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Steam News5 June 202628d ago

✨ Known Issues (Demo) and Development Roadmap for 2026 ✨

Hello Chefs! Thank you to everyone who has played the Food Devils demo and shared feedback so far.

In this update2

Full notes

Full Food Devils update

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

Repeated intro

Hello Chefs! Thank you to everyone who has played the Food Devils demo and shared feedback so far. We're happy to see that thousands of players have downloaded and played our game, and that many are enjoying its gameplay loop!

What changed

0 fixes3 additions3 changes0 removals
  • Gameplay
  • UI and audio
  • Maps
changedHello Chefs! Thank you to everyone who has played the Food Devils demo and shared feedback so far. We're happy to see that thousands of players have downloaded and played our game, and that many are enjoying its gameplay loop!
changedScheduled Improvements📝 Info Tooltips - Requiring repeated presses of the "I" key to inspect information is not ideal. While we can't make tooltips fully automatic on maps, because the cursor is already used for map camera navigation, we will still make the overall experience smoother and more customizable. Our main inspiration for this is Fire Emblem Three Houses / Engage, which also require button presses to show info, with nested tooltips similar to Baldur's Gate 3.
changedScheduled Improvements🎮 Menu access and keyboard controls - At the moment, you can access the main menu on a map by selecting an empty tile. We will make it so that it's also accessible with a specific key.
addedScheduled Improvements🔍 Map zoom - We're also reviewing UI spacing, zoom behavior, and how much visual information is shown at once. We are investigating whether it's possible to add 2 zoom levels to the current camera to give players more options.
addedScheduled Improvements📜 Tutorials need better timing and clarity - The game might feel confusing for people who aren't used to roguelites and/or Tactical RPGs. We will add more optional tutorial panels, review the initial tutorial missions so that they onboard the player better, and improve UI clarity for some basic info such as Movement points. We are also improving the tutorial flow so important systems are introduced before they become confusing.
addedScheduled Improvements💬 Dialogue options - We're already planning to add the options to skip dialogue, view the Log, and make dialogue auto-advance based on voice lines once full voice-over is added in Early Access.

Food Devils changes

changedHello Chefs! Thank you to everyone who has played the Food Devils demo and shared feedback so far. We're happy to see that thousands of players have downloaded and played our game, and that many are enjoying its gameplay loop!
changed📝 Info Tooltips - Requiring repeated presses of the "I" key to inspect information is not ideal. While we can't make tooltips fully automatic on maps, because the cursor is already used for map camera navigation, we will still make the overall experience smoother and more customizable. Our main inspiration for this is Fire Emblem Three Houses / Engage, which also require button presses to show info, with nested tooltips similar to Baldur's Gate 3.
changed🎮 Menu access and keyboard controls - At the moment, you can access the main menu on a map by selecting an empty tile. We will make it so that it's also accessible with a specific key.
added🔍 Map zoom - We're also reviewing UI spacing, zoom behavior, and how much visual information is shown at once. We are investigating whether it's possible to add 2 zoom levels to the current camera to give players more options.
added📜 Tutorials need better timing and clarity - The game might feel confusing for people who aren't used to roguelites and/or Tactical RPGs. We will add more optional tutorial panels, review the initial tutorial missions so that they onboard the player better, and improve UI clarity for some basic info such as Movement points. We are also improving the tutorial flow so important systems are introduced before they become confusing.

Steam post image

We're also aware of some issues that are souring the taste test for some players more than any Tomoilo acid ever could!

This update is here to let you know that we are indeed listening to feedback and doing our best to keep improving the game.

Scheduled Improvements

  • 📝 Info Tooltips - Requiring repeated presses of the "I" key to inspect information is not ideal. While we can't make tooltips fully automatic on maps, because the cursor is already used for map camera navigation, we will still make the overall experience smoother and more customizable. Our main inspiration for this is Fire Emblem Three Houses / Engage, which also require button presses to show info, with nested tooltips similar to Baldur's Gate 3.

  • 🎮 Menu access and keyboard controls - At the moment, you can access the main menu on a map by selecting an empty tile. We will make it so that it's also accessible with a specific key.

  • ⏳ Hold inputs feel too slow - Some actions currently require holding to confirm your selection. We're reviewing these interactions so they feel faster and more natural.

  • 🔍 Map zoom - We're also reviewing UI spacing, zoom behavior, and how much visual information is shown at once. We are investigating whether it's possible to add 2 zoom levels to the current camera to give players more options.

  • 📜 Tutorials need better timing and clarity - The game might feel confusing for people who aren't used to roguelites and/or Tactical RPGs. We will add more optional tutorial panels, review the initial tutorial missions so that they onboard the player better, and improve UI clarity for some basic info such as Movement points. We are also improving the tutorial flow so important systems are introduced before they become confusing.

  • 📊 Difficulty Settings - These probably won't be available until Early Access, but we're also working on customizable options for your playthrough so that players can either focus on the story and characters or on deeper tactics without feeling alienated.

  • 💬 Dialogue options - We're already planning to add the options to skip dialogue, view the Log, and make dialogue auto-advance based on voice lines once full voice-over is added in Early Access.

  • 🚨 Enemy Phase speed - We will improve enemy behavior so that the Enemy Phase takes less time to "think" about optimal moves.

2026 Roadmap

We also wanted to share with you our tentative roadmap for 2026.

(click here to see the full size picture) As you can see, there's a lot of content to look forward to in the next few months! In the meantime, please keep in mind that this is the early demo of an Early Access indie game. Our team is small, and optimizing the game while working on future content might take some time. I thank you for your patience and invite you to keep playing the current demo so that the game can shape up to be in its best state with future releases, thanks to your feedback.

➡️ Also keep in mind that the best and fastest way to send us feedback is via the in-game form, accessible by pressing F9 at any point in the game.

Thank you for following the development of Food Devils, and see you in the kitchen!

-Alfred, Game Director

Source

Steam News / 5 June 2026

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