- As a single-player-only roguelite with no other reported multiplayer or co-op modes, its appeal is inherently limited to players specifically drawn to solo, replay-driven runs rather than a shared experience.
- Achievement data shows completion falling off sharply past the game's earlier milestones, with under a third of tracked players recording a normal win and full-set food-unlock achievements sitting around 7%, suggesting the later stretch of a full run remains a real, unresolved challenge for most players so far.
Who it's for: Roguelite fans who enjoy party-based, turn-based combat with deep item-synergy experimentation, and players specifically looking for a short-session game well suited to Steam Deck, controller play, or picking up and putting down in 20-to-40-minute chunks.
Our recommendation: A tightly-scoped, visually distinctive turn-based roguelite whose small early audience is unanimous in praising its art, music and food-combination systems, and a confident pick for anyone drawn to short, replayable runs on desktop or Steam Deck alike.
7.5 / 10
Seven layers of bean dip hell
Chef's Dogma takes a deliberately silly premise, a food-themed pilgrimage through seven increasingly strange layers modelled loosely on Dante's Inferno, and builds a genuinely structured turn-based roguelite around it. You assemble a party from a roster of unlockable Chefs and Foods spanning categories like Meats, Carbs, Veges, Fruits and Entrées, then fight your way through Apocalyptic Cities, Exotic Forests, Ancient Deserts, Fiery Volcanoes and Depraved Dungeons, spending shop currency and event rewards to strengthen the team along the way. It's the kind of premise that could easily coast on novelty alone, but its small early review base is specifically crediting the execution around that premise, not just the joke of it, for the game's appeal.
An early review base that agrees on what works
At time of writing, Chef's Dogma has just five reviews, all positive and all in English, but the specificity and consistency across them is notable for a sample this small. One reviewer opens flatly with "one of the best games ever for Steam Deck," while another writes that the game "was cooked with the finest herbs and spices," calling it "super fun, very re-playable" and adding that the music "is AMAZING" and "has no business being this good" for the price. A third independently arrives at the same conclusion about sound design without prompting, and a fourth, more experienced reviewer who logged over 21 hours across "quite a few play throughs," frames it directly as "a food based take on Dante's Inferno" and praises how differently each run has played out. That kind of unprompted overlap, across five separate reviewers, on the same two specific strengths, art direction and music, is a stronger signal than the raw review count alone might suggest.
Real synergy-hunting in the food-combination system
Beyond the presentation, reviewers describe genuine mechanical depth in how Foods and Chefs combine. One reviewer calls the combat "addictive and extremely customizable," specifically praising the amount of experimentation available in finding "hidden synergies with each new food unlock," and crediting the developer's playtesting for how well-tuned that experimentation feels in practice. The game's own description backs this up directly, framing its core loop explicitly around the ability to "Diversify, Double-Up, Triple-Up, or even Quadruple-Up" on specific Food types to build out a stronger party composition, which lines up with the kind of build-crafting depth roguelite and deckbuilder fans specifically look for in the genre.
Built for short sessions, not marathon runs
A recurring, deliberate design choice across the reviews is how short a single run is meant to be: one reviewer specifically notes a full run takes around 20 minutes once you're used to the systems, ideal for "when you're on the go and don't have a lot of time," while another highlights that it's "fun game to play on the desk top or on the lunch break," with no issues on either Steam Deck or controller. That's a clear, intentional design target rather than an incidental side effect, backed by the store page's own promise of full Steam Deck support and complete controller controls, and it shapes who the game is realistically for: players who want a satisfying, self-contained roguelite loop they can drop in and out of quickly, rather than a single long-form campaign to sink an evening into at a time.
What the achievement data suggests about the later game
Global achievement data offers a useful check against the review base's uniform enthusiasm. Early milestones like unlocking the in-run shop and simply losing a run for the first time sit around 71%, while completing each of the seven individual layers falls in a range from the high 50s down to roughly 28.5% for the seventh and final layer, and recording an outright normal win sits at a similar 28.5%. Notably, the achievements for unlocking every Food across all five categories individually cluster tightly around just 7.1% each, suggesting that while the early hours are accessible and immediately engaging exactly as reviewers describe, fully exploring the breadth of the combination system that reviewers praise most specifically remains a project only a small fraction of the current, still tiny player base has completed so far.
A visible post-launch cadence
The store's public patch history shows the developer has stayed active well past release, with several rounds of minor bugfixes and a specific update recalibrating the scoring calculation for the game's "Chef's Challenge" mode landing in the weeks after launch, on top of an earlier, more substantial pre-release update following the game's Steam Next Fest showing. That's consistent with a small team continuing to refine balance and scoring systems in direct response to player feedback rather than treating the 20 August release as a finish line, a reassuring sign for a roguelite whose long-term appeal depends heavily on getting its difficulty curve and synergy balance right over time.
Final verdict
Chef's Dogma is a small early release making a strong first impression: a short, replayable, turn-based roguelite whose tiny review sample is unusually consistent in praising the same two things, its art direction and its soundtrack, alongside genuine, playtested depth in how its Chef-and-Food combination system rewards experimentation. Its five-review sample is far too small to call this a fully settled reception, and achievement data suggests the later stretch of a full run is still a real challenge that most of its current audience hasn't cracked. At NZ$20.25 for a tightly-scoped, Steam Deck-ready roguelite built specifically around short, satisfying sessions, this is a confident recommendation for genre fans, and a reasonable pick even for newcomers drawn in by the strength of its early word of mouth.
Pros and cons
Pros
- Every review in the game's small early sample singles out the art direction and original soundtrack for specific praise, with one reviewer writing the music "has no business being this good" for an indie roguelite at this price.
- Reviewers consistently highlight genuine build variety, describing real experimentation with combining, doubling, tripling and even quadrupling up on specific Food types to create synergistic "dishes" between fights.
- The game is explicitly built around short, self-contained runs of roughly 20 to 40 minutes with full Steam Deck and controller support, and multiple reviewers specifically praise it as an ideal pick-up-and-play title for commutes, lunch breaks or short sessions away from a desk.
- The developer ran a public demo and a Steam Next Fest showing well ahead of release, then shipped several bugfix and balance updates within the first three weeks after launch, suggesting a title that had real external testing before asking players to pay for it.
Cons
- The review base is extremely small, just five reviews at time of writing, all positive and all in English, meaning the current reception, while consistent, should still be read as an early, enthusiastic-adopter signal rather than a fully settled verdict.
- As a single-player-only roguelite with no other reported multiplayer or co-op modes, its appeal is inherently limited to players specifically drawn to solo, replay-driven runs rather than a shared experience.
- Achievement data shows completion falling off sharply past the game's earlier milestones, with under a third of tracked players recording a normal win and full-set food-unlock achievements sitting around 7%, suggesting the later stretch of a full run remains a real, unresolved challenge for most players so far.
- At NZ$20.25 for a roguelite explicitly designed around short, 20-to-40-minute runs rather than a single long-form campaign, players looking for a more sprawling single playthrough may find the format itself a mismatch for their preferences regardless of execution quality.