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Steam News26 April 20262mo ago

Demo Update and deep-dive into the first 2-weeks!

The Chef's Dogma Demo has now been out for 2 Weeks now and had some major overhauls and bug-fixes to make the experience as seamless as possible.

Full notes

Full Chef's Dogma update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes4 additions4 changes0 removals
  • UI and audio
  • Maps
  • Store
  • Gameplay
  • Performance
  • Balance
addedUpdated HUD in battle to be more intuitive, adding colors, Icon positioning, and modern HP bar
addedAdded a Map-Legend of the Map scene, to give new players and idea of each icon
changedChanged Detail button from i -> q on KB & Mouse
changedRe-balanced all Foods to use any ability bought at the Shop to give the player more unique builds
addedApplied new Enemy Stat scaling to make the game slightly harder early on
changedMany many more bug fixes, like screen resolution, CRT effect, Sound levels, etc

Chef's Dogma changes

addedUpdated HUD in battle to be more intuitive, adding colors, Icon positioning, and modern HP bar
addedAdded a Map-Legend of the Map scene, to give new players and idea of each icon
changedChanged Detail button from i -> q on KB & Mouse
changedRe-balanced all Foods to use any ability bought at the Shop to give the player more unique builds
addedApplied new Enemy Stat scaling to make the game slightly harder early on

The Chef's Dogma Demo has now been out for 2 Weeks now and had some major overhauls and bug-fixes to make the experience as seamless as possible. We had over 1,000 people (or bots) redeem the demo and roughly 21 unique players! With a median playtime of 15min, we're seeing that players are at least giving it a solid go! So huge shout out to the community and please see some highlights from the recent patches: -Current version: 1.9

-Updated HUD in battle to be more intuitive, adding colors, Icon positioning, and modern HP bar

-Added a Map-Legend of the Map scene, to give new players and idea of each icon

-Changed Detail button from i -> q on KB & Mouse

-Re-balanced all Foods to use any ability bought at the Shop to give the player more unique builds

-Applied new Enemy Stat scaling to make the game slightly harder early on

-Made the Enemy AI (not a LLM just the enemy controller scripts) to be more aggressive

-Many many more bug fixes, like screen resolution, CRT effect, Sound levels, etc

/////////////----------------------------------------Meet the Apple----------------------------------//////////////

The Apple was the first food ever created, and was my first dive into using Blender. I created all foods through blender as a 3D model, adding bones for animations, applying a color filter, and then rendering to 2D. Below is the original test: Steam post image Now for actual info of the Apple and Balance: Apple embodies the quintessential Wizard, being my first food. I wanted him to be immediately recognizable and show you what the game's concept is about. Avoiding the above MS-paint look, I managed to create a post-filter and adjust some styling from there. I decided that "Fruit" archetypes would be wizard adjacent class styling like warlocks, sorcerers, witches, and necromancers. Apple is Unique in both abilities and Stats compared to other Fruits: -7% starting Crit Chance, most have 0%

-4-7 PHYS DMG stats, double most other fruits

-Candied Ability: Deals between 1- 1.5x the MAG stat, give it an extreme DMG potential of 13 right out of the gate. But Sacrifices 8 of its own HP as a result.

-Juicy Ability: Gives the Apple a permanent +3% Crit-DMG at the cost of their turn, allowing the Apple to potentially scale infinitely and have the biggest Critical hits in the game. Steam post image

Source

Steam News / 26 April 2026

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