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Dungeon Cooking

Unkind Logic · Unkind Logic

Dungeon Cooking

gameAppID 4756260Demnächst
Release-Datum19.11.2026

Game Charts

Spielerstatistiken

Standard: letzte 7 Tage, stündlich. · Nicht gesampelt · Zeitraum: Noch nicht abgefragt - Noch nicht abgefragt

Aktuelle Spieler0
24h Peak0
All-Time Peak0
24h Player-Hours0 h

Noch keine Game-Charts-Historie vorhanden.

Spielerhistorie

PeriodeAvg. PlayersGain (total)Gain (%)Peak Players
Letzte 24 Stunden000%0
Letzte 7 Tage000%0
Letzte 30 Tage000%0
Letzte 12 Monate000%0

Details

EntwicklerUnkind Logic
PublisherUnkind Logic
KostenlosNo
AlterKeine

A dark cooking roguelike about feeding a plague-struck town. Send heroes into the dungeon for ingredients and cook what they bring back. Test the ingredients on rats, heroes, or citizens. And keep the kitchen alive as the town slowly falls apart.

The town is dying.The king fled before dawn. He took the treasury, the guard, and the last reason to hope. What was left were people who still needed to be fed, and nobody came forward. You are Dormer, assistant to Steward Grimvard. You run the kitchen, the warehouse, and the laboratory. You have thirty days. Heroes go underground for anything that can go into a pot. They come back with ingredients nobody knows anything about. Who do you test them on?A rat answers only one question: safe or not. It will not say how bad. Poison builds up in it after every test, so it needs rest between trials, and a strong enough ingredient simply kills it. New rats come from corpses. Read that sentence again, because the whole game rests on it. The better you feed the town, the fewer people die. The fewer people die, the fewer rats you have. The fewer rats you have, the more often you face an ingredient you know nothing about. Then it comes down to a person. A hero, if you can afford to weaken one, or a citizen, who may not survive it. A hero lost in the laboratory will not make the next expedition. A citizen goes on the list of the dead, with a name, a day, and a cause. You can also skip the test entirely and serve people something you never touched yourself. The pot has a bottomYou combine two to five ingredients; the safe ones dilute the poisonous. A bigger pot feeds more mouths, but cooking eats hours you do not have. A dish splits into portions, one per person per meal. The same pot feeds the party below and the town above, so every campfire meal is food taken from somebody upstairs. Feeding the fed gets you nothing. The portions vanish, no strength returns, and at the first exertion someone brings it all up in a corridor or mid-fight and loses a turn. The cook grows practiced with ingredients she cooks often. She works faster, but she takes no responsibility for what comes out of the pot. The town eats at noon and at duskYou do not hand out meals yourself. The townspeople go to the warehouse on their own, at set hours, and take what you left there. The decision was made earlier, and at that moment you may be underground, two floors down. Safe food buys another day. Tainted food takes your morale first, then your health, then your life. An empty table kills too, only slower and quieter. Tainted dishes and deaths lower your reputation, feed the rumors going around town, and are written into the final reckoning. The town remembers what you fed it. You learn the dungeon over and overThe corridors lay themselves out differently every time. You go down with three picked from six classes. The Torchbearer, the Cartographer, the Rogue, the Herbalist, the Ranger, and the Knight each solve different problems, and there is no lineup that covers everything at once. How long you stay down is your call. After dark you see less, morale sinks, and the dungeon starts filling with things that were not there in daylight. You can mark your way in your own blood, if you're willing to pay for every rune with the party's health and morale. A hero pushed without a break starts tripping over their own fatigue, and sleep debt is repaid only on a bunk at the tavern. You have to rotate the party, because sleep debt does not go away on the march. The game keeps no notes for youCombat runs on a spinning D10, but this is not classic dice rolling. The die spins on screen. You decide when to stop it. Every result is read from the enemy's hidden hit table and can mean a miss, a graze, a full hit, or a critical. Each enemy type has its own layout within a given expedition. The game will not show you the finished table. It will not fill one in after every attack, and it will not write what you have learned into the bestiary. You see a number and what happened after it. If you want to truly know an enemy, you watch, you memorize, or you keep your own notes. The way old games made you draw the dungeon map yourself, this one makes you reconstruct the dice. Within a single expedition that knowledge is yours. You know which numbers to avoid and which are worth stopping on. On the next descent the tables are shuffled again, and old notes stop being the answer. Heroes have their limitsLow morale ends in panic, refusal to fight, supplies smashed in blind fury, or desertion. Hunger stacked on despair can tip into frenzy, and then, depending on the class, a hero attacks a companion, eats an ingredient they found, or throws themselves at the nearest enemy. Death is permanent. The rest of the party loses morale, and what the fallen carried stays below, gone for good unless you go back for it before you leave. The game will not stop the world to shield you from the outcome of one decision. Power does not ask your permissionGrimvard gives orders and imposes reforms that change the terms of life in town. You do not pick them from a list and you do not get a vote. You are handed new rules and expected to keep working in a world that, with every passing day, looks less like a place that can be saved. Dungeon Cooking grew out of the old, unforgiving dungeon games, Beneath Apple Manor and Dungeon Campaign. It does not pretend it is still the eighties. It is a modern game built on an old assumption: your decisions can be wrong, and the game will show you their consequences. And all it will tell you is how much food is left.

Genres und Kategorien

IndieRPGSimulationStrategySingle-playerFull controller supportCamera ComfortCustom Volume Controls#category_playable_at_your_own_paceSteam CloudFamily Sharing

Plattformen und Anforderungen

windows: yesmac: yeslinux: yes
PC
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li>Requires a 64-bit processor and operating system<br></li><li><strong>OS:</strong> Windows 10 (64-bit)<br></li><li><strong>Processor:</strong> Intel Core i3-4150 / AMD FX-6300<br></li><li><strong>Memory:</strong> 2 GB RAM<br></li><li><strong>Graphics:</strong> OpenGL 3.3 compatible (Intel HD 4400 / GeForce GT 730 / Radeon HD 5450)<br></li><li><strong>Storage:</strong> 4 GB available space</li></ul>",
  "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"><li>Requires a 64-bit processor and operating system</li></ul>"
}
Mac
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> macOS 11 Big Sur<br></li><li><strong>Processor:</strong> Apple M1 or Intel Core i5<br></li><li><strong>Memory:</strong> 4 GB RAM<br></li><li><strong>Graphics:</strong> Apple Silicon GPU or Intel Iris / HD Graphics (OpenGL 3.3)<br></li><li><strong>Storage:</strong> 2 GB available space</li></ul>",
  "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"></ul>"
}
Linux
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong>  Ubuntu 20.04 LTS / SteamOS 3.0<br></li><li><strong>Processor:</strong>  Dual-core 2.0 GHz (e.g. Intel Core i3)<br></li><li><strong>Memory:</strong> 2 GB RAM<br></li><li><strong>Graphics:</strong> OpenGL 3.3 compatible (e.g. Intel HD 4000)<br></li><li><strong>Storage:</strong> 2 GB available space</li></ul>",
  "recommended": "<strong>Recommended:</strong><br><ul class=\"bb_ul\"></ul>"
}

Altersfreigaben und Inhalte

dejus{"rating_generated":"1","rating":"14","required_age":"14","banned":"0","use_age_gate":"0","descriptors":"Violência\nAtos criminosos"}
steam_germany{"rating_generated":"1","rating":"16","required_age":"16","banned":"0","use_age_gate":"0","descriptors":"Drastische Gewalt"}
igrs{"rating_generated":"1","rating":"18","required_age":"18","banned":"0","use_age_gate":"0","descriptors":"Kekerasan\nHoror"}

Ausgewählte Änderung

Über das Spiel · 10.11.2026, 13:49

Vorher
<h2 class="bb_tag" >The town is dying.</h2><p class="bb_paragraph" >The king fled before dawn. He took the treasury, the guards, and the last reasons to hope. What remains is hunger, plague, and a town full of people who still need to be fed.</p><p class="bb_paragraph" >In <strong>Dungeon Cooking</strong>, you play as Senomir, assistant to Steward Mściwoj. Your task is to keep the kitchen alive, stock the warehouse, and care for a town that falls further apart with every passing day.</p><p class="bb_paragraph" >Send heroes into a procedurally generated dungeon, gather ingredients, cook meals, and decide what goes into the town warehouse. Citizens eat at noon and at night. Safe food helps them survive. Toxic ingredients can break morale, spread panic, and lead to death.</p><h2 class="bb_tag" >Before an ingredient reaches the pot, you can test it.</h2><p class="bb_paragraph" >On rats, if the laboratory still has any. On heroes, if you are willing to weaken them. On citizens, if you decide the knowledge is worth the cost.</p><p class="bb_paragraph" >This is not a cozy cooking game.</p><p class="bb_paragraph" >It is a dark cooking roguelike about hunger, fear, and the weight of feeding a town where every serving can be salvation or a sentence.</p><h2 class="bb_tag" >Key features</h2><ul class="bb_ul"><li><p class="bb_paragraph" ><strong>Cook for a town on the brink</strong><br>Prepare meals from ingredients found in the dungeon and discover new recipes. Cooking is not just production. It is risk, judgment, and responsibility.</p></li><li><p class="bb_paragraph" ><strong>Stock the warehouse that feeds the town</strong><br>Citizens eat automatically at noon and at night. You decide what goes into the warehouse. Safe food helps people survive. Toxic ingredients can cost the town lives and morale.</p></li><li><p class="bb_paragraph" ><strong>Test ingredients in the laboratory</strong><br>Test ingredients on rats, heroes, or citizens. Every option has a cost. Sometimes moral. Sometimes counted in human lives.</p></li><li><p class="bb_paragraph" ><strong>Send heroes into the dungeon</strong><br>Build a party of three heroes, explore corridors, avoid traps, fight enemies, and return with whatever you can carry.</p></li><li><p class="bb_paragraph" ><strong>Fight through spinning D10 duels</strong><br>Stop the die and watch each strike turn into a miss, a graze, a solid hit, or a critical blow. Enemy types follow learnable patterns during a descent, but each new run reshuffles the risks.</p></li><li><p class="bb_paragraph" ><strong>Care for heroes with limits of their own</strong><br>Each class helps in a different way. The Torchbearer brings vision, the Rogue disarms traps, the Ranger detects threats, the Herbalist helps the party endure, the Knight withstands damage better than anyone, and the Cartographer reveals the dungeon layout. Heroes can die, panic, desert, or snap into desperate violence.</p></li><li><p class="bb_paragraph" ><strong>Live under the Steward</strong><br>Mściwoj gives orders, imposes reforms, and changes the rules of survival. You do not choose his decisions. You acknowledge them and deal with the consequences.</p></li></ul><h2 class="bb_tag" >Food is never just food.</h2><p class="bb_paragraph" ><strong>Dungeon Cooking</strong> combines cooking, town management, dungeon crawling, and morally difficult choices in a world where every serving can keep the town alive or drag it deeper into ruin.</p><p class="bb_paragraph" >It is made as a tribute to old, unforgiving dungeon games like <i>Beneath Apple Manor</i> and <i>Dungeon Campaign</i>, filtered through a grim world of hunger, plague, and a kitchen that must keep running at any cost.</p>
Aktuell
<h2 class="bb_tag" >The town is dying.</h2><p class="bb_paragraph" >The king fled before dawn. He took the treasury, the guard, and the last reason to hope. What was left were people who still needed to be fed, and nobody came forward.</p><p class="bb_paragraph" >You are Dormer, assistant to Steward Grimvard. You run the kitchen, the warehouse, and the laboratory. You have thirty days.</p><p class="bb_paragraph" >Heroes go underground for anything that can go into a pot. They come back with ingredients nobody knows anything about.</p><h2 class="bb_tag" >Who do you test them on?</h2><p class="bb_paragraph" >A rat answers only one question: safe or not. It will not say how bad. Poison builds up in it after every test, so it needs rest between trials, and a strong enough ingredient simply kills it.</p><p class="bb_paragraph" >New rats come from corpses. Read that sentence again, because the whole game rests on it. The better you feed the town, the fewer people die. The fewer people die, the fewer rats you have. The fewer rats you have, the more often you face an ingredient you know nothing about.</p><p class="bb_paragraph" >Then it comes down to a person. A hero, if you can afford to weaken one, or a citizen, who may not survive it. A hero lost in the laboratory will not make the next expedition. A citizen goes on the list of the dead, with a name, a day, and a cause.</p><p class="bb_paragraph" >You can also skip the test entirely and serve people something you never touched yourself.</p><h2 class="bb_tag" >The pot has a bottom</h2><p class="bb_paragraph" >You combine two to five ingredients; the safe ones dilute the poisonous. A bigger pot feeds more mouths, but cooking eats hours you do not have.</p><p class="bb_paragraph" >A dish splits into portions, one per person per meal. The same pot feeds the party below and the town above, so every campfire meal is food taken from somebody upstairs.</p><p class="bb_paragraph" >Feeding the fed gets you nothing. The portions vanish, no strength returns, and at the first exertion someone brings it all up in a corridor or mid-fight and loses a turn.</p><p class="bb_paragraph" >The cook grows practiced with ingredients she cooks often. She works faster, but she takes no responsibility for what comes out of the pot.</p><h2 class="bb_tag" >The town eats at noon and at dusk</h2><p class="bb_paragraph" >You do not hand out meals yourself. The townspeople go to the warehouse on their own, at set hours, and take what you left there. The decision was made earlier, and at that moment you may be underground, two floors down.</p><p class="bb_paragraph" >Safe food buys another day. Tainted food takes your morale first, then your health, then your life. An empty table kills too, only slower and quieter.</p><p class="bb_paragraph" >Tainted dishes and deaths lower your reputation, feed the rumors going around town, and are written into the final reckoning. The town remembers what you fed it.</p><h2 class="bb_tag" >You learn the dungeon over and over</h2><p class="bb_paragraph" >The corridors lay themselves out differently every time. You go down with three picked from six classes. The Torchbearer, the Cartographer, the Rogue, the Herbalist, the Ranger, and the Knight each solve different problems, and there is no lineup that covers everything at once.</p><p class="bb_paragraph" >How long you stay down is your call. After dark you see less, morale sinks, and the dungeon starts filling with things that were not there in daylight. You can mark your way in your own blood, if you're willing to pay for every rune with the party's health and morale.</p><p class="bb_paragraph" >A hero pushed without a break starts tripping over their own fatigue, and sleep debt is repaid only on a bunk at the tavern. You have to rotate the party, because sleep debt does not go away on the march.</p><h2 class="bb_tag" >The game keeps no notes for you</h2><p class="bb_paragraph" >Combat runs on a spinning D10, but this is not classic dice rolling.</p><p class="bb_paragraph" >The die spins on screen. You decide when to stop it.</p><p class="bb_paragraph" >Every result is read from the enemy's hidden hit table and can mean a miss, a graze, a full hit, or a critical. Each enemy type has its own layout within a given expedition.</p><p class="bb_paragraph" >The game will not show you the finished table. It will not fill one in after every attack, and it will not write what you have learned into the bestiary. You see a number and what happened after it.</p><p class="bb_paragraph" >If you want to truly know an enemy, you watch, you memorize, or you keep your own notes. The way old games made you draw the dungeon map yourself, this one makes you reconstruct the dice.</p><p class="bb_paragraph" >Within a single expedition that knowledge is yours. You know which numbers to avoid and which are worth stopping on. On the next descent the tables are shuffled again, and old notes stop being the answer.</p><h2 class="bb_tag" >Heroes have their limits</h2><p class="bb_paragraph" >Low morale ends in panic, refusal to fight, supplies smashed in blind fury, or desertion. Hunger stacked on despair can tip into frenzy, and then, depending on the class, a hero attacks a companion, eats an ingredient they found, or throws themselves at the nearest enemy.</p><p class="bb_paragraph" >Death is permanent. The rest of the party loses morale, and what the fallen carried stays below, gone for good unless you go back for it before you leave.</p><p class="bb_paragraph" >The game will not stop the world to shield you from the outcome of one decision.</p><h2 class="bb_tag" >Power does not ask your permission</h2><p class="bb_paragraph" >Grimvard gives orders and imposes reforms that change the terms of life in town. You do not pick them from a list and you do not get a vote. You are handed new rules and expected to keep working in a world that, with every passing day, looks less like a place that can be saved.</p><p class="bb_paragraph" ><strong>Dungeon Cooking</strong> grew out of the old, unforgiving dungeon games, <i>Beneath Apple Manor</i> and <i>Dungeon Campaign</i>. It does not pretend it is still the eighties.</p><p class="bb_paragraph" >It is a modern game built on an old assumption: your decisions can be wrong, and the game will show you their consequences.</p><p class="bb_paragraph" >And all it will tell you is how much food is left.</p><p class="bb_paragraph" ></p>
Raw AppDetails anzeigen
{
  "4756260": {
    "success": true,
    "data": {
      "type": "game",
      "name": "Dungeon Cooking",
      "steam_appid": 4756260,
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      "controller_support": "full",
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      "detailed_description": "<h2 class=\"bb_tag\" >The town is dying.</h2><p class=\"bb_paragraph\" >The king fled before dawn. He took the treasury, the guard, and the last reason to hope. What was left were people who still needed to be fed, and nobody came forward.</p><p class=\"bb_paragraph\" >You are Dormer, assistant to Steward Grimvard. You run the kitchen, the warehouse, and the laboratory. You have thirty days.</p><p class=\"bb_paragraph\" >Heroes go underground for anything that can go into a pot. They come back with ingredients nobody knows anything about.</p><h2 class=\"bb_tag\" >Who do you test them on?</h2><p class=\"bb_paragraph\" >A rat answers only one question: safe or not. It will not say how bad. Poison builds up in it after every test, so it needs rest between trials, and a strong enough ingredient simply kills it.</p><p class=\"bb_paragraph\" >New rats come from corpses. Read that sentence again, because the whole game rests on it. The better you feed the town, the fewer people die. The fewer people die, the fewer rats you have. The fewer rats you have, the more often you face an ingredient you know nothing about.</p><p class=\"bb_paragraph\" >Then it comes down to a person. A hero, if you can afford to weaken one, or a citizen, who may not survive it. A hero lost in the laboratory will not make the next expedition. A citizen goes on the list of the dead, with a name, a day, and a cause.</p><p class=\"bb_paragraph\" >You can also skip the test entirely and serve people something you never touched yourself.</p><h2 class=\"bb_tag\" >The pot has a bottom</h2><p class=\"bb_paragraph\" >You combine two to five ingredients; the safe ones dilute the poisonous. A bigger pot feeds more mouths, but cooking eats hours you do not have.</p><p class=\"bb_paragraph\" >A dish splits into portions, one per person per meal. The same pot feeds the party below and the town above, so every campfire meal is food taken from somebody upstairs.</p><p class=\"bb_paragraph\" >Feeding the fed gets you nothing. The portions vanish, no strength returns, and at the first exertion someone brings it all up in a corridor or mid-fight and loses a turn.</p><p class=\"bb_paragraph\" >The cook grows practiced with ingredients she cooks often. She works faster, but she takes no responsibility for what comes out of the pot.</p><h2 class=\"bb_tag\" >The town eats at noon and at dusk</h2><p class=\"bb_paragraph\" >You do not hand out meals yourself. The townspeople go to the warehouse on their own, at set hours, and take what you left there. The decision was made earlier, and at that moment you may be underground, two floors down.</p><p class=\"bb_paragraph\" >Safe food buys another day. Tainted food takes your morale first, then your health, then your life. An empty table kills too, only slower and quieter.</p><p class=\"bb_paragraph\" >Tainted dishes and deaths lower your reputation, feed the rumors going around town, and are written into the final reckoning. The town remembers what you fed it.</p><h2 class=\"bb_tag\" >You learn the dungeon over and over</h2><p class=\"bb_paragraph\" >The corridors lay themselves out differently every time. You go down with three picked from six classes. The Torchbearer, the Cartographer, the Rogue, the Herbalist, the Ranger, and the Knight each solve different problems, and there is no lineup that covers everything at once.</p><p class=\"bb_paragraph\" >How long you stay down is your call. After dark you see less, morale sinks, and the dungeon starts filling with things that were not there in daylight. You can mark your way in your own blood, if you're willing to pay for every rune with the party's health and morale.</p><p class=\"bb_paragraph\" >A hero pushed without a break starts tripping over their own fatigue, and sleep debt is repaid only on a bunk at the tavern. You have to rotate the party, because sleep debt does not go away on the march.</p><h2 class=\"bb_tag\" >The game keeps no notes for you</h2><p class=\"bb_paragraph\" >Combat runs on a spinning D10, but this is not classic dice rolling.</p><p class=\"bb_paragraph\" >The die spins on screen. You decide when to stop it.</p><p class=\"bb_paragraph\" >Every result is read from the enemy's hidden hit table and can mean a miss, a graze, a full hit, or a critical. Each enemy type has its own layout within a given expedition.</p><p class=\"bb_paragraph\" >The game will not show you the finished table. It will not fill one in after every attack, and it will not write what you have learned into the bestiary. You see a number and what happened after it.</p><p class=\"bb_paragraph\" >If you want to truly know an enemy, you watch, you memorize, or you keep your own notes. The way old games made you draw the dungeon map yourself, this one makes you reconstruct the dice.</p><p class=\"bb_paragraph\" >Within a single expedition that knowledge is yours. You know which numbers to avoid and which are worth stopping on. On the next descent the tables are shuffled again, and old notes stop being the answer.</p><h2 class=\"bb_tag\" >Heroes have their limits</h2><p class=\"bb_paragraph\" >Low morale ends in panic, refusal to fight, supplies smashed in blind fury, or desertion. Hunger stacked on despair can tip into frenzy, and then, depending on the class, a hero attacks a companion, eats an ingredient they found, or throws themselves at the nearest enemy.</p><p class=\"bb_paragraph\" >Death is permanent. The rest of the party loses morale, and what the fallen carried stays below, gone for good unless you go back for it before you leave.</p><p class=\"bb_paragraph\" >The game will not stop the world to shield you from the outcome of one decision.</p><h2 class=\"bb_tag\" >Power does not ask your permission</h2><p class=\"bb_paragraph\" >Grimvard gives orders and imposes reforms that change the terms of life in town. You do not pick them from a list and you do not get a vote. You are handed new rules and expected to keep working in a world that, with every passing day, looks less like a place that can be saved.</p><p class=\"bb_paragraph\" ><strong>Dungeon Cooking</strong> grew out of the old, unforgiving dungeon games, <i>Beneath Apple Manor</i> and <i>Dungeon Campaign</i>. It does not pretend it is still the eighties.</p><p class=\"bb_paragraph\" >It is a modern game built on an old assumption: your decisions can be wrong, and the game will show you their consequences.</p><p class=\"bb_paragraph\" >And all it will tell you is how much food is left.</p><p class=\"bb_paragraph\" ></p>",
      "about_the_game": "<h2 class=\"bb_tag\" >The town is dying.</h2><p class=\"bb_paragraph\" >The king fled before dawn. He took the treasury, the guard, and the last reason to hope. What was left were people who still needed to be fed, and nobody came forward.</p><p class=\"bb_paragraph\" >You are Dormer, assistant to Steward Grimvard. You run the kitchen, the warehouse, and the laboratory. You have thirty days.</p><p class=\"bb_paragraph\" >Heroes go underground for anything that can go into a pot. They come back with ingredients nobody knows anything about.</p><h2 class=\"bb_tag\" >Who do you test them on?</h2><p class=\"bb_paragraph\" >A rat answers only one question: safe or not. It will not say how bad. Poison builds up in it after every test, so it needs rest between trials, and a strong enough ingredient simply kills it.</p><p class=\"bb_paragraph\" >New rats come from corpses. Read that sentence again, because the whole game rests on it. The better you feed the town, the fewer people die. The fewer people die, the fewer rats you have. The fewer rats you have, the more often you face an ingredient you know nothing about.</p><p class=\"bb_paragraph\" >Then it comes down to a person. A hero, if you can afford to weaken one, or a citizen, who may not survive it. A hero lost in the laboratory will not make the next expedition. A citizen goes on the list of the dead, with a name, a day, and a cause.</p><p class=\"bb_paragraph\" >You can also skip the test entirely and serve people something you never touched yourself.</p><h2 class=\"bb_tag\" >The pot has a bottom</h2><p class=\"bb_paragraph\" >You combine two to five ingredients; the safe ones dilute the poisonous. A bigger pot feeds more mouths, but cooking eats hours you do not have.</p><p class=\"bb_paragraph\" >A dish splits into portions, one per person per meal. The same pot feeds the party below and the town above, so every campfire meal is food taken from somebody upstairs.</p><p class=\"bb_paragraph\" >Feeding the fed gets you nothing. The portions vanish, no strength returns, and at the first exertion someone brings it all up in a corridor or mid-fight and loses a turn.</p><p class=\"bb_paragraph\" >The cook grows practiced with ingredients she cooks often. She works faster, but she takes no responsibility for what comes out of the pot.</p><h2 class=\"bb_tag\" >The town eats at noon and at dusk</h2><p class=\"bb_paragraph\" >You do not hand out meals yourself. The townspeople go to the warehouse on their own, at set hours, and take what you left there. The decision was made earlier, and at that moment you may be underground, two floors down.</p><p class=\"bb_paragraph\" >Safe food buys another day. Tainted food takes your morale first, then your health, then your life. An empty table kills too, only slower and quieter.</p><p class=\"bb_paragraph\" >Tainted dishes and deaths lower your reputation, feed the rumors going around town, and are written into the final reckoning. The town remembers what you fed it.</p><h2 class=\"bb_tag\" >You learn the dungeon over and over</h2><p class=\"bb_paragraph\" >The corridors lay themselves out differently every time. You go down with three picked from six classes. The Torchbearer, the Cartographer, the Rogue, the Herbalist, the Ranger, and the Knight each solve different problems, and there is no lineup that covers everything at once.</p><p class=\"bb_paragraph\" >How long you stay down is your call. After dark you see less, morale sinks, and the dungeon starts filling with things that were not there in daylight. You can mark your way in your own blood, if you're willing to pay for every rune with the party's health and morale.</p><p class=\"bb_paragraph\" >A hero pushed without a break starts tripping over their own fatigue, and sleep debt is repaid only on a bunk at the tavern. You have to rotate the party, because sleep debt does not go away on the march.</p><h2 class=\"bb_tag\" >The game keeps no notes for you</h2><p class=\"bb_paragraph\" >Combat runs on a spinning D10, but this is not classic dice rolling.</p><p class=\"bb_paragraph\" >The die spins on screen. You decide when to stop it.</p><p class=\"bb_paragraph\" >Every result is read from the enemy's hidden hit table and can mean a miss, a graze, a full hit, or a critical. Each enemy type has its own layout within a given expedition.</p><p class=\"bb_paragraph\" >The game will not show you the finished table. It will not fill one in after every attack, and it will not write what you have learned into the bestiary. You see a number and what happened after it.</p><p class=\"bb_paragraph\" >If you want to truly know an enemy, you watch, you memorize, or you keep your own notes. The way old games made you draw the dungeon map yourself, this one makes you reconstruct the dice.</p><p class=\"bb_paragraph\" >Within a single expedition that knowledge is yours. You know which numbers to avoid and which are worth stopping on. On the next descent the tables are shuffled again, and old notes stop being the answer.</p><h2 class=\"bb_tag\" >Heroes have their limits</h2><p class=\"bb_paragraph\" >Low morale ends in panic, refusal to fight, supplies smashed in blind fury, or desertion. Hunger stacked on despair can tip into frenzy, and then, depending on the class, a hero attacks a companion, eats an ingredient they found, or throws themselves at the nearest enemy.</p><p class=\"bb_paragraph\" >Death is permanent. The rest of the party loses morale, and what the fallen carried stays below, gone for good unless you go back for it before you leave.</p><p class=\"bb_paragraph\" >The game will not stop the world to shield you from the outcome of one decision.</p><h2 class=\"bb_tag\" >Power does not ask your permission</h2><p class=\"bb_paragraph\" >Grimvard gives orders and imposes reforms that change the terms of life in town. You do not pick them from a list and you do not get a vote. You are handed new rules and expected to keep working in a world that, with every passing day, looks less like a place that can be saved.</p><p class=\"bb_paragraph\" ><strong>Dungeon Cooking</strong> grew out of the old, unforgiving dungeon games, <i>Beneath Apple Manor</i> and <i>Dungeon Campaign</i>. It does not pretend it is still the eighties.</p><p class=\"bb_paragraph\" >It is a modern game built on an old assumption: your decisions can be wrong, and the game will show you their consequences.</p><p class=\"bb_paragraph\" >And all it will tell you is how much food is left.</p><p class=\"bb_paragraph\" ></p>",
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