Hey everyone! I'm so excited that Cook, Serve, Delicious! is part of the Steam Cooking Fest, available now thru November 18th!
Don't forget to wishlist our upcoming Cook, Serve, Delicious: Re-Mustard! remake! Coming 2025!
https://store.steampowered.com/app/2139040/Cook_Serve_Delicious_ReMustard/
Cook Serve Forever
A huge new gameplay overhaul is coming to Cook Serve Forever later this month- you can grab it on discount now and be ready for the all new gameplay systems when it drops soon! For more information on all of the new gameplay features be sure to check out our big news update.
https://store.steampowered.com/app/1928090/Cook_Serve_Forever/
The CSD Series
Pick up the CSD series at a low 80% off! In fact you can grab all of these tasty games in one big bundle right here:
https://store.steampowered.com/bundle/13553/The_Cook_Serve_Delicious_Trilogy/
Or grab CSF along with it for even more savings!
https://store.steampowered.com/bundle/32041/The_Cook_Serve_Series_Bundle/
I can't wait to share more news on the future of the CSD series next year, including the Re-Mustard remake that celebrates the entire series as a whole with tons of fun and exciting surprises. Woo!
From everyone on the CSD team, thanks so much for all of your support through the years, and here's to another round of delish games!
-David Galindo
Creator of the Cook Serve Delicious series
Also on BlueSky!!
[ 2024-11-11 18:11:09 CET ] [ Original post ]
Hey everyone! Im excited to show off our all new Point Shop avatar frames and stickers for the entire Cook Serve Delicious series- and you can grab these games at heavy discounts as part of the Steam Daily Deal!
And hey, why not wishlist our upcoming remake, er, Re-Mustard of our original Cook, Serve, Delicious! game? Well have more details on all the exciting new features and improvements in Re-Mustard in the future, so be sure to follow as well!
https://store.steampowered.com/app/2139040/Cook_Serve_Delicious_ReMustard/
Point Shop Extravaganza
Ive been a big fan of all the cool stuff you can find in the point shop, and animated frames are easily one of my favorites. We had a whole ton of lore to choose from when making these, so how did we narrow it down for each game? Heres our artist Tristan with more details!
Hello! As we were creating frames for each of our cooking games, I took a look back at some of the art previously done for CSD 1,2 and 3. You can see what I ended up using for inspiration below as well as what concepts I came up with. For CSD 1, I focused on the environments and weather. For CSD 2 and 3, I focused on the different restaurant and food truck logos. And for CSF I focused on the delivery robots and also the art style of different elements of the game.
I signified the basic idea of movement in the black arrows seen below. We picked a few for each game and I was then tasked with creating the final art. Most of it was just creating the different art assets and hand drawing some of the frames of animation but our writer Nicks After Effects knowledge really was the MVP for this project. Im really happy with how they all came out but I think my favorites are the shrine from CSD 1 and sushi belt from CSD 2. I hope you enjoy all our hard work on these when you get to sport them yourself!
More Cook, Serve, Delicious! to Come!
Im very excited for the future of the CSD series- while were busy wrapping up our side project, Cook Serve Forever, Im eager to get back into the fast paced mechanics of Cook, Serve, Delicious: Re-Mustard! And heywho knows whats next after that. Well, I do, but I cant really say much more just yet.
Stay tuned and stay delicious!
-David
[ 2024-07-20 17:00:44 CET ] [ Original post ]
It's Cook, Serve, Delicious! Day!
We're so pumped today to reveal several new developments for Cook, Serve, Delicious! including an all-new remaster of the original CSD! For those that haven't heard: Cook, Serve, Delicious! 2!! has a new update out now! We wanted to take this opportunity to really make sure CSD 2 works great on the Steam Deck, and so we've gone in and added a larger font size when playing on the deck for the food descriptions, modified the initial options to make sure the game looks great when you boot it up on your Deck for the first time, and updated it to use the latest Game Maker engine for faster performance on both Windows and Deck. Full patch notes here!
What else, you say? So much more!
Cook, Serve, Delicious: Re-Mustard! is coming to PC and consoles in 2024! You can read more about the new features on the Steam page (be sure to wishlist it!!) but we plan on adding new modes, new features, more foods, a new campaign, while still retaining the same classic gameplay as the first game. For those who want to shake things up a bit, we also plan on adding an all new Typing mode that tests your Ingredients-Per-Minute! Look forward to more details in the months to come! https://store.steampowered.com/app/2139040/Cook_Serve_Delicious_ReMustard/ For the first time ever, the OG Cook, Serve, Delicious! is coming to Nintendo Switch, PS4, PS5 and Xbox! It always felt odd to have CSD 2 and 3 on consoles but not the original, and this is a great way to enjoy a classic before the all new remake comes out next year. Be sure to grab it on your platform of choice when it arrives on consoles later this year! A new Early Access update will release in August for Cook Serve Forever! This update will have all new locations, more story, new achievements, new side quests, new foods, and lots more! We've been working hard over the last few months on the gameplay side of things and making the game run smoother and faster, and this is our first major content drop since launch. Be sure to join our Discord or sub to our Newsletter for up to the minute news on the future of CSD -- thanks for all the support!
[ 2023-07-27 17:00:00 CET ] [ Original post ]
I'm extremely excited to announce that CSD 2 is now fully Steam Deck compatible with this brand new update! We wanted to take this opportunity to really make sure CSD 2 works great on the Deck, and so we've gone in and added a larger font size when playing on the deck for the food descriptions, modified the initial options to make sure the game looks great when you boot it up on your Deck for the first time, and updated it to use the latest Game Maker engine for faster performance on Windows and Deck. In case you missed it, we also recently made Cook, Serve, Delicious! 3?! Steam Deck compatible! And if you want a change of pace from the fast rush that the CSD series provides, might I recommend our newest spinoff "chill" title called Cook Serve Forever that slows down the tempo and allows you to cook in a relaxing solarpunk story based adventure! Grab it with a discount in our CS Series bundle: https://store.steampowered.com/bundle/32041/The_Cook_Serve_Series_Bundle/ Thanks everyone and the details are below- and one last thing: later this month we're going to have some mouthwatering, absolutely Delicious announcements. These are gonna be big ones and you're not gonna want to miss it- be sure to join our Discord or sub to our Newsletter for up to the minute news on the future of CSD! GAME ADDITIONS
- Game is now officially Steam Deck Verified!
- When playing on Steam Deck, font size and certain elements are increased for better legibility.
- The game now uses the latest version of Game Maker, improving performance across Windows and Steam Deck.
- Fixed a bug that caused the window to be off center for certain monitor setups.
- Improved gamepad detection when playing on Steam Deck.
- Note that the game only offers Borderless and Full Screen window options- due to the change in engine code we can no longer support Windowed mode. You will need to roll back to the previous version of the game via the beta branch to keep Windowed mode support.
[ 2023-07-07 18:29:41 CET ] [ Original post ]
Edit: We've been informed the NVIDIA must first whitelist our games, which should be happening in the coming days. Apologies for any confusion/inconvenience! Original Post: We're excited to announce that Cook, Serve, Delicious! 2!! (as well as CSD 1 and CSD 3) now supports GeForce NOW! GeForce NOW is NVIDIAs cloud-based game streaming service, delivering real-time gameplay straight from the cloud to your laptop, desktop, Mac, Chromebook, SHIELD TV, select Samsung and LG TVs, iPhone, iPad, and Android devices. To celebrate, we're running major discounts on the CSD trilogy through March 10 -- including 90% off CSD1 and CSD2!! We're also excited to announce that Cook Serve Forever, our new spinoff Cook Serve Delicious game coming soon, will also support GeForce NOW when it launches on Early Access day one! So be sure to wishlist it today! https://store.steampowered.com/app/1928090/Cook_Serve_Forever/ To access your cloud saves, be sure to select the cloud saves tab when in the "select a save slot" menu upon starting the game. Thanks so much for all of the support and stay tuned for more exciting Cook Serve related announcements in the months to come!
[ 2023-03-06 17:09:26 CET ] [ Original post ]
Our friends at Frogsong Studios have brought back their Friendship Games Week event for 2023 -- celebrating the best of local co-op games!
To mark the occasion, we'll be live February 14th playing games in the co-operative friendly Cook, Serve, Delicious! series at 10a Pacific / 1p Eastern on the Cook, Serve, Delicious! 3?! store page and CSD 1-3 Bundle page.
We'll also take a peek at our upcoming release Cook Serve Forever at some point during the stream. CSF currently has a pre-release demo available for a limited time following its inclusion in the just concluded Steam Next Fest; be sure to check it out if you haven't already, we appreciate all the great feedback we've received over the past month!
For those looking to purchase any of the Cook, Serve, Delicious! games during this week, we ask that you wishlist for now and purchase shortly during our next round of discounts, as unfortunately we were unable to run discounts this week due to store cooldown rules. (And Wishlisting ensures that you'll be notified the next time the games are on sale, which won't be long from now!)
To stay current with all Vertigo Gaming Inc. updates, check out our newsletter and Discord.
[ 2023-02-13 18:00:22 CET ] [ Original post ]
The Cook Serve Forever pre-release demo has arrived! Check it out on the store page ahead of our Steam Next Fest inclusion next month (February 6-13) and Early Access release in April. We're continually updating the build to address bugs and balance, and look forward to all the feedback. Stay tuned for more info over the coming weeks!
Newsletter - Twitter - Instagram - TikTok - Reddit - Discord - YouTube
[ 2023-01-26 21:09:13 CET ] [ Original post ]
Hey Chefs!
The year of Cook Serve Forever is almost here! We hope youve had a fantastic 2022, and to cap it off weve got some special holiday gifts for you.
Holiday Gift #1:
Cook, Serve, Delicious! 3?! was our teams first foray into proper storytelling in a game. While were very proud of the story we told, its integration into the gameplay meant that only players determined enough to play all the way through the 45+ hour game actually got to experience it. In the indie game industry, we call that a real bummer. So, for this holiday season, we have compiled every cutscene and moment of in-game story dialog from CSD3 into a single 27-minute-long movie on YouTube. Check it out right here, complete with chapters for easy navigation:
Cook, Serve, Delicious! 3?! The Movie
[previewyoutube=z_sUR91UXws;full][/previewyoutube]
Holiday Gift #2
We have some big stuff to announce about Cook Serve Forever soon but in the meantime heres a little tease of the first campaign menu from the game:
Ahh yeah that looks slick and worth adding to your wishlist! But hey, who says this holiday gift has to be limited to one image? We'd like to also formally reveal the Cook Serve Forever box art!
Holiday Gift #3
Upcoming Sales
Were discounting our games across all platforms for the holiday season! This is a great time to finish your collection or pick up a gift for a friend!
- Steam players can get our entire catalog of games on sale during our early bird end-of-year sale December 20-22 and Steams End of Year Sale December 22 - January 5.
- Switch players in America can pick up CSD2 and CSD3 on sale from December 24 - January 13.
- Switch players in Europe can pick up CSD2 and CSD3 on sale right now through December 29.
- PlayStation players in North America and Europe can pick up CSD2 and CSD3 on sale from December 21 - January 6.
- Android players can get Cook, Serve, Delicious! on sale on the Google Play store from December 24-31.
- iOS players can get Cook, Serve, Delicious! on sale on the Apple App Store through December 31st.
Vertigo Gaming Inc. is turning 15!
Next year will mark the 15th anniversary of Vertigo Gaming Inc. and we intend to celebrate! Make sure youre following us on socials to stay in the loop on all the surprises we have in store for you! Twitter - Instagram - TikTok - Reddit - Discord - YouTube And for those who missed it, we were honored to be featured in the IndieCade Festival and Armistice Event the latter of which had a portion of all purchases donated to support children impacted by conflict. Happy Holidays and can't wait for what's to come in the new year! - Vertigo Gaming Inc. Team
[ 2022-12-20 18:00:21 CET ] [ Original post ]
Happy 10th Anniversary to Cook, Serve, Delicious! Complete the trilogy with some incredible deals on Steam through October 15th at 12pm CST and join us for a celebration of the entire series this Wednesday hosted by @BaerTaffy with all kinds of giveaways and surprises!
Follow us on our Developer Page and Socials for more reveals throughout the week -- including new footage from our upcoming release Cook Serve Forever. csd3perfect
[ 2022-10-08 17:24:48 CET ] [ Original post ]
We the pseudochefs of Vertigo Gaming Inc. are well beyond excited to unveil our new culinary adventure Cook Serve Forever for launch next year on Steam; with other platforms and storefronts to be announced later this year. The Steam store page is live as of right now and those interested can wishlist and follow the game for updates and release/discount notifications!
https://store.steampowered.com/app/1928090/Cook_Serve_Forever/
And thats not all the Cook, Serve, Delicious! Trilogy is todays Daily Deal and for the next 48 hours CSD 1-3 can be picked up for 60%-75% off! To celebrate the new game announcement and CSD series discounts, well be live periodically over the next few days on the Cook, Serve, Delicious! 3?! Steam store to air the reveal trailer and hear from the dev team in between CSD3 shifts.
Looking for other ways to keep up with Vertigo Gaming Inc. and Cook Serve Forever? Check out our Linktree for all of our socials and community hubs. Thanks so much to everyone that has supported us over the last 10+ years stay tuned for more info drops throughout the remainder of the year!
[ 2022-04-12 23:47:44 CET ] [ Original post ]
We cordially invite you to our new game announcement Tuesday, April 12th at 10a PST / 1p EST on the following channels (do remember its BYOE: bring your own eats):
- twitch.tv/elspeth | @ElspethEastman
- twitch.tv/negaoryx | @negaoryx
Well be live on the Cook, Serve, Delicious! 3?! Steam store page stream with Vertigo Gaming's Producer @cupogoodness as well. We have quite a bit in store to celebrate the unveiling tomorrow and cant wait to show everyone what weve been up to, hope youre able to tune in!
Cant make it or just want to stay in the know? Join our community Discord and Newsletter for reminders, updates, and more!
[ 2022-04-11 22:37:12 CET ] [ Original post ]
Help handle the hustle and bustle of every day chef life in Cook, Serve, Delicious! 2!! by using the brand new feature of Steam's Remote Play Together service, Invite Anyone! Grab a link from your friend's list and send it to anyone with Steam, or the Steam Link App and they can join you for some Cook, Serve, Delicious! 2!! multiplayer action online! Cook, Serve, Delicious! 2!! embraces the new addition of Invite Anyone to Steam's Remote Play Together service! Join us, a Vertigo Gaming Inc. employee, father, and eater of late night Taco Bell, Cupogoodness, and streaming specialist, husband, and tuber of you, Bumpy McSquigums, for Steam's Remote Play Together Live Stream Event! "Cook, Serve, Delicious! 2!! - Two Chefs Too Many!" But wait...there's only 2 of them...
[ 2021-03-24 17:05:13 CET ] [ Original post ]
Weve just announced well be releasing Cook, Serve, Delicious! 3?! on October 14th for PC and consoles -- and to celebrate, Cook, Serve, Delicious! 2!! is available to download and play on Steam for free until Monday, October 5th! All three Cook, Serve, Delicious! games are on discount as well through the event; including The Mouth-Watering Trilogy bundle containing all three games in the series. csdsmile csd3perfect csd2smile https://store.steampowered.com/bundle/13553/The_MouthWatering_Trilogy/ Stay tuned for more CSD-related reveals and announcements rolling out over the next couple of weeks as we close in on our launch date -- well be announcing them on the CSD Discord and on Twitter. Heres the launch trailer if you missed it in our previous announcement! [previewyoutube=JnQ_RC0xzR8;full][/previewyoutube]
[ 2020-09-30 18:17:18 CET ] [ Original post ]
Hey CSD fans! I'm proud to announce that CSD 3 is now available in Steam Early Access! With nearly 200 reviews at a 98% rating at the time of this post, I'm honestly floored by all the positive responses and feedback, it's been so great to see and I love that people are enjoying the new direction for the series!
In case you missed it, CSD 3 takes place on a food truck right after the events of CSD 2, and with your new robot crew Whisk (@negaoryx) and Cleaver (@havanarama) you'll travel across the US to the new Iron Cook Foodtruck Competition! The game is a hybrid of the best parts of CSD 1 and 2 with new elements and a story based campaign!
We recently announced our Early Access roadmap, and we plan on releasing a ton of updates on the road to release in the summer.
Please be sure to check it out! Thanks everyone for all the support, and I hope you enjoy the new game!
https://store.steampowered.com/app/1000030/Cook_Serve_Delicious_3/
[ 2020-02-01 21:48:01 CET ] [ Original post ]
PAX West 2019 is just days away, and we're gonna be showcasing Cook, Serve, Delicious! 3?! in the Indie MEGABOOTH!
Come by the booth to get some free swag, meet the team and play the game! We have three different scenarios ranging from easy/beginner to "impossible" so anyone at any skill level should feel right at home! (along with your choice of keyboard, mouse or gamepad, or even local co-op!)
We're also going to be raffling off our Sundae plushie every day for all those who play the demo, or who just want to enter! Stop by our booth for your chance to win!
PAX is this Friday, August 30th thru Monday, Sept. 2nd. For those who can't make it, no worries, we'll be starting up our private beta, programming streams and lots more in the coming weeks and months! Be sure to stop by our discord for Private Beta info: https://discordapp.com/invite/cookservedelicious
Cya there! csd2smile csdsmile csd2yay
[ 2019-08-26 01:05:47 CET ] [ Original post ]
Today's Deal: Save 75% on Cook, Serve, Delicious! 2!!, Cook, Serve, Delicious! and The Perfect Cooking Pack!!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
[ 2019-08-06 17:08:00 CET ] [ Original post ]
I'm so thrilled to announce Cook, Serve, Delicious! 3?! is coming soon to Steam Early Access! It's one of the biggest sequels I've ever done, and there's so much to say I don't even know where to start.
Let's start with the gameplay reveal trailer!
https://www.youtube.com/watch?v=-1n8GvE__Ps
You can wishlist the game on Steam today!!
https://store.steampowered.com/app/1000030/Cook_Serve_Delicious_3/
We're also going to be showcasing the game at PAX! More details on that to come this week!
Also I'm excited to announce that the CSD series has sold over one million copies across PC/mobile/console! Holy cow!! I want to thank you for all the love and support y'all have given me over the years. I deeply appreciate it and I can't wait to make this game the best one ever.
For more details including private beta access, visit the discord: https://discordapp.com/invite/cookservedelicious
Thanks everyone and I'll be back later this week for PAX news and more!!
[ 2019-08-06 14:56:56 CET ] [ Original post ]
Weve gotten requests for CSD-related merchandise for quite some time now, and we wanted to take the time to make sure our first merch would be both high quality and something really special. And so I present to youSundae, the mascot from Chilly Bowl (CSD2)! This adorable 10 ice cream mascot is now available at Indiebox, and supplies are limitedonce theyre gone, theyre gone!
Check it out on IndieBox!
But the CSD shenanigans doesnt stop there, as we now have a Cook, Serve, Delicious Instagram account! The only source for delicious high quality food pics, this Instagram channel will be posting new updates every week with mouthwatering deliciousness. Give it a follow to see for yourself!
I have one other piece of newsbut that will have to wait for another day. Ill just say that if youre a fan of our games in general, youll definitely want to be the first to hear this cool news later this year! Be sure to follow us on Twitter and subscribe to our newsletter to get the first scoop on this forthcoming announcement. csdsmile csd2smile
[ 2019-07-09 15:18:32 CET ] [ Original post ]
Hey y'all! I've released yet another update for CSD 2 for Win/Mac/Linux that is a bit different in that it focuses on graphical improvements and performance.
First off, you should see improvements across the board in terms of framerate. I've also improved several graphical assets that were overly blurry in previous updates.
Secondly if you're running an ATI card and have experienced issues when running the game on Ultra settings, try the new option under Graphics called "Alternate Rendering" that renders the game in a cleaner way, which should clear up the artifacting issues. (This is worth toggling on to see if that helps clear up any remaining framerate issues you might have as well).
This also brings the game in sync with the console versions, which lead to some improvements with the engine that resulted in this patch! By the way, did you know the game is available on PS4, and is coming soon to Nintendo Switch and Xbox One? For more details be sure to subscribe to our newsletter!
http://www.vertigogaming.net/main/newsletter/
If you have any issues with this patch, be sure to let me know, and as always you can roll back to the previous update via right clicking on CSD 2, go to properties, click the betas tab, and select v2.60 m1.0.
Thanks again y'all for all the support! Look for more awesome announcements coming later this year! csdsmile csd2smile
[ 2019-02-20 19:26:37 CET ] [ Original post ]
Hey y'all! I've got another hot update straight out of the oven for Cook, Serve, Delicious! 2!! This includes a number of fixes and fan requested features.
If you want more details on our upcoming console launches and news on our latest game announcements, check out our newsletter! Thanks again for the continued support!
NOTE: Update has been pulled due to a few issues, will reupload once I get those ironed out, apologies!
v2.60 m.1.0
NEW ADDITIONS
- Main game engine upgraded to newest GM Studio 2 runtime; game and graphical performance improved.
- COLEMAK keyboard support added.
- You can now hide the mouse cursor via Options>Mouse/Touch>Mouse Cursor Display.
- A new Import/Export Key Binds feature has been added! You can now export all of your custom keybinds and import them in another save file! To start the process, load the save file you'd like to export the keybinds from and go to Options>Keyboard>Import/Export Key Binds
- You can now reset all keybinds for all foods at once by loading the save you'd like to reset key bindings for and going to Options>Keyboard>Import/Export Key Binds
- The game now has a metrics system that will anonymously send data of your completed levels, failed attempts, and general options to our private servers so that I can see where players are having the most issues and adjust the game accordingly. This only collects data from the game, and uses a random number generator to set an identifier for you upon booting up the game, so absolutely no personal data is collected. If you're curious about metrics and want to learn more on how important they are, check out this PC Gamer article! You can toggle these off/on in the Options>Gameplay menu.
- Issue with NVidia GSync monitors fixed, which caused an unstable framerate when GSync was on.
- Fixed bug with incorrect button displays for some menus when using Steam, Nintendo Switch Pro or Joycon controllers.
- Improved visual style for Switch Pro/Joycon buttons.
- Fixed some debug sound effects playing when pressing certain keyboard keys.
- Fixed bug that allowed users to back out of a rebinding menu with the mouse (Options>Keyboard menus), causing UI overlay errors.
- Controller input improved across the board; if you had issues with controllers not being registered, it should be fixed. However Linux issues with the gamepad might still be an issue; I'm currently in talks with the GM Studio devs to try and find a solution as soon as possible.
- Improved title screen assets for better visual fidelity.
- Added a number of Nintendo Switch-specific features to ready it for submission.
- Includes a number of fixes and minor changes to pass console certification.
- v2.60 is available in the Beta Branch should you need to roll back (this version is v2.60 m.1.0)
[ 2018-12-11 20:02:34 CET ] [ Original post ]
It's time for another hot fresh delicious update! I wanted to focus on further refining the balance of the game, as well as adding some fun new additions! For too long I have regretted not being able to see delicious sopapillas fresh from the deep fryer, and buddy, that all changes today! Not only that, but I've made pouring beer considerably easier to nail perfectly. Oh, and there's lots of new keyboard improvements as well! Enjoy the update!
NEW ADDITIONS
- Sopapillas now have an additional prep phase! Now you'll be slathering sopas with delicious honey and powdered sugar, aw yeah.
- You can now bind Holding Station item selection keys! (These were normally fixed to A/B/C/D/E/F.) To do so, go to the Options menu, select Keyboard and select Holding Station Keys... then map them using the HS Button 1-6 option.
- When making custom key binds for foods for the first time, all Holding Station optional foods will now copy any key bind to the Holding Station version, and vice versa. This is so that you don't have to map for both the Prep Station and Holding Station versions of each food. Sushi was especially problematic, so when you boot up the game the custom key binds for the Prep Station version will be copied over to the Holding Station. This means you may need to redo any key binds that have been done for Sushi, but only once.
- Support for AZERTY and DVORAK keyboards added (you can toggle this via Options>Keyboard>Keyboard Type). Please let me know if this functionality works for your keyboard.
- Beer and Craft Beer have been reworked so that it is easier to earn perfect ratings. When you reach the optimal perfect fill, the beer will pour half as fast before it overfills. It's a small window that greatly improves response times for the player. This should also fix the slight change in fill rate when playing local co-op.
- UEIYAV and Executive Decision Shifts 09-16 now have an added side dish, for three side dishes total.
- Esteban's Shift 15 now has an additional side dish, to balance out the new Sopapilla change.
- Fixed crash that could occur when navigating the email menus with a keyboard or gamepad.
- Fixed bug that could occur when rapidly pressing the pour button for beer that could cause the pitcher to never fill up.
- Fixed bug that would cause the trigger guide for controllers to display when playing local co-op Type A (mouse/keyboard).
- Fixed bug after cycling through filters in My Pantry when editing the Cook, Serve, Delicious! menu that would cause a food to be selected when scrolling down with the mouse wheel immediately after.
- Fixed visual bug that would display a "-1" for the food name when scrolling in the My Pantry menu.
- Fixed Carbonara spelling for Pasta recipes.
- Fixed a few sounds that were not properly managed with audio volume in the Options menu.
- Changed Mint Choc.Scp. ingredient description to better clarify Milkshake recipes.
- Fixed visual bug that would display controller prompts in the Designer when only using a keyboard.
- Fixed visual bug that would use old controller prompts in the Designer that had not been updated to the more visually nicer prompts.
- Fixed a few minor visual UI errors.
- Updated credits section.
- [Mac] Window now properly centers upon launch.
- [Linux] Some back end issues should be addressed with this build. I realize that controller support may still not be working with some Ubuntu builds and I've submitted a bug report to YoYo Games, hopefully that will get resolved very soon.
- Changed a number of text descriptions and identifiers to pass console certification. Note that most of this is for the console version only, though a few elements have also changed for PC.
- Version 2.51 is now available in the Beta Branch should you need to rollback to this version at any time.
[ 2018-10-23 18:55:09 CET ] [ Original post ]
I've been replaying the entire game, as well as listening to all the feedback from the Steam forums and our Discord channel, in order to do a major balance update before I submit the game to PS4!
Replaying the game after all these updates has really helped me pinpoint some areas that I think I've left unbalanced for quite a while. For example, the entire Slammy's BBQ shifts tip over from difficult to unfair. So a lot of these changes should help with that. In addition, I wanted to try a change- Sushi is now a Holding Station Optional food! It's only two servings, but it may just give you the edge to finish a day perfectly. Let me know what you think!
Some other shift menu changes has been made to various other restaurants, but the other major change involves how chores work- now you get bonus "patience" for chores depending on how much buzz you have. It's not a massive change, but again should help slightly in some of the later levels.
Please leave any feedback you can regarding how this new update feels, and enjoy the game!
BALANCE CHANGES
- Chores now have buzz bonus wait times across all modes of play. When buzz is at 100%, chores gain an extra five seconds of "patience" before going off screen. The buzz and bonus scales from there- for example, 50% buzz nets you 2.5 seconds, 25% buzz is 1.25 seconds, etc.
- Sushi is now a Holding Station Optional food. You can prep it in the holding station for two instant servings, the lowest in the game and the first ever instant serve for a non-cooked HS optional food.
- Roast Beef Sandwich and Chopped Brisket Sandwich now have "slow" cook times instead of "very slow."
- The "very slow cook times" trait has been reduced to allow faster cooking. This applies to all foods with this trait, such as Brisket, Ham, Sausages, etc.
- Pulled Pork Sandwich now has 10 servings instead of 8. Freshness time extended as well.
- Ribs now have 4 servings instead of 3.
- Sausage Slices, Ham Slices, Turkey Slices and Brisket Slices no longer contribute dishes to the dishwashing chore (instead of the "high" volume of dishes it was set at before.)
- Slammy's BBQ Shift 09: Toast replaced with Potato Salad.
- Slammy's BBQ Shift 13: Baked Potatoes replaced with Potato Salad.
- Slammy's BBQ Shift 10, 11, 12, 13: Entree 6 removed. Each of these shifts now have five entrees instead of six.
- Slammy's BBQ Shift 11/12: Side Stew added.
- Slammy's BBQ Shift 9-13: Starting buzz decreased for these shifts.
- Sushi Nest Shift 08: Japanese Fried Rice Side added.
- All Sushi Nest shifts have added an extra holding station to the original amount.
- Contrast Coffee Shift 12/13: Marshmallow Squares added.
- Made the Chilly Bowl mascot, "Sundae," glass art transparent instead of frosted glass for the unlocked item in the Designer.
- "TUTORIAL" is now displayed in the top right info bar during tutorial sessions instead of the current selected mode for CSD.
- When playing any tutorial, music now loops correctly instead of stopping after fading out.
- Additional improvements made to console version.
- Version 2.5 is now available in the Beta Branch should you need to rollback to this version at any time.
[ 2018-08-11 03:18:52 CET ] [ Original post ]
Hey everyone, time for a fresh update that adds new features, quality of life improvements, and lots more!
Gamepad users are especially in for a nice treat as a number of improvements have been made to greatly enhance controller support, including the addition of Steam Controller support! Enjoy the update!
NEW ADDITIONS
- 50+ new emails added, including emails that have money attachments!
- Steam Controller and Nintendo Joycon added to supported gamepad button maps (change in the Options>Gamepad menu).
- Added a new hints and tips menu at the opening screen.
- You can now use the analog stick to navigate the in-game menus.
- Contrast Coffee Shift 14 has been rebalanced with Organic Salad swapped for Specialty Doughnuts.
- The Designer has been upgraded to 3.0 with new features! Read below for details.
- You can now toggle snap-to-grid placement in the designer. Choose from six different grids ranging from 10 pixels to 75px! The default is 0/grids off.
- You can press and hold the right trigger to move objects faster with the gamepad during placement. Hint text for this has also been added.
- Analog sticks are now supported properly when using the designer.
- A Reset to Default option has been added to the Edit mode. Use to reset your restaurant to its default visual state when you first started the game.
- New category added to Wall Art: Teragon Tower (Other). 18 unlocked objects have been added to this category that were taken from various restaurants in the tower.
- Improved display of gamepad control hints in Designer when using certain functions.
- Fixed wording of display hint for deleting objects in the Designer using mouse/keyboard.
- Fixed issue with certain categories overlapping each other when a specific order of functions are chosen.
- Improved opening tutorial button displays for gamepad users, and fixed some minor text issues with the intro tutorial.
- Fixed rare bug where two players in local co-op could select the same holding station if selected simultaneously.
- Fixed bug that would stop menu music from playing after adjusting the volume in any category in the options menu.
- Reduced delay speed when re-selecting a holding station after cancelling out of it or when trashing a food.
- Reduced delay speed in selecting orders with gamepads, which should allow super fast serving of orders from prep stations again.
- Foods that are cooked via blending or freezing (Rote Grutze, Smoothies, etc.) no longer contribute to the possibility of a fire chore if they freeze over.
- Game now pauses when a controller is disconnected (only when it is being used for input).
- Game also pauses when player two's controller is disconnected, but only when using Type C controls in local co-op (two gamepads).
- Added four new burrito recipes as none of the original twenty had a guacamole ingredient in them (!).
- Fixed bug where the three new restaurants (Burrito Time, Contrast Coffee and Planet BLUE) were not contributing towards unlocking the Employee of the Week/Month/Year achievements. Your achievements will unlock immediately when loading a game if you had this issue.
- Fixed a rare bug when selecting a food order that could cause the ingredient display and recipe card to glitch.
- A bug that could cause the gamepad to rumble indefinitely until the next order is called up has been fixed.
- Fixed crash that would occur when pausing and resuming the game at the unlocking objects menu.
- Fixed audio glitch that would occur in local co-op when two players would pour beer at the same time.
- Fixed rare crash when browsing emails in a certain order.
- Fixed bug where pretzels wouldn't show up as selectable in the main tutorial.
- Adjusted a few achievement descriptions.
- Fixed rare crash with save slot menu.
- Fixed reset to default for audio settings that didn't reset the values properly.
- Adjusted default settings for sounds, music and player highlight colors.
- Newest runtime engine for Game Maker Studio 2 has been used for this build, which contains a number of performance improvements and Linux fixes.
- This release should address a number of issues with the Linux version found in version 2.0 and beyond.
- Main menu, save/load menu and options menu changed for consoles, removing menus and elements that are unnecessary (such as display options).
- New sprite prefetch/flush system added for proper memory handling on consoles.
- Various other UI elements changed to pass console certification.
- Various wording with the tutorial text and other elements changed for console.
- New save and load system implemented for consoles. The standard save/load system for PC will remain.
- Version 2.01 is now available in the Beta Branch should you need to rollback to this version at any time.
[ 2018-08-07 02:24:24 CET ] [ Original post ]
Hey folks! First off I'm so happy to see everyone enjoying the brand new Barista Update, seeing reactions, reviews and comments just makes game makin' worth it all for me. ːcsdsmileː Now that the game has a surge of new players I've had a few sneaky bugs reported, and I wanted to take care of them with this small update. Thanks and enjoy! (Linux Ubuntu users, please make note of the known issues below the patch notes). HOTFIX 1
- Gamepad input when using two controllers in local co-op would sometimes not register the other player's inputs when accessing a prep or holding station, which has been fixed.
- Chimichangas now have proper labeling for ingredient displays for Large Ingredient Font.
- General performance improvements (see v-sync fix)
- The game was not properly handling v-sync, and would enable it when booting up the game despite turning it off in the options menu. The game now handles v-sync in a better way so that it doesn't degrade performance. The default is now off, and can be switched back on in the options menu.
- Fixed bronze/silver/gold medal targets not displaying correctly when you have over 398 medals.
- Table decor showing up as a black solid object when using wall booths on Low settings has been fixed.
- Chimichanga label now displays properly when using large ingredient fonts.
- Audio feedback added when you do not have enough money to buy food.
- Improved display of stars on save slots for levels above 50.
- When in practice mode, exiting out while prepping a food would cause the restaurant background to stay dim in the main menu, which has been fixed.
- Fixed visual bug that would display bronze/silver/gold medals for restaurants you haven't fully unlocked or completed.
- Fixed bug that did not allow you to select a carpet in the designer if you only had one unlocked.
- Fixed bug that did now allow you to select a hardwood floor if you had selected a carpet but only had the default hard floor unlocked.
- Added a message in the designer that reminds you how to quickly undo a placement of an object when available (press Z/Middle Mouse Button/X/Square)
- Added specific button inputs for the designer depending on what controller you have selected instead of the generic text.
- Fixed somewhat rare issue where a player could select a prep station and holding station at the same time via controller.
- Fixed bug where Start/Options was not working to confirm new display settings.
- Tamales now correctly count layer order when determining a perfect order (originally you could set the stuffing outside of the tamale for the sixth tamale and still get a perfect rating).
- Fixed layering issues with the Designer. Objects now layer properly on the wall (for example, a wall fountain will now be placed on top of a wall panel as it should). Your restaurant designs may change as a result, but no items are being removed/added, just being properly displayed.
- Fixed layering issue where objects would be randomly changed layer wise when placing a wall object.
- Fixed a few missing objects in various C4H restaurants.
- Version 2.00 is now available in the Beta Branch should you need to rollback to this version at any time.
- Ubuntu users: I am aware of a sound bug that is currently preventing sound from working for version 2.00 and 2.01. I'm currently waiting on a fix from YoYo Games for the GM Studio 2 engine we use and I hope to have that in place in the next few days. I'm extremely sorry for the inconvenience and you can always rollback to v1.6 in the meantime or try out some other solutions here.
[ 2018-07-02 21:12:34 CET ] [ Original post ]
This is it! Not only is this the biggest update for Cook, Serve, Delicious! 2!!, but also one of the biggest updates I've ever done for any game period. It's that massive.
Enjoy this 100% free update, and be sure to leave a review if you're enjoying the game! Thanks again for all the support!
NOTE: Hotfixes are listed at the bottom of these patch notes.
THE BARISTA UPDATE
- Twenty-four new foods enter the roster! Here's a list of everything that is available and ready to purchase via the Food Catalog:
-
ENTREES
- Hot Lattes
- Iced Lattes
- Frozen Lattes
- Espressos
- Smoothies
- Milkshakes
- Enchiladas
- Tamales
- Rote Grutze
- Htapothi sti Skhara
- Organic Salad
- Ice Cream Scoops
- Glazed Doughnuts
- Specialty Doughnuts
- Frozen Bananas
- Cinnamon Buns
- Brownies
- Japanese Crepe
-
SIDE DISHES
- Croissants
- Specialty Fries
- Side Oatmeal
- Marshmallow Squares
-
DRINKS
- Hot Tea
- Horchata
- Three new restaurants with 36 new shifts are now available in the Tower! Burrito Time, Contrast Coffee Company and Planet BLUE are now hiring!
- All new Zen Shifts mode allow you to play all 400 shifts with no rush hours and infinite patience! Note that only bronze medals can be obtained in this mode.
- Five new achievements added.
- 119 new objects have been added, including two new categories: Fountains and Wall Booths! New categories have been accordingly added to the Designer.
- Level cap increased to 125. This is the final limit for the game.
- Chilly Bowl Shift 2, 4, 7 and 8 now have Ice Cream Scoops added to the menu. Any medals earned before this patch will still be kept.
- Switch Pro Controller support added in Options>Gamepad.
- The Tower Mode Menu has been completely redesigned for a better display of levels and control.
- A new "trigger guide" has been added to recipes when using a gamepad to help with making foods faster. You can toggle this off in Options>Gamepad.
- Added the option to toggle the red email indicator on the main menu in Options>Gameplay>New Email Notifications.
- You must now confirm twice when buying a food in the Food Catalog, which should prevent accidental purchases.
- "Barista Update" added as a Status Filter for the Food Catalog.
- An increase in visual fidelity and resolution have been made for the following foods:
- Whole Cakes
- Escargot
- Muffins
- Deluxe Nachos
- Ramen
- Salad
- Sliders
- Sub Sandwich
- Wok Chicken
- Wok Beef and Pork
- Wok Shrimp and Tofu
- Lamb Chops
- Toast
- Biscuits and Gravy
- Pork Loin
- Sausage Slices
- Carpaccio
- Asparagus
- Brussles Sprouts
- Kale Chips
- Roasted Cauliflower
- You can now hold Shift+Control+F6 to toggle an FPS counter in-game, mainly to aid troubleshooting for certain issues. "FPS" is the current FPS count, while "Real FPS" is the uncapped framerate your computer can theoretically run.
- Medals Earned splash screen for Chef for Hire mode redesigned.
- Exactly three pieces of streamers and/or balloons will fall when a perfect day is completed.
- You can now quit back to the title screen to load a new game instead of having to quit the game and restart it.
- When starting the game, when using a resolution lower than your default monitor resolution and using borderless window or windowed, the game would incorrectly fullscreen the game. This is now fixed and will correctly resize the game on startup based on the settings chosen in the Options menu.
- A rare bug where customers appeared to be floating above the cheap starter chairs in the CSD restaurant has been fixed. This would occur when deleting objects or switching restaurant save slots.
- Fixed a bug that did not allow you to trash foods that have no cook times in the holding station (such as Pig's Blood Cake) while prepping a food or chore.
- Fixed a bug that did not allow you to trash foods that were cooked incorrectly or are no longer fresh that have cook times (such as Chili) while prepping a food or chore.
- When remapping keys, ingredients that are disabled due to not prepping them in the first phase (two stage foods such as Burritos) are now displayed properly for remapping.
- Fixed a crash that would occur when selecting Local Co-Op, pouring a beer, then going back and selecting Single Player and then pouring another beer.
- You can now press enter instead of the space bar to navigate the main menus.
- Fixed bug that can occur when "spamming" the Practice Mode option for foods.
- Fixed crash that could occur when using the options screen and selecting a new category immediately while exiting the options screen.
- A small error where a green triangle error sprite would appear in rare instances has been fixed.
- Fixed a few grammatical errors.
- Fixed a rare bug that would cause two different music tracks to play during gameplay.
- Fixed bug that would sometimes lead to Holding Station foods having a "0" number of servings when not disposed of automatically by the game.
- Improved texture loads for certain foods and menus.
- Fixed Apple Juice and Orange Juice containers being reversed for Juice Bar.
- Fixed a rare bug that would overlap Boosters/Detractors on top of other foods in the Active Menu (CSD Restaurant).
- Changed description of "24 Angry Customers" achievement to better clarify requirements.
- Deluxe Nachos no longer have non-selectable ingredients in the prep phase.
- Fixed bug that would cause the turn page button to get "stuck" when using a gamepad.
- Gamepad buttons now update in real time when choosing a gamepad in the Options menu.
- Improved The Far East logo readability.
- Viewing buzz in the Active Menu now gives you a message when no buzz modifiers are available.
- Fixed text display when viewing buzz for Mac and Linux.
- After a restaurant closes, the time no longer displays after 6am the following day as this led to a small visual glitch.
- Fixed rare bug with stuck highlighted Back icon when viewing Max Wieners menu.
- Medals/Rewards menu shown before starting a level now displays completed Bronze/Silver/Gold objectives. Also fixed wording for "Earn 1 Gold Medals."
- Updated Salad catalog icon to better differenciate it from the Organic Salad.
- Fixed an issue with two different #01 recipes for Deluxe Nachos. Also fixed spelling of Meat-a-licious Supreme Nacho recipe.
- Renamed "Player Options" to "Chefs & Co-Op"
- Added Newsletter to Social Links menu.
- Start Game icon changed for title screen.
- Improved Sushi catalog icon.
- Credits screen (Options>Credits) redesigned.
- v1.6 HFX 3 is now available in the Beta Branch should you need to rollback to the last patch for any reason.
- v1.6 HFX 2 removed as HFX 3 showed no issues since release.
- Tamales now have 6 servings instead of 5.
- Customers floating above chairs for the new wall booths have been strapped down.
- Linux version of the Barista Update is now live. If you have audio issues, please see this topic: https://steamcommunity.com/app/386620/discussions/1/2788173147751877627/
- When buying foods, the Purchased label can change back into Buy mode under certain circumstances and duplicate foods could be bought. This has been fixed.
[ 2018-06-18 14:18:49 CET ] [ Original post ]
The biggest update yet for Cook, Serve, Delicious! 2!! will arrive June 18th as a free expansion that increases the amount of foods, shifts, levels and lots more! We're talkin' 24 new foods, 36 new shifts, three new restaurants, 100+ new objects to unlock, an expanded level cap to 125, new modes, new achievements and lots more.
While I'm keen to leave a lot of this a secret until the update hits since it's not too much longer now, I will clarify a few things. First up, just because this is the Barista Update doesn't mean it focuses exclusively on coffee related content. New foods like the Japanese Crepe, Frozen Bananas, Organic Salads and lots more will be available to serve in your restaurant and in the new shifts as well.
It was a lot of fun experimenting with different kinds of ways to prep all this new food. For instance, Tamales required me to write brand new code into the "food engine" since the prep is unlike anything else in the game- making a food, setting it to the side, and repeating. You wouldn't think something like that would be complicated, but it was indeed!
This massive update is 100% free and will no doubt be fun and frustrating in entirely new ways. Get your coffee grinders ready and let's start brewin' in less than two weeks!
[ 2018-06-06 18:55:37 CET ] [ Original post ]
I hope y'all like cool new expansions and free stuff because we got some of each over at the Cook, Serve, Delicious! 2!! booth in the Indie MEGABOOTH at PAX East this week! (booth 15080)
We're showcasing three of many new foods in the expansion, including Smoothies and Hot Lattes, and we'll be giving out free pin and card packs in limited quantities each day! Be sure to get there first and grab a bag!
I'm super excited that the CSD team will be there to showcase the update, including the two writers on the game, so you can assume that every answer they give to your questions is 100% canon so feel free to bombard them with super detailed questions about the lore as much as possible and oh man i hope they don't read any of this
For more info on the update, check out our previous announcement! For more info on the Indie MEGABOOTH check out their site! And I'll be sure to post more previews in the coming weeks. Enjoy PAX East!
[ 2018-04-02 19:15:39 CET ] [ Original post ]
I’m super excited to announce the first major expansion to Cook, Serve, Delicious! 2!! Dubbed “The Barista Update,” this big expansion will bring lots of new foods, restaurants and modes to the game, as well as raising the level cap and having lots of fun new features!
"The Barista Update" centers around coffee, frozen drinks, lattes and all kinds of cafe-inspired treats, as well as offering new foods that range from upscale dining to some twists on the old classics. New restaurants are also opening in the Teragon Supertower, and they’re looking for eager chefs to man their stations!
Did I also mention this huge expansion is 100% free?! It’s just my way of saying thank you to all the supporters and fans out there!
More details will be announced in the coming weeks, but I’m also excited to announce that you can play a small portion of this new expansion at the Indie MEGABOOTH at PAX East in April! We’re extremely thrilled to be a part of their massive indie showcase, and we’ll be giving out exclusive swag as well as a few other surprises, all to be announced very soon.
Come by the PAX MEGABOOTH and look for the roast beef sandwich sign, and keep an eye out on @chubigans for more info on our booth, this expansion, and everything else CSD 2 related! Thanks again y’all!
[ 2018-03-09 18:18:48 CET ] [ Original post ]
Hey everyone! Got another fresh update ready to go, aw yeah. Be sure to come back by this Friday for an exciting announcement, oh boy!
HOTFIX 3
- Fixed issue with emails not displaying properly for some users, which at times resulted in a crash.
- Fixed issue with achievements not unlocking properly.
- Fixed a bug that could cause the game to crash when reading emails under certain circumstances.
- Added 22 additional seasonal items in the new Objects>Seasonal>Extras category of the Restaurant Designer.
- You can now view unlocked historical items directly in any NAHPS email.
- A larger and clearer font for ingredient displays can now be toggled on in Options>Gameplay>Large Ingredient Font.
- Improved paragraph spacing for Linux, some Mac OS users and the upcoming PS4 port to better match the Windows version. Applies to all emails, restaurant and food descriptions.
- Local co-op control settings selection (Type A/B/C) is now saved.
- Punctuation can now be used when rebinding ingredient keys for any food (specifically: `[];',./). This should also help keybinding with non-QWERTY based keyboards that had errors binding standard letters.
- Prepped a large amount of code for language translation handling (about 75% complete). News on translation support will be available soon!
- Fixed issue with fullscreen mode being applied in the Options menu that would cause the game to display off center and not handle proper mouse coordinates.
- Rewrote applying display settings feature to better clarify pressing ENTER when changing settings (and now also accepts right clicking and start buttons as accepting settings).
- Fixed bug that could incorrectly display foods in the Food Catalog after using a filter in your Active Menu>My Pantry section.
- Fixed a browsing error when reading all emails past page one, causing the game to display a No Emails Available message.
- Fixed issue where scrolling through restaurant designer slots extremely quickly would visually glitch the game.
- Fixed a few minor graphical errors in the menus.
- Version 1.5 is now available in the Beta Branch should you need to roll back for any reason. To access, right click CSD 2 in your Steam Library, select Properties, select the Beta tab and select the version in the drop down box.
- Those who are in the v1_50slowdown branch: this branch will be automatically updated with a version of 1.6 that utilizes the old runner just like v1.5, so there's no need to switch branches.
[ 2018-03-08 03:47:58 CET ] [ Original post ]
Today's Deal: Save 40% on Cook, Serve, Delicious! 2!!!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Tuesday at 10AM Pacific Time
[ 2018-01-21 18:00:00 CET ] [ Original post ]
Hey everyone! Since launch there have been lots of new updates bringing new modes, requested features, improved quality of life features, and lots more. As we get into 2018 I wanted to share what my plans are for future updates for the game and what I have planned long term for Cook, Serve, Delicious! 2!!
v1.6 Update & Future Expansions
In a few weeks v1.6 will be released that will bring some bug fixes, additional features and improvements to some of the interface. A lot of the new features is backend support that you won't see right away, such as getting the game ready for multiple languages and some UI improvements. All of this is in part to help me with getting the game prepped for console exports, the first of which will be PS4. The nice thing about getting the game console ready is that y'all will be getting a lot of new and improved features as a benefit to getting the game on consoles, such as improved controller support, language packs, and more that I don't want to announce just yet.
What I will say is that I want to do a major expansion for Steam that will coincide with the console release....more foods, new restaurants, more more more! I'll have news on that in the coming months. Of course, I have a few surprises up my sleeve too...but you'll just have to wait and see. ːcsdsmileː
Coming Soon
An update after v1.6 will bring Steam Controller support, rebuilt to be better supported in-game than it was in CSD 1, as well as adding additional gamepads such as the Wii U Pro controller among others. I'm also looking into bringing Zen mode to all restaurants, not just CSD!
Another feature that's been requested is bringing new co-op modes to the game. The standard dual chef mode will always be in the game, but I know a few of y'all would like the original chef/expediter mode from CSD 1 to be in the game, and again I have some ideas that I want to experiment with and see if I can add them in a future update.
I'll be back soon with v1.6! I want to thank everyone again for all the nice Steam reviews and support, it's really meant so much to me! Thank you and keep cooking deliciously!
[ 2018-01-21 03:02:25 CET ] [ Original post ]
Aw yeah, this is one massive update! I've taken all of your suggestions, feedback and requests and made this update one of the biggest yet. While a lot of it deals with quality of life improvements I've also added some fun new challenges and features! Enjoy and I'll be back in the next few weeks to talk about what's next for CSD 2, and thank you again for all the positive Steam Reviews with these last few updates!
HOTFIX 1
- Fixes controller issues when holding left/right trigger.
- Fixes keybind issue when using a controller in practice mode.
- Custom keybind support have been added to all 180+ foods! Simply enter Practice mode with any food, open an order in the Prep or Holding station, and follow the steps on the top right of the screen.
- Added a Random selection for entrees, sides and drinks for your Active Menu. This will pull a random item from your Pantry onto your menu, and you won't know what it is until you start your day! You can have a single random slot on your menu, or have your entire menu randomized...it's up to you!
- Level cap increased to 110. This decreases the amount of gold medals you need to unlock all foods by 64, as you will unlock new foods at 105 and 110. You will also earn 50+ additional items with this level increase!
- You can now practice chores in the Tutorial section. You can also rebind keys for all chores when practicing them.
- Restaurants will now display a bronze/silver/gold medal on the Tower select screen when you clear all shifts in a restaurant.
- Filters added to My Pantry: Entrees. You can now browse foods when choosing one for the Active Menu that only have a certain booster modifier, such as showing only Late Night Munchies foods, etc.
- Boosters and Detractors that affect buzz will now be displayed on the Active Menu on each food (Classic Mode only).
- All new starting story intro added. This is shown once upon loading a game for the first time since updating to v1.5 or when starting a new game, and will not appear afterwards unless you select it in the Tutorials menu.
- Seven additional achievements added.
BUG FIXES & SMALL CHANGES
- Rewrote entire main menu/designer music code. The process of choosing random songs was never very accurate with low end machines, and there were bugs that would sometimes cause long periods of silence. The code was rewritten to be much faster in the transitioning of songs, and 100% more accurate to prevent "missing" tracks.
- Blueberry ingredient and recipe added to Pancakes. I have no idea why this wasn't in the game to begin with!
- Shift number now added to Day Complete screen.
- Increase speed of order rate for Practice mode.
- Fixed crash when pressing controller shoulder buttons in the options menu.
- Swiss Chicken Burger recipe now requires Swiss Cheese for Grilled Chicken Sandwich.
- Gold stars brightened up in UI display when YUM level surpasses 50.
- Fixed a rare glitch that would cause customers to not leave your restaurant and prevent the day from ending. This typically happens when perfect combos are over 950x for a single day (!!!), though it could happen in other circumstances as well.
- Added PRACTICE identifier to the UI bar when in Practice Mode.
- Fixed very rare bug with customers that could crash the game.
- Removed ability to restart day in tutorial to prevent errors.
- Beef Wellington Proscuitto ingredient changed from P to R in order to be properly binded in Key Binding mode.
- Menu music now plays properly when exiting a tutorial via the pause menu.
- New Game Maker Studio 2 improvements provide an increase in performance for Windows users. The "Slowdown" beta branch has been disabled as a result as this new runner has those improvements built in. You will automatically be updated to the latest build if you were using that version.
- Made some small visual improvements to the UI and menu in a couple of places.
- Version 1.12 is now available in the Beta Branch should you need to roll back for any reason. To access, right click CSD 2 in your Steam Library, select Properties, select the Beta tab and select the version in the drop down box.
[ 2017-12-20 02:01:30 CET ] [ Original post ]
I've been working like crazy to bring another big update to CSD 2, and it's quite a big one. I'll be releasing it next week, and I thought I'd give a quick sneak peek at some of the goodies you'll find.
First up, key binding support has been added to all 180+ foods! By going into Practice Mode you can bring up the keybind guide that allows you to bind any ingredient to any letter or arrow key. I know this was a highly requested feature for quite some time and it was quite a bit of work to get it going smoothly across the massive catalog of foods, but I think it was definitely worth it.
I've also given some attention to the Active Menu and how it displays boosters and detractors, and a lot of quality-of-life improvements have been added. One new fun addition is the Randomize feature. When choosing a food from your pantry to place on your Active Menu, you can choose this option to fill the slot with a random item from your pantry that will only be revealed once you start your day. This adds a fun new element to your day-to-day services in CSD- you can add one random slot to spice up your menu, or go crazy and do a completely randomized menu!
I'm also going to be increasing the level cap from 100 to 110. This means you can now unlock two extra foods, which allows a bit of greater flexibility in unlocking all foods (in fact, this means the requirement for getting gold on all levels is reduced by 64 levels if you want to unlock everything.) This also means you'll be unlocking 50+ additional restaurant items!
There are some other fun features that I'll let you discover once the patch hits next week, including another set of achievements. Thanks y'all for all the support and all the nice Steam reviews, it really means a lot and I hope you're enjoying the game. ːcsdsmileː
[ 2017-12-14 19:39:46 CET ] [ Original post ]
It's December! Time to decorate your restaurants with some new Christmas seasonal items, aw yeah! This update has a few new features and fixes:
NOTE: A bug for certain users can occur with the game freezing when trying to exit since v1.11. I should have a hotfix for this very soon, apologies for the error.
NEW ADDITIONS
- Mode and location is now displayed in the in-game UI and on the Day Complete menu.
- (DESIGNER 2.1): A dozen new Christmas decorations have been added to the designer! Find them in the Seasonal category.
- (DESIGNER 2.1): Added ability to delete all of a certain category- for instance, deleting all wall art/panels/objects only. This applies to Wall Art/Panels/Obj., Wall Lights, Ceiling Lights, and Seating/Floor Objects. You can find this in the Edit category.
- (DESIGNER 2.1): Separated Seasonal category with Christmas/Halloween sub-categories, with more to come.
- Achievement misspelling corrected. Our local spellchecker has been fired and blacklisted from ever working in the industry again.
- (DESIGNER 2.1): Improved memory handling when entering Designer mode to help prevent crashes related to memory on low end hardware.
The next update coming later this month will include key binding support for all foods, better Active Menu Booster/Detractor displays, and some fun new surprises! Thanks and enjoy!
[ 2017-12-01 21:08:52 CET ] [ Original post ]
Hey everyone, time for another update! In case you missed it, the last update was a massive one- be sure to check out all the new modes and features it added!
http://steamcommunity.com/games/386620/announcements/detail/1466347451614480575
Today's update is mostly bug fixing with some fun new additions!
NEW ADDITIONS
- Added Discord Rich Presence support (Windows only). Now your Discord chums can see your current state when playing Cook, Serve, Delicious! 2!! Displays current Delicious/Perfect/Average/Bad orders for the day, YUM rank, which shift and restaurant you're working in (with associated image), which mode you're using in CSD!, etc. Big thanks to rousr for the Dissonance extension in the GM Studio Marketplace!
- Added option for Windowed screen with border (default is borderless window) (Windows only). Select it with the window toggle in the Options>Graphics menu. Another big thanks to rousr!
- Achievement icons updated with a unique pic per achievement.
- Ramen prep phase redone for better flow and keeping it consistant with other foods.
- Added attachement email icon for emails that have special unlocks.
- Performance improvements.
- Sushi Nest Shift 9 and 10: Prep stations decreased by one, and holding stations increased by one.
- Seafood Classics booster added to Lobster.
- To Go! booster added to Burrito and Breakfast Burrito.
[ 2017-11-22 00:17:10 CET ] [ Original post ]
It is here. It is finally here! The biggest update ever for CSD 2! There's so much new stuff here, let's just break it all down:
NEW ADDITIONS
- NEW MODE (CSD Restaurant Only): Classic Mode allows you to customize your menu and improve your buzz through careful balancing of foods day to day.
- NEW MODE (CSD Restaurant Only): Stress Mode boosts the prep/holding station count to max and starts the buzz at 150%. Good luck!
- NEW MODE (CSD Restaurant Only): Zen Mode removes all rush hours and allows you to toggle infinite patience for customers, allowing you to have a nice chill day with your favorite foods.
- MODE CHANGE: "Standard" is the regular mode that the game originally launched with if you want to keep everything the way it was before!
- NEW FEATURE (CSD Restaurant Only): Mode Options lets you adjust prep/holding station counts for Classic/Standard/Zen, adjust buzz for Standard/Zen and allows you to toggle infinite patience for Zen.
- FOOD CATALOG: New sorting features have been added. Sort by ascending/descending price, name and cost, across all filters.
- FOOD CATALOG: View entree price, name and HS status features have been added to the main viewer.
- FOOD CATALOG: Boosters and Detractors have been added to food descriptions. New B/Ds have been added as bonuses when placing foods on your active menu (Classic Mode only).
- NEW FEATURE (CSD Restaurant Only): Equipment Menu allows you to upgrade your restaurant from better dishwasher parts to increased potency of rat traps, etc. Buying these upgrades reduces your chores! This applies to all four games modes.
- NEW FEATURE (CSD Restaurant Only): View Buzz lets you see how your menu will affect your buzz during the day.
- NEW FEATURE: Over 600 emails are now in the game! You'll receive 2-3 emails every time you finish a day in any mode/restaurant. Watch for special surprises and a few secrets hidden within! To access, select Emails in the Campaign menu.
- Sped up and changed chest opening animations.
- Five new achievements added. Another final wave of achievements will come in a future update.
- Added 100+ new objects to unlock.
- Added a new objective for the CSD Restaurant that allows you to unlock two new items by playing a day in any mode (30 days max).
- The following foods have had their entree price reduced (making less money for the player): Pies, Tres Leches and Cereal.
- The following foods have had their entree price increased (making more money for the player): Tacos, Hamburgers, Deluxe Nachos, Sub Sandwich, Small Custom Subs, Burritos, Tawianese Shaved Ice, Craft Beer.
- Certain customers no longer hover above chairs.
- Customer positioning with other seats/booths modified.
- "My Pantry" menu now properly displays Entrees/Sides/Drinks title when opened in the Active Menu.
- New icons in the main menu help signify new modes and features (unread emails, New Modes banner for CSD icon in Tower, etc.)
- View HS status is now always on in the Active Menu of the CSD Restaurant.
- The game now defaults to Classic Mode.
- Salisbury Steak prep phase fixed to prevent empty skillets.
- Added two new social links (Reddit/Official CSD Wiki).
- Fixed a few words that weren't spelled good.
- Emails cannot be "unfavorited" when using a keyboard or controller. I will fix this in a hotfix this week.
- Menu rot is displayed across all modes despite only affecting Classic mode. I will also fix this in the next hotfix.
- A few new objects were not displaying properly and are being held back for the next update.
- v1.04 is now in the Beta Branch if you need to roll back the update for any reason. To do so, right click on CSD 2 in your Steam Library, go to Properties, then select Betas and use the drop down menu to select v1_04.
[ 2017-11-15 00:56:13 CET ] [ Original post ]
After a ton of work, I'm excited to announce that v1.1 will be coming out next Tuesday, Nov. 14th! This was a much larger update than I ever planned for, so thank you so much for being patient.
Here's an updated list of everything that will be in the update!
New Email System- Enjoy over 600 emails spanning across the entire tower, including some fun surprises! You will get some emails every time you finish a day in any mode.
New Catalog Upgrades- Browse the food catalog with all new sorting, display and filter options, allowing you to get to the foods you want much faster.
All New CSD Mode Features- Adjust the number of prep stations you want in your restaurant, up to the maximum you've unlocked so far in the game, as well as adjusting buzz to the maximum you've earned across all modes (except where noted). The minimum of 3 foods on an active menu has also been removed- so your dream of running a restaurant serving nothing but Pig's Blood Cake can finally be realized! Additional achievements are also being added to this mode.
Equipment Upgrades (CSD Mode Only)- Add new parts and improve your equipment to reduce the number of chores in a day. Parts can be expensive, so upgrade carefully!
New CSD Mode: Classic- Utilize the all new Boosters and Detractors that all foods now carry and earn more buzz with a well balanced menu. For those who enjoy the simple menu planning the game originally launched with, you can select the Standard mode.
New CSD Mode: Stress Kitchen- Get ready for an intense mode that boosts your buzz to 100%. You can even adjust the buzz from 100-150%, depending on how challenging you want the day to be. Good luck!
New CSD Mode: Zen Kitchen- If you just want to make pancakes all day without being too stressed out, Zen Kitchen allows you to play a day with no rush hours or buzz modifiers (like Standard mode).
Note that all four modes will contribute to your progression and unlocking items as normal. I've changed my stance on that since the last update as I just want people to have fun playing the game they want to play. You'll also notice that modifiers are gone; I outlined some ideas in a previous update where you can take modifiers in a mode that will boost stats in one area while detract in another, but ultimately it just wasn't that interesting or game changing enough. I don't want to add features that aren't great simply so I can buff up the feature list.
Over 100+ New Objects- Includes lots more chairs, and all new categories of objects such as Sprays and Historical.
Lots of Additional Improvements- Improved font rendering across all resolutions, some performance improvements, bug fixing, and lots more!
Whew! Hope y'all enjoy the big update when it comes out, thanks again for all the support! ːcsdsmileː
[ 2017-11-07 18:33:33 CET ] [ Original post ]
Hey y'all! It's been a bit since my last update, so I thought I'd do another update preview to show how all the progress has been going and detail some more new things being added to CSD 2!
Be sure to check out the previous update to read about the new Classic mode and new modes:
http://steamcommunity.com/games/386620/announcements/detail/1476475566797736095
New Food Catalog
With Classic mode coming in this update I felt that the food catalog needed a bit of retooling so that you can find a specific food quickly. With v1.1 you'll be able to toggle labels and text for the display, as well as sorting the foods alphabetically, by cost, or by price, as well as being able to display only certain foods related to certain boosters. If there's a rainy day, toggle the Rainy Bites booster foods filter to see all the foods that will give you a buzz boost during that day, and so on.
The food descriptions have also been retooled to better display all the new boosters and detractors.
Localization Efforts
Work is now being done to have the game support partial language packs, so that all necessary texts are translated to ensure players can enjoy the game in a variety of languages. While that won't be in v1.1, groundwork is being laid to support that, and a nice benefit that is in v1.1 as a result of this is the new font rendering technique that will improve text display across all resolutions. Check out the difference- it may seem a little subtle in the pic, but I assure you it's a big improvement in-game.
News on what languages I'm looking to support will be coming later this year.
More Unlockables
Chairs are one of the rarest items in the game, and for this update I'm adding five new sets of chairs, as well as 100+ new items! This includes a new category: Sprays, which allow you to tag walls, wall panels and wall accents with fun new art.
I'm also redoing the chest opening animations so that it's faster and doesn't shake anymore, as that was a problem for some users with motion sickness. This new animation will look much cleaner.
There will be ways of unlocking specific objects for those who have been unlucky with drops in certain categories. That will be in an update after v1.1, but there will definitely be some cool additions that I think everyone will like. (this also applies to the random nature of food unlockables- while that won't change, the ways of unlocking certain foods will have some new additions in a future update).
New Mode: Zen Kitchen
With the Standard, Classic Mode and Stress Kitchen mode being added to the game, I thought it would be a fun balance to add a new Zen Kitchen mode as well. This is a standard day with no rush hours and the ability to adjust your buzz to whatever you'd like. You can earn progress and money with this mode, but not objectives (such as "earn a perfect day"). For those who just want to zone out and flip some burgers, I got ya covered.
Coming Soon!
The unfortunate news I have is that this has taken me much longer than anticipated (there are a lot of secrets in this update I won't be revealing!), so it's looking like an end of October/early November release. But you can see it's going to absolutely be worth it. I have part of the update already in testing so that we can balance out foods with the new boosters/detractors and further testing will happen next week to ensure this massive update plays great.
Once v1.1 is out I will have a roadmap of all the new stuff I plan to add, including new Chef for Hire Extreme Shifts, new foods, and a whole lot more! Thank you for all the support and get ready for v1.1, coming very soon! Woo! ːcsdsmileː
[ 2017-10-13 20:15:16 CET ] [ Original post ]
A big new update is ready to download, with tons of new features such as Seasonal Items, big Designer additions like save slots, gameplay balancing, and some requested features such as being able to move the borderless window around the screen. Here's all the details:
NOTE: A change in the way the game draws the restaurant to fix a few bugs might result in your restaurant having an extra object in a random place. This is normal- you can delete this object and it won't show up again.
NEW ADDITIONS
- You can now move the game window at any time (Windowed mode only, Windows only). Press and hold SHIFT+W. While holding, use the arrow keys to move the window around. Press SHIFT+W+C to recenter the window and reset the position. When changing resolution sizes, press and hold SHIFT and then click Apply Changes to cancel the auto-recentering of the window.
- Designer Mode: Eight restaurant save slots have been added to the Designer. You can now experiment with different designs and switch back to your old restaurant instantly!
- Designer Mode: Seasonal objects are now available! Fifteen Halloween-themed objects have been made instantly available in the Objects:Seasonal category. Look for more seasonal objects in the months to come!
- Designer Mode: Mouse functionality has been significantly improved. You can now click on items in the Designer preview bar to place them, instead of relying on the mouse wheel. General flow of the menus with the mouse for the Designer has also been improved.
- Designer Mode: Time of Day option added.
- Designer Mode: The UI of certain categories has been redone.
- Designer Mode: More mouse buttons have been added for easier menu navigation, especially for touchscreens. These are only shown when using the mouse or a touchscreen.
- A pause button on the bottom right of the screen has been added to the main game when the "Enable Touchscreen Support" function is toggled on in the Options: Mouse and Touch menu. Further improvements for touchscreen support will be added in future updates.
- Renamed 100+ generic Wall Objects.
- Replaced News icon with Social Links icon, rearranged icon order in main menu.
- The base patience given to players has changed. The cap has been raised from 100% to 120%. This basically means the game stops awarding patience at 120%, which increases patience across the board. For example, 20% buzz now awards ~30s of patience instead of 24s. Similarly, 90% buzz awards 10 seconds of patience instead of 3 seconds. This should help even out the difficulty for the more extreme levels without being overly game changing. This applies to all modes (CSD and Chef for Hire).
- Ribs Holding Station serving increased from 2 to 3.
- Welcome to Tasteville Shift 13's double entree listing has been fixed.
- Binds for Risotto and Souffle have been changed to better represent the ingredients.
- Objectives that have been completed in CSD mode will now display "Objective Complete!" A bug originally prevented this from happening, causing tracking to look broken.
- Fixed Designer bug where booths/tables would not be placed, but are still tracked by the game, causing weird placing and deleting issues that would show invisible objects in the delete mode, etc.
- Fixed Designer bug when using a keyboard would not highlight icons.
- Fixed Designer bug that would move an object even if you cancel the action in Edit mode.
- Fixed Designer bug where certain objects might not load in properly if they came at the end of the object limit.
- Added a warning message in Designer when a player is level 00, mainly to tell them that they should level up first before designing.
- Fixed some grammar errors in some food and restaurant descriptions.
- The steak fingers prep station order image has been flipped to match the Holding Station image and to help better differentiate it from the chicken strips.
- Six walls had the same color (bright red), resulting in three duplicate walls being awarded to the player. That color has changed to a dark red, so your restaurant may be a dark shade of red now if you had one of these duplicate walls. This is normal, apologies for the bug!
- Designer mode category "Large Wall Objects" preview thumbnails have been improved.
[ 2017-09-30 22:05:46 CET ] [ Original post ]
From the amazing composer that brought you Owlboy and CSD 1's soundtracks comes the all new original album for CSD 2!
This release has over 40 full length tracks and a number of stingers, all presented in high quality FLAC and MP3 formats. You can buy it standalone here:
http://store.steampowered.com/app/713690/Cook_Serve_Delicious_2_Original_Soundtrack/
You can also buy it as part of the Delicious Bundle, which contains CSD 1 and 2, as well as both soundtracks, for 25% off the total package. You can use the "complete the collection" feature on Steam to get the discount even if you own any of these games or soundtracks.
http://store.steampowered.com/bundle/4723/The_Delicious_Cooking_Pack/
Big thanks to Jonathan Geer for the amazing soundtrack! 100% of the money made on the soundtrack sales go straight to Jonathan, so support your indie game composers today! ːcsdsmileː
[ 2017-09-26 19:46:49 CET ] [ Original post ]
Time to serve up another fresh batch of updates! More achievements, features, even music! Here's the details: NEW ADDITIONS
- Added a new Key Input Delay option (Options>Keyboard). Some users have had issues with ingredients being placed when they turn the page if the ingredient was the same key bind as the last. This adds an 8ms delay that should help alleviate these issues. I'll be adjusting the delay based on user feedback in future patches.
- Altered player information display when your YUM rank is level 55 or higher.
- Added a new menu music track.
- Added a new gameplay track (evening).
- Added eight new achievements. More to come!
- Improved News page.
- New Option: Hide Rodents/Insects (changes the chore ticket images, found in Options>Gameplay)
- New Option: Disable Strobe Effects (found in Options>Gameplay)
- Changed sound effect for an HS item expiring.
- (MAC) Support for binding of the Command buttons added.
- Swapped out Baked Potatoes with the Side Salad for Eaty's Shift 16.
- Fixed a bug that could occur during co-op that would deliver orders to the wrong player, resulting in two separate orders overlapping each other and causing average or bad orders.
- Fixed bug that would cause a visual impression that an ingredient was placed twice when using type A controls in local co-op.
- Fixed Good Japan Shift 08 which had two of the same entree orders.
- Altered title of Breakfast Burrito Recipe 09 that had an ingredient that wasn't actually in the recipe.
- Changed the way the menu music is handled to help prevent long periods of silence.
- Fixed bug that would bring in your current Active Menu for CSD mode into Practice Mode.
- Fixed a few typos.
- Fixed Fruit Spread and Kimchi from clipping through the metal bowl.
- Side Chow Mein O.Shoots ingredient key bind changed to match entree Chow Mein.
- W and S keys now scroll food descriptions.
- (LINUX) Changed the build structure of the game as builds after v1.00 were not running for some Linux users.
[ 2017-09-23 05:12:24 CET ] [ Original post ]
First off, thank you for a wonderful launch week! I appreciate all the support and it's been fantastic watching streams of everyone playing the game. Since launch there have been two sizeable updates and some minor hotfixes, but I wanted to show the big update I have planned for October based on your feedback.
Current Game Status
A lot of people have been enjoying the new campaign structure I've implemented for the sequel, and I just want to start off by stressing the fact that all of these new features are not impacting the new "Chef for Hire" mode or the CSD mode that is currently in the game now (more on that in a sec). These are simply fun new additions that I think enhance the game even more, but if you want to continue on your quest for all golds, go for it! These new features will not be implemented in that mode in order to preserve the balance I wanted from the start.
I am, however, constantly monitoring player feedback to make sure that there aren't any "impossible" levels in C4H, and will update levels accordingly (in the last two patches I've balanced the difficulty on a few levels.)
New CSD Modes: Classic and Stress Kitchen
The current "Cook, Serve, Delicious!" mode where you place your foods on the menu and play is now called Standard Mode. Nothing changes here from the game now: you can create some menus and hop right into a day without worrying about menu balancing, buzz, etc.
The second mode, Stress Kitchen, opens all 14 prep stations and 8 holding stations (which can be turned off or on), and allows you to adjust the buzz to whatever percentage you want (from 0% to 200%). You cannot earn any money, crates or YUM progression from this mode- it's just a fun way to experience the game.
Finally, the biggest new mode is called Classic. This is a unique mode that allows you to place foods and earn buzz, just like Standard mode. However, you will need to keep in mind several new features. The first are the additions of boosters and detractors.
These are traits that all 180+ foods have in the game. Some traits add buzz on your menu instantly just by serving the food, but others can decrease patience or buzz. If the weather outside is rainy, you may consider some Rainy Day foods that boost your buzz up temporarily. It's a whole new way to play that is expanded on from the first game. While some of these traits are already in the game (but are invisible to the player), I'm adding even more traits than I originally intended to to make the game that much more varied and fun.
Another feature is the addition of Equipment Upgrades. Like the preview pic above, you can upgrade your Toilet/Dishwasher/Trash/etc. by using the money earned in CSD or Chef for Hire modes to increase the amount of foods you can serve before triggering these chores, all the way up to level 10 on each piece of equipment. Some items allow you to add a base amount of patience, like a super cooling air conditioner, and others actually act as level modifiers, such as a scent booster that increases tips at the cost of patience. These kinds of upgrades can be toggled off and on, and all of the equipment upgrades are available in Classic or Stress Kitchen only.
Finally, the addition of a new Email client in the main menu will help provide you with what's going on around the tower. Most of the time it's random people just chattin' it up, but other times it could be a VIP reservation for a celebrity who was sighted to head up to your restaurant, or a food critic-bot that is scheduled to be arriving at a specific time. These people/bots don't have time to waste and have zero patience, but if you can pull off a perfect order, you will gain a ton of extra buzz! And if you don't...well, best not to focus on that too much.
There are hundreds of emails that will be delivered to you between days, done by the same team of writers that did all of the food descriptions in the game, and as you can imagine they contain a lot of info, lore, or...weirdness is probably the right word.
Even More Features
There are more features in this patch that I'll be sharing before it's released. Because I've expanded the scope of the email and booster/detractor system more than I initially planned due to player feedback, this update is going to take me a little longer than I originally planned (I'm now aiming for an early October release). Until then I'll also be releasing some smaller patches that add some new features by fan requests and fixes up any remaining bugs that have been reported. Once this patch hits I'm going to be adding even more requested features such as key binding support for all 180+ foods and prepping the game for localization options, so watch for that!
I can't wait to share more about this big update in the near future, and you can expect a ton more new content, Chef for Hire levels and foods in the weeks and months ahead!
[ 2017-09-21 19:55:23 CET ] [ Original post ]
A hotfix has been issued for all platforms that fixes two bugs and improves stability for Mac and Intel HD 3000 users. Here are the details: IMPROVEMENTS
- Improved city rendering for Background FX Medium users
- Improved stability for Mac and Intel 3000 users using Background FX Low settings, or for anyone who has had issues running the game on lower end hardware. (see below)
- Fixed a bug that could cause a crash in the Designer under rare instances.
- Fixed a scrolling issue with scrolling foods in My Pantry when using the Active Menu for CSD mode.
[ 2017-09-19 03:40:08 CET ] [ Original post ]
Hey y'all, I've been working hard all weekend to bring you another update! This build adds Steam Cloud support, adds a ton of new Designer features, and fixes a lot of bugs. Here's what's new: NEW ADDITIONS
- Cloud saves are now fully supported. They are handled separately from regular saves, and once you load a cloud save it will overwrite your regular local save. A backup copy of your local save is automatically created when using cloud saves.
- Added 26 window presets for the Designer. These are not unlockable; they are available to use immediately!
- Added Screenshot/Hide UI mode for Designer.
- Added two exclusive music tracks when in Designer mode.
- Added warning when using certain Designer elements using medium to low Background FX settings.
- Added labels for certain Designer objects for a better visual scrolling experience.
- Added a game save after leaving the Designer.
- Added a Weather volume option under Audio.
- Improved icons for all versions.
GAMEPLAY BALANCES
- Added a side dish to Slammy's BBQ Shift 14
- Prep station keys for 11, 12, 13 and 14 were not registering properly in some instances (rebinding the keys fixed this, but now this will fix the keys for everyone automatically.)
- Perfect combos were not awarded correctly on the Day Complete screen under some instances.
- Fixed bug with Designer that would not delete all objects when Delete All is used.
- Fixed bug with Oooh Organic! Shift 06 that tried to serve Agedashi Tofu as a drink, causing aqua blue bar errors.
- Fixed the wrong controller input label when selecting XB1 or PS4 controls on the Day Complete screen.
- Changed "Load Game" to "Start Game" in opening splash screen.
- When exiting the Designer, the game now defaults to the Campaign screen.
- You can no longer exit the designer by right clicking, preventing accidental quitting.
- Options are no longer accidentally saved when exiting Designer.
- Adjusting Rush Hour music volume now works correctly.
- Fixed mouse bug when selecting Delete Saves after selecting Local Saves, which caused you to load a save instead of deleting it.
- Super Rush Hour achievement fixed.
- Fried Shrimp Basket and Waffle keybinds changed for better consistancy.
[ 2017-09-18 03:39:20 CET ] [ Original post ]
The first major patch for CSD 2 is now live for Windows, Mac and Linux! This adds a lot of the content I had to end up pushing back to fix some major issues we found days before launch. Here's all the details: NEW ADDITIONS
- Added mouse support across all menus for the game
- Added the option to view HS statuses in the Active Menu for CSD mode
- Rebalanced Buzz (see balance changes)
- Improved font rendering.
- Added some helper tips in the Designer.
- Added splash page when accessing the Campaign for the first time.
- Added Chef names.
- Added a new Black Rice description.
- Added fifteen additional achievements. More to come!
- Buzz has been completely rebalanced and capped at 151% (you will need to start a new day to have it adjust properly). In addition, negative buzz now deducts 10% of your total overall buzz, plus an additional 1% base. So if you get a bad order at 10%, you will be deducted 2% buzz. A bad order at 150% will deduct 16% buzz. Positive buzz has also been slightly decreased per perfect order. This should significantly help difficulty from ramping up way too fast, and I plan on making further adjustments as I see how players do with the new progression.
- Added an additional side dish to Chinese Food Standard Shift 01
- Increased price of Stew
- Fixed bug from last hotfix that still did not properly cap restaurants at 151% buzz.
- Fixed conflicting keys for Pasta that could result in a bad order.
- Fixed conflicting keys for Tostadas that could result in a bad order.
- Fixed bug with the textbox for descriptions in restaurants.
- Fixed a few missing food descriptions.
- Fixed a crash in the Designer that did not properly reset item selections when accessing a new object.
- Fixed bug that caused infinite vibrations for controllers at the end of a day.
- Fixed rare crash regarding customers walking in.
- Fixed bug that only served one recipe from Agedashi Tofu and Hiy. Tofu.
- Fixed some ingredient misspellings.
- Fixed a few recipe titles that were misleading.
- Fixed "Served 0 Customers" milestone text.
- Fixed some grammatical errors.
- Fixed bug that would allow users to place coleslaw on top of a pulled pork sandwich.
- Fixed keybinds for all three Wok dishes to be more consistant with each other and Yaki Tomorokoshi.
- Removed Chow Mein recipe that could not be completed.
- Fixed two achievements.
- Fixed CSD 2 Theme from playing outside the main menu.
- Severe background glitching can occur with certain AMD cards. This can be fixed by toggling Background FX to Medium or Low. I'm investigating the issue.
- Cloud Support is still not properly syncing saves. This is next on my priority list to fix.
- Random crashes on Mac: I am investigating this issue as well and hope to have some solutions soon.
[ 2017-09-16 04:51:56 CET ] [ Original post ]
Hey everyone, with the game released I'll be pushing a number of small hotfixes and larger patches throughout the coming days. Instead of posting a bug fix announcement for each one, I'll be updating this post, so if you see an update come back here for all the details. Hotfix v1.0 (Live now for Win/Mac/Linux)
- Buzz has been completely rebalanced and capped at 151% (you will need to start a new day to have it adjust properly). In addition, negative buzz now deducts 10% of your total overall buzz, plus an additional 1% base. So if you get a bad order at 10%, you will be deducted 2% buzz. A bad order at 150% will deduct 16% buzz. Positive buzz has also been slightly decreased per perfect order. This should significantly help difficulty from ramping up way too fast, and I plan on making further adjustments as I see how players do with the new progression.
- Pasta keys conflicting keys changed to prevent bad orders with Fusilli.
- Chicken Sandwich/Griddle Eggs descriptions fixed.
- A helper splash screen now appears when starting the Campaign for the first time.
- Small performance enhancements (I plan on making much more progress in this area in the coming updates).
A larger patch will be going out late tonight (9/14) with more additions and fixes. Thanks!
[ 2017-09-14 19:21:44 CET ] [ Original post ]
Hey everyone, I hope you're enjoying the game! As I mentioned in the news feed in-game, this is the very first step in a long journey ahead, with lots of free new content coming soon. But before I do all that, I need to lock down all the reported bugs and issues. This includes the following:
- Crashing on certain Mac machines: I will be pushing out a build late tonight that I think may help resolve these issues.
- Steam Cloud not syncing up properly: don't worry, these saves are separate from your local saves, so you can continue playing as I investigate this issue. Once it is fixed your local saves will auto-sync as usual.
- Any recipes that prevent perfect completion (I think there are a few, but I will make sure to take care of these first so perfect days aren't ruined)
- Any other outstanding bugs that I've seen on the Discord/forums/etc.
[ 2017-09-14 19:15:18 CET ] [ Original post ]
Cook, Serve, Delicious! 2!! is Now Available on Steam!
The highest selling and most intense restaurant sim ever made is back! Deceptively easy to learn but incredibly difficult to master, Cook, Serve, Delicious! 2!! is your journey of being the best chef in the world with your small but humble restaurant on the 50th floor of the Teragon Supertower.
[ 2017-09-14 16:00:00 CET ] [ Original post ]
As we now go into the extra three weeks I wanted to make the game even better, I now turn to y'all to get all the feedback I can get. It's time for a beta! Here's all the dates and info you need to know.
Rules and Content
- You may not stream or share any part of this beta. It is a small portion of the game and does not represent the full version. If you would like an expanded version of the beta for your stream/website/video channel that can be streamed, please contact me at support(at)vertigogaming(dot)net for info. (edit 8/24: Dreamhost is undergoing a DDoS attack so email is down at the moment, hopefully it will be up by the end of the day)
- Anyone streaming the limited private beta who was not on the press list will be issued takedowns on their channel. Again, this beta is different from the PAX build and streams you'll be seeing starting late next week.
- This beta is for gaining feedback and looking out for any bugs, so a majority of features have been disabled, but it should give you a good idea on how the game's new mechanics play out.
- The beta features several tutorials and seven levels from the all new Chef for Hire mode. You can play it single player or co-op in the beta.
- Windows, Mac and Linux versions are available in beta form.
- 8/25: An extremely limited number of invites will go out.
- 8/31: Another round of invites, with a much bigger amount.
- 9/2-9/10: Invites will be sent as needed, targeting specific platforms and hardware (such as laptops or Linux OS). Random invites will also be sent out.
[ 2017-08-24 17:53:53 CET ] [ Original post ]
Oh man, it feels so good to have a release date. And stressful too, but nevermind that, because I have a brand new trailer to show you all! Check it out:
https://www.youtube.com/watch?v=qoP53DTpbmQ
There’s a lot of new features I want to talk about today, so let’s go!
Restaurant Customization
Here’s a look at your starting restaurant. It’s not much of a looker…and in fact it has the basic minimum needed to even call it a restaurant.
In the first game you unlocked six different restaurant styles, but had no control over the design, or even a choice to choose one of the six. I wanted to radically change that for the sequel, so I’m proud to announce that Cook, Serve, Delicious! 2!! will for the first time allow you to customize your restaurant with nearly 1,000 unlockable objects!
At the end of each day you will get a random unlock from items ranging from walls and floors to ceiling lights, wall art, window placement, booths, tables and more. You can gain more unlocks by completing optional objectives and leveling up. Customers won’t really mind what kind of design style you choose- they’re just there for the food. You can go ultra luxurious or extremely cheap- it’s totally up to you! If you’re really lucky you’ll even unlock ultra rare foods and other rare objects. Keep playing and unlock it all!
NEW Local Co-Op Mode
If you watched the trailer above…and if you haven’t, what on earth are you waiting for, go go go!...then you noticed the big reveal of the all new local two player mode.
When CSD 1 was first released it didn’t even have any multiplayer components at all- I ended up adding it as a fun experiment later in development. I was caught off guard at how popular it was with many players, and made sure it was planned at the very first day of coding CSD 2. The problem was that, with the new mechanics of the game, it was much harder to implement the same style of multiplayer that was in CSD 1. I had to go back to the drawing board and figure out the best way of having a two player mode.
What I’ve found is that having two chefs in the kitchen is so much more fun than the expediter/cook mechanics of the first, and lends itself to having two different styles of play. If your partner isn’t quite as skilled at the game as you are, they can focus on taking care of the Holding Stations and doing the simple chores and drink stations while you handle the complex orders. If your partner is equal to the task, they can jump right into the complex orders when it gets crazy. You basically adapt to whatever situation you find yourself in, and it’s a blast.
One complaint that a few people had was the requirement for having a gamepad for local multi, so I added a new mouse and keyboard option for two players- one handles the mouse, the other the keyboard, no gamepad required! And of course you have the option of doing mouse/keyboard and gamepad, or two gamepads, whatever you like.
And best of all, aside from the tutorials, you can play the entire game in co-op mode. Player two can drop in and out between days and your progress continues. Feel free to play it however you want! And thanks to the adaptive difficulty, the game doesn’t change at all when switching between co-op and single player- if you find that you can get more perfect orders done as a duo, the game will scale up and make it a much more challenging day.
Developer Q&A
I’m going to be taking questions over on the Steam forums for the game, so feel free to ask me anything at all!
http://steamcommunity.com/app/386620/discussions/
I know some of you have been following all the updates since I’ve started them a year or so ago, and now that the game is nearly final I’ve added more gameplay features and removed others. I’ll be going more in depth on those features in the forums sometime before launch.
I sincerely hope that this game delivers on all of your expectations. I have spent a great deal of the money I made with CSD 1 into this game, and I hope it shows. I just wanted to make the best game ever. ːcsdsmileː
Let the countdown begin!
[ 2017-08-19 02:20:42 CET ] [ Original post ]
Hey everyone. As the final stages of development for Cook, Serve, Delicious! 2!! wrap up, I have come to the realization that, despite working pretty much every waking moment for the last few months, I will not have what I consider to be enough time to balance, beta test and polish the game. So I’m sorry to announce that I’m delaying the game three weeks to September 13th.
While the common trend in game development these days is to release first and fix later, I feel like that would do a huge disservice to all the fans that have been waiting so patiently since I first announced the game back in 2015. The last thing I want is to have a rushed, buggy launch, and that’s exactly what would happen if I kept to the original August 24th deadline.
I don’t want to do that to you all. You deserve better than that.
When I first came to the realization that we would have to delay the game, I felt miserable, depressed and angry as I know I let y’all down. I am literally the only programmer for the game so that is 100% my fault and I take full responsibility. But know that the game is going to be even better with this extra time.
Official Discord Channel Launch, Expanded Beta Details
Now that I have more time for beta testing I’ll be opening up the game to more beta testers towards the end of the month. To sign up, all you have to do is be a member of our new official Discord channel!
The new Discord channel will be growing and expanding in all kinds of fun ways, so be sure to check it out even if you don’t want to be a beta tester. At the end of the month I’ll be choosing some random members that will gain beta access, which means a free copy of CSD 2.
PAX West
If you’re heading to Seattle this September, swing on by to try out CSD 2! While I won’t be attending as I’ll be busy finishing the game, the Indie Bros. will be there to showcase CSD 2’s new co-op and Cook for Hire modes. Here’s Erik from the Indie Bros. to explain more:
"We'll be showing off a pre-release build of CSD! 2!! at PAX West in Room 208 throughout the weekend (September 1-4) to all attendees interested in stopping by -- hope to see you in Seattle! (If you're a member of the press and would like to schedule an appointment, definitely contact us!)"
Thanks Erik, and I can’t wait to get impressions and feedback from the show!
On a Final Note
Again, I apologize for the delay, but as I get closer to finishing the game I’m realizing just how huge this game really is- it is on a scale that I didn’t plan for in the beginning of development. It is easily the biggest and best game I’ve ever made, and I can’t wait to not only launch it but support it with lots of post-launch content. Below are a few new screenshots to show off some of the new menus and designs of the game. Thanks and I’ll see you in the Discord channel,
-David
[ 2017-08-16 17:53:39 CET ] [ Original post ]
Hey everyone! I wanted to give a quick update as to what's happening and when the next big update will be.
Originally I had planned to do two more big updates before the game's release- one in May and the other in the summer. However with E3 right around the corner I've decided to push that update back and just make one big mega-update.
So, let's all enjoy the awesomeness that is E3 coming up in just a few short weeks! Then on Weds., June 21st I will be providing one last big update on CSD2, which will include:
- A new gameplay trailer!
- Release date and price!
- Lots of new screenshots!
- More new features revealed!
- An AMA to answer all remaining questions about the game!
[ 2017-05-24 16:03:16 CET ] [ Original post ]
When I started making Cook, Serve, Delicious! 2!! I knew I wanted to make something much more grand in scale. Certainly repeating the same game but with different foods wasn’t going to cut it for me. While I think a lot of people enjoyed the open-endedness of the first game, many found it a bit repetitive. Still others didn’t quite enjoy the management aspect of the game as much as the gameplay itself. Obviously I didn’t want to cut out that aspect of the game. So what would be the best way to go forward with a sequel?
The answer: add onto the classic Management mode with new menu features, foods, and gameplay experiences (more on all that in Update #2) and introduce a brand new mode for those who love the gameplay of CSD and want quick bursts of fun or something entirely new and different.
Today I’m going to be talking about the new Chef for Hire mode, a brand new campaign for CSD 2 that allows you to progress through the game in an entirely new way.
Chef for Hire
(Note: the game is currently in production and some aspects/details may change before release.)
Chef for Hire is a brand new way to play CSD 2. Within your new home in Teragon Supertower you’ll find many restaurants needing chefs for different shifts, with many offering good pay and great rewards. There are nearly 30 restaurants in total, with over 400 levels!
There are ten food court floors in Teragon Supertower, each with around 3-4 restaurants and 45 levels. Every restaurant such as Pizza That! and SubSolutions has its own menu that it’s known for, and you’ll need to adapt to them if you want to succeed. To progress through Chef for Hire you simply need to complete each level. However, if you want to earn bonuses and secrets you’ll need to complete each level’s Task, which ranges from “don’t serve more than 10 average orders” to “earn a perfect day.” The further you progress, the harder the Tasks are for each restaurant. Once you’ve completed around half of the floor’s levels, the next floor above you opens up, which allows you to tackle this campaign in any order you choose!
As you progress from level to level in a restaurant more foods are added to the menu, more prep stations and holding stations open up, buzz increases, foods are upgraded to become more difficult and the rewards become grander with the tasks becoming harder to complete. Again, if you fail a task during a day, it’s not an automatic game over, as you’ll still progress through the day and earn money/experience, but you’ll need to replay it if you want those bonus rewards and secret unlocks.
You can play nearly the entirety of the game within this mode. It’s one of my favorite new additions to the game (and in fact my preferred way to play), and I can’t wait until you try it out for yourselves! Here’s a sneak peek at two of the nearly thirty restaurants in the game that you can work in:
Pizza That!
Fast Food ($), Floor 22 (Cheddar Court)
Founded in 1967, Pizza That! started as a small mom and pop restaurant with several locations in the Buttermilk County area. It quickly became a hit, expanding to over one thousand locations around the country in the years following, but it wasn’t until the infamous “Jake Pizza Boy” commercial that the franchise really took off. In that commercial, a radical skateboarding boy named Jake laments his homework and chores until he discovers a magical spirit in an old lamp that grants him the power of turning anything into a delicious pepperoni pizza. By pointing his finger and shouting “PIZZA THAT!” he is able to tackle his homework, the dishes, and his cruel stepsister Peggy by turning them into dinner and leftovers!
The popularity of Jake and the Pizza That! franchise reached critical mass when in 1976 President Meinheimer gave a national televised speech regarding the Eguan Missile Dilemma, saying, “This is a national state of emergency. I cannot simply point at the Eguan missiles and say, Pizza That! We need to send in our troops to Eguan and strike with deadly, lethal force.” And thus a popular catchphrase was born. Jake went on to be invited to national palaces around the world until his tragic skateboarding accident in 78’ that left him permanently unable to eat solid food. Since then there have been over 30 different Jakes in the history of Pizza That! advertisements, with two of them going on to become massive superstars (you know the two!) Pizza That! has a rich history and a bright future ahead with over 40,000 locations around the world, and we can’t wait till you dine in with us. Pizza That! Today!
UEIYAV
Fine Dining ($$$), Floor 80 (Crystal Plaza)
There are two struggles the human body must endure in order to survive and live in peak condition. The first is CONSUMPTION OF KNOWLEDGE. For we must consume all literature and science to bring our minds into the one true being. This process is finished only by death. The second is CONSUMPTION OF FOOD. For we must feed our body with not only mental but physical nourishment to reach peak mass. It is this component in which UEIYAV was created in 2017, and now in our twentieth year have branched out to new locations including the Teragon Supertower.
Our foods are made by chefs who have double doctorates in the most respected schools in the country, who by osmosis will transfer knowledge from their knives to your plate. It is, in simple terms, the smartest food you will ever eat. And given the difficulty of the plates we offer, this is no small feat.
We offer only perfection. We reserve the right to refuse service to anyone who we feel does not strive to attain a perfect balance of mind and body, those who poison the body with toxins of the addictive nature, and those who are not clothed in a respectful manner. We also do not accept FunFood’s CRAZYSAVER discounts on any times besides weekdays between 1-4pm.
Travel safe here and into the beyond.
***
Progress Update
The game is on track and doing great. I’ve gotten sick this last week but I’ve pushed through it and I’m confident I’ll make my March 31st deadline of having the game being “content complete.” But what does that mean exactly? Basically the game will have all the gameplay content in it by then; I will then need to go back and polish all the foods and add recipes, redo the UI to the design shown in the last update, add some behind the scenes features such as translation support, then do the menus and do a final polish pass.
Because of all this I’m going to go radio silent for the next month or two and focus on completing the game. But here’s the good news: the next update I’ll post here will be a release date and price! Woooooo! I don’t think you’ll be disappointed, and I can’t wait until the game is out there and everyone is cookin’ up a storm.
Until next time, be sure to follow me on Twitter at @chubigans for more updates, and I’ll cya next time!
[ 2017-03-13 18:53:50 CET ] [ Original post ]
Aw yeah roll on 2017! As I’ve been scheduling what I need to do and what is left, I’ve been working twice as many hours each day as I was before this month, as I am determined to get this finished as timely as possible, without sacrificing quality. So, I’ve penned in a release date that I feel good about. I’m not going to say what that date is, because quite frankly anything can happen, but it gives me enough time to really make this the best game ever, while being a little bit closer than I had originally planned.
What I can tell you is that I’m trying to get the game to a “content complete” state by March 31st. This means that by that date I hope to have all the art finalized and imported into the game, and all ~180 foods and chores programmed in and ready to go. From there I’ll need to make menus, do the progression system, create some challenges and polish it up before release. This means the game won’t be releasing before that date…but if I make my deadlines (and I’m on a good track right now to do so) the game will be much, MUCH closer to being finished by then. So much so that I’ll probably feel good in announcing a release date at that time. But, we’ll see how it goes, because there’s still much to do!
I have a glass whiteboard next to me and it’s oh so satisfying to keep erasing and making that number bigger and bigger each day. Soon I will reach 188. Soon.
The New UI, Part II
In the last update I showed off a lot of the menus in the game, and the new UI that was still very much under development. Since then I’ve rehauled at lot of the systems at work and changed things that I felt weren’t working, needed improving, and better balancing of the visual design. The interface is still cookin’ but I’ve made enough progress to share how it’s going so far.
Here is what the UI looked like in the last update:
And here is how the in-game UI looks right now:
Let me break down what the changes are for this new UI.
A) I’ve removed a Holding Station from this row to bring the total count to 8, down from 9. Specifically, I’m removing the drink station (which is still in this pic but will be replaced with a standard holding station). The drink station was a bit too much for players to keep track of, so I’m instead integrating the functionality of it into the game itself. Now when a drink station needs service, it will appear in your Prep Station as an order, like a chore. This is much easier than having to manually check the drink station and service it that way. Everything I talked about in terms of drinks still apply, you’re just getting it served to you in a more comfortable way.
B) The recipe ticket has gotten a big change. First, I’ve reduced the size by around 20%, as it was just a tad too big compared to the other UI elements. I’ve also created a cleaner look and changed some of the font elements to make it more fun.
Something I really liked about the iOS/Android version of CSD 1 is the way you serve orders- you just tap the recipe ticket to serve. It seemed natural and prevented accidental servings of foods when using touch controls if the serve button was placed in the ingredient bar. I always liked that and I wanted to bring that functionality to the desktop/console versions, so the cook/serve button will now be located on the recipe ticket. Those of you who exclusively use keyboards and gamepads aren’t affected by this change at all, just mouse and touchscreen users.
C) I’m strongly considering switching the ingredient menu design to the classic mode as standard. I have found that the other clustered design of ingredients had too many problems; too confusing, and could not handle long names well in the small ingredient windows. This classic design feels like a better fit. For now, that’s what I’m going with. I’m not sure if I’ll be keeping the cluster menu as an option or not, we’ll see how the private beta tests go.
The Cook/Serve button has been removed from the ingredient menu and placed with the recipe ticket as noted earlier, and as a result the ingredient menu looks much less cluttered. I’ve also added a few visual changes.
D) I’m still very much changing the design of the main information window. The time changes color to reflect the time of day, and the small gray bar shows how many perfect/bad/average/gross/delicious orders you’ve gotten (and can be toggled on or off). This new feature was designed for streamers in mind, so that viewers just joining can see how the day is going so far. Your progress is also displayed in the info bar now, with the stars of your restaurant and your current rank, part of an updated progression system that I’ll be outlining in a future update.
The UI is still very much in development, but I’m taking a lot of notes on what works and doesn’t work and getting closer to something that I feel will really pop and shine nicely!
Deleted Content: Roach Patrol
Sometimes you just don’t know what’s going to work and not work until you put it into the game. An idea can get really far along, to the point of having final art drawn for it, until you realize it’s just not gonna work out. I wanted to take the time and salute a chore I had planned for the game that I am cutting…the Roaches chore.
See, if you didn’t throw the trash and let it expire, you had a 50% chance of having to kill roaches with bug spray. If you let that happen enough times in a single day, a superroach could appear and take twice as long to kill. What I found was that going from delicious plates of food to staring at disgusting roaches was quite a jarring element. Sure, that was intentional as no one wants roaches running around in their kitchen, but it was a bit too much. With the hyper-realism I’m aiming for with the food, having HD roaches with enough detail to make out their hairy legs was just a tad overboard. So, I’m cutting it from the final game. RIP roaches.
RIP, superroach.
And RIP bug spray, which kills me inside that I’m cutting since it was such a good Starship Troopers reference.
Coming up Next Month
I’ll be outlining the new Chef for Hire mode in Feb. (previously called Daily Shifts/Shift Work), which changes the way you can play the game, so much so that you can just exclusively play this mode to beat the game if you wanted to! I can’t wait.
I’m also starting my programming streams back up this Monday, January 23rd. Stop on by twitch.tv/chubigans around 1pm central time for some live codin’!
Till next time, keep eating deliciously!
[ 2017-01-20 19:03:51 CET ] [ Original post ]
We’re nearing the end of the year so what better time for a huge progress update for Cook, Serve, Delicious! 2!!
You’ve already seen some of the gameplay in action, so I thought I’d detail the planning and management part of the game, which is integral in having a perfect day. Keep in mind that all UI aspects are not final in the screens below, and the game is still in development so details could change between now and release.
You are the Chef.
In CSD 1 the star count showed how your restaurant was faring, as you progressed from zero to five stars over the course of your career. In CSD 2 these stars apply to you as a chef, as you progress from a novice cook to a world famous culinary genius. To do this, there are two main ways of progression: building your restaurant, and doing daily shifts at other restaurants. Today I’m going to focus on the classic progression of making the restaurant of your dreams, and I’ll talk about the daily shifts in a future update.
A Completely New Daily Menu!
In CSD 1 you could place up to six items on your menu, and that was basically it. While challenges spiced up the gameplay a bit, the core of the game was fairly simple, and I wanted to expand on that in a huge way for the sequel. Here’s the old menu in CSD 1 for reference:
When you check out your daily menu in CSD 2, you’ll have a huge array of choices on how to best plan a perfect menu. No longer are you limited to six slots- the changes here are huge, so let’s go through them section by section. (Note that, like the first game, many slots will be locked at the start of the game and will unlock with progression to better introduce you to all of the new features).
Dual Menus
The biggest change is the addition of dual menus, which allow you to have two separate menus in a single day! This means you can have a delicious breakfast menu at the start of the day, and by the afternoon switch to a lunch/dinner menu that has much more hearty meals. Or perhaps you want to do just one all-day menu and keep things simple. Or maybe a lunch menu is the better option, with a late-night dinner menu opening up around 6pm. You control the times that the menus switch over, which allow for many combinations.
By having a dual menu your work hours expand from the standard 9am-10pm to 6am-10pm, or 10am-12am for a late night menu. This allow for more time to build buzz, make money, and earn progress. Time progresses slightly faster than CSD 1 to allow for the greater scope in hours, though Rush Hours still last for exactly one minute.
Dual menus are completely optional, and having a single menu allows for the standard 9am-10pm shift.
Preset Menus
Check out the A/B/C buttons for both menus. Those are your custom menu presets. So if you’ve created an awesome menu and want to save it for future use then you simply tab over to menu B or C and build up a brand new menu. This is especially handy when most of your food undergoes menu rot and you need to switch things up temporarily!
Desserts
New to CSD 2 is the introduction of desserts. After a customer is served a perfect meal with a premium drink and side, they will have the chance to immediately order a dessert as another order. Complete that dessert perfectly and you’ll earn a Delicious Rating, the hardest rating to get in CSD 2. This will triple your earnings, progression, tips and buzz for the order!
Because these orders are rarer than the typical order, they are given their own separate menu, which allows you to place up to three different desserts that are served all day. The more desserts you offer, the greater your bonuses are at the end of the day.
If you'd rather open a delicious dessert café, then you can simply place desserts on your main menu instead of your dessert menu, and they'll be ordered like any other food.
Drinks
Toward the end of the last game it didn’t make much sense to use a slot for soda instead of, say, steak. Drinks weren’t handled too well in CSD 1 and I wanted to change that for the sequel.
Now drinks don’t take up an entrée slot, but instead have their own separate menu like desserts, and can be served all day. Like desserts, the more you place on your menu, the greater your bonus payouts are at the end of the day!
Drinks are unique in CSD 2 in that you don’t have to actually prep them for orders- they are automatically served to any customer that orders them, which instantly adds to your daily income and open the door for a Delicious Rating opportunity. However, after a set number of drinks are ordered, your Drink Station will light up. You will then need to service the station before any more drinks can be ordered, such as refilling the lemonade dispenser or popping another bottle of wine. Drinks vary with the amount of attention they need ($2 sodas that can serve 24 customers, vs $10 wine glasses that serve only 5), so plan your drink menu carefully.
Secret Ingredients
From the common Herbal Leaf to the rare Fiery Glass Ball Bush, to the legendary Anthei Red Crystals and the lab-created Edible Mercury, these dozens of ingredients span the entire world and can change your entire day. But just what are secret ingredients?
I’m not gonna say much about this except it’s a fun way to turn an ordinary day into something quite…different. If you’re not a properly trained chef, then use at your own risk. You’ve been warned!
The Food Catalog
There are tons of different foods in the game (over 180 in fact), and to better browse all of these, players are given a brand new Food Catalog to sift through the many different delicious dishes in CSD 2. From here you can buy new foods, practice others, and read about the incredible origins of some of these classics.
The Shopping Experience
New to CSD 2 is the addition of a store front page. This is simply a fun new way to find out about new foods to buy for your restaurant, and every few in-game days the catalog shuffles the page, where you’ll find highlighted foods, foods that are on sale for a limited time, and even online deals that adjust prices in real time. Maybe I’ll do a crazy 90% off corndog sale for exactly one hour at 2am on Sunday…who knows! (Keep in mind when I’m talking about buying foods, I’m strictly talking about the in-game economy, and not using *actual* money to buy foods via microtransactions or something.)
Of course using this store page is totally optional, as you can just go straight to the Food Catalog to browse all the foods instead.
To best sift through everything I’m implementing a better array of sorting and filtering options. So if you want only Healthy Nut foods that are under $499, bam! How about cheap $1 entrée foods that can optionally use Holding Stations? Ka-chow! Perhaps you only want to browse foods you’ve already bought to practice with or change some of the options for them? Shazam! Clicking on any food brings you to the brand new food page.
Food Pages
At first glance the food pages look similar in functionality to the first game, but there are quite a bit of changes. You can now add foods to a wishlist, which will send an in-game email to you when a food you’re following is on sale or has an upgrade available. Also new is the ability to update foods and roll back updates when necessary. Finally, you can try out foods you haven’t purchased via a simple demo mode, or practice foods you have purchased in the all new practice mode that can simulate a rush of people or even rush hours!
Upgrades
Select foods now have up to three tiers of upgrades: Classic (C), All-Star (A) and World Famous (W). By upgrading a food you also increase its difficulty by adding new recipes and ingredients, but also increase its menu price, adding to your daily income. You can also roll back upgrades to ones you’ve previously purchased. For example, if you had a Classic Lasagna and bought the All-Star Lasagna but hate the new recipes, you can go back to the Classic Lasagna at any time (and your upgrade will still be purchased, should you choose to toggle back to it in the future). Upgrades are unlocked for purchasing via a new mechanic that I’ll talk about in a future update.
Boosters and Detractors
The boosters and detractors elements from the first game are back for CSD 2, which point out some helpful pros and cons of any particular food. There are over a dozen new ones for the sequel, and should quickly help any chef figure out the best way to plan a menu with the huge new selection they have to choose from.
Stats and Keybinding
Each food will allow for unique keybinds. You can now select it quickly via the food page instead of the complicated menu in CSD 1. You will also be able to use more keys than the first game, like arrow keys and numbers. All prep stations/menus can have custom keybinds as well. There will also be much more detailed stats for foods, which I’ll also cover in future previews.
New In-Game UI Design
When I first started CSD 2, I wanted the game to have a sleek look and a uniform design. I’ve gotten a ton of feedback on the game from the updates and trailers I’ve put out, nearly all of it super positive, except for one thing: a lot of people didn’t like the in-game UI. I too missed the funky design of CSD 1, but I plowed ahead with my idea of sleek and uniform.
Then I wondered: what would a design look like if I combined the fun stylings of CSD 1 with a sleeker design that I ultimately wanted for the game?
To refresh your memory, here’s what the in-game UI looked like before:
Now here’s my new redesign of the UI, which is still ongoing and not final:
I think it’s a step in the right direction. It still looks fancy but has some fun stylings that throwback to the first game. Special attention went into the prep stations/holding stations and ingredient menu, and I think those have been quite improved. I look forward to hearing what you think as I’m always taking feedback very seriously! Your input makes the game that much better.
Still Cookin’!
I do want to stress again that everything is still in development, but it’s quite exciting to be in this phase of progress where everything starts coming together!
If you would like more behind-the-scenes info on the game, I do weekly programming streams on my Twitch channel and archive them on YouTube. I will likely do 1-2 more streams this year before breaking for the holidays. I’ll post tidbits here and there on Twitter as well (@chubigans).
As always feel free to ask any questions or share any feedback on here or on my Tumblr, and I'll be back early next year with another big update! Till then, keep cookin’ deliciously!
[ 2016-12-05 20:19:41 CET ] [ Original post ]
Hey everyone! I thought I'd let you know how I'll be updating y'all in the development of Cook, Serve, Delicious! 2!!
First up, I'm going to be doing programming streams every week on Twitch. These are several hours of me coding food and sometimes asking for feedback on certain things, etc. Right now I'm aiming for streams to be every Wednesday at 1pm CST. You can check out my main page here: https://www.twitch.tv/chubigans
I'll also be archiving them on my main YT channel in case you can't watch it live right here: https://www.youtube.com/channel/UCBZ7EVAlXYcWE9--gyQbCrQ
Of course if you'd rather have text updates then no problem, I'll be posting those every month right here! Speaking of which, here's a look at the official box art for the game!
Thanks everyone and I can't wait until the game is all finished! Woo! ːcsdsmileː
[ 2016-10-18 22:10:19 CET ] [ Original post ]
🎮 Full Controller Support
- Cook, Serve, Delicious! 2!! Linux [842.58 M]
Cook, Serve, Delicious! 2!! is the massive sequel to the surprise best selling original, one of the few games that gives players complete control on how they want to build their restaurant.
The game starts like any other morning at SherriSoda Tower as you take the elevator up to open Cook, Serve, Delicious!, a platinum star restaurant that was surging in popularity thanks to your amazing chef and management skills. Just then, a swarm of police surround SherriSoda Tower. It seems the SherriSoda head executives were secretly stealing funds from the company at the same time they were incurring a staggering amount of debt, draining the accounts of the tower and several of the businesses inside of it, including CSD. Just like that, the tower was closed and put up for federal auction, including everything inside of it. It was all over… the Cook, Serve, Delicious! restaurant was no more.
Angry but determined to rebuild, you’ve scrounged up all of your personal life’s savings and bought commercial space inside the Teragon Supertower, the largest skyscraper in the city. It’s here that you will start a brand new Cook, Serve, Delicious! restaurant, build it back to its former glory, and rebuild your legacy as the best chef in the world.
Features include:
- A 60+ hour Campaign Mode as you build your restaurant from a roach infested eatery to a World Class Platinum Star experience.
- A new campaign mode called Chef for Hire, where you take jobs within the tower and various restaurants as you gain experience with the large array of foods. This massive new mode spans 400+ levels across 25+ restaurants!
- The return of the classic Management mode where you can build up your restaurant with the menu of your choosing, including decorating your restaurant with nearly one thousand unlockable objects!
- All new gameplay features and additions, with a greater flexibility of difficulty for those who like it casual or insanely difficult.
- Over 180 foods, sides, drinks and desserts to choose from, a staggering increase from the 30 foods in the original game.
- New local co-op mode! The all new split screen co-op feature allows you to play through the entire game with two players, with the ability for players to drop in and out during your progress within the game.
- Full Steam Achievements/Cloud/Trading Cards/Leaderboard support.
- All new 1080p native/60fps code.
- OS: Ubuntu 12.04 and aboveGraphics: OpenGL-capable graphics card with valid driverAdditional Notes: WARNING: Gamepad not supported for Ubuntu linux for the latest updates of the game. Currently Ubuntu is the only Linux platform that is officially supported by this engine.
- Graphics: OpenGL-capable graphics card with valid driverAdditional Notes: WARNING: Gamepad not supported for Ubuntu linux for the latest updates of the game. Currently Ubuntu is the only Linux platform that is officially supported by this engine.
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