
Beastro
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Beastro
As Panko, you run a restaurant in Palo Pori while monsters threaten the village beyond its protective wall. Gather ingredients, grow produce, and tackle cooking minigames to serve townsfolk and Caretakers. The meals you prepare shape the Caretakers’ cards and options in turn-based deckbuilding battles against monsters. Steam player reviews: 92% positive from 623 reviews.
Credits
Lowest recorded in 36 months
$11.532026-07-28 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| Spanish | Yes | Yes | — |
Show 1 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Japanese | Yes | Yes | — |
Steam PC edition data · 2026-10-13
02Before you buy
Play and control
The Steam PC version supports single-player and full controller input.
Language
Confirmed interface languages are English, Simplified Chinese, Russian, and Japanese. Subtitles are listed for these languages; full audio is not.
03Frequently asked questions
What do you do in the game?
You play Panko, run a restaurant, and serve meals to the Caretakers that shape their cards for combat.
How does combat work?
Combat is turn-based deckbuilding, using flavor magic and ideas inspired by traditional trick-taking card games.
Can you grow ingredients and customize the restaurant?
Yes. Gathering ingredients, caring for animals, growing produce, and decorating the restaurant are part of the game.
“Ever wanted your cooking to actually be your deck? Beastro chains farming, running a diner and nightly card battles into one cause-and-effect loop — cozy on the surface, with real flavor-matching puzzles underneath. Just don't expect a long campaign.”
Our Verdict
Beastro looks cozy, but dinner is the deckbuilder

Beastro is one of those 2026 indie games that looks like it’s just here to tuck you in with warm soup, cute animals, and storybook colors. And yeah, it does that. But don’t let the cozy wrapper fool you. This is a strategy game wearing an apron. My overall score lands around a 7.8 out of 10, because when it works, it’s clever as hell. When it drags, you really feel the seams.
The big twist is simple, and it’s the reason Beastro stands out: you don’t win fights to earn cards. You cook the cards into existence. Your morning foraging feeds into your afternoon diner work, and that feeds into your nightly card battles. Ingredients have traits. Recipes shape a Caretaker’s deck. Then combat asks you to care about Salty, Sweet, and Umami matching instead of just slamming the biggest number on the table. That turns cooking from a cute side activity into the actual strategy layer.
That’s also what separates it from something like Dave the Diver. Dave’s day-and-night structure is more of a smart mash-up: one half feeds the other, but they still feel like separate modes stitched together. Beastro is more direct. The carrot you gathered, the dish you cooked, the flavor profile you built — that’s the fight. That cause-and-effect chain is the whole pitch, and honestly, it’s the best reason to play it.
It helps that the presentation has a real identity. The puppet-theatre battle staging is easily one of the most memorable things here, and the warm storybook art style gives the whole game a gentle, handmade feel. The tone is welcoming, the systems come in layer by layer, and it almost never feels like the game is waiting to punish you for not optimizing perfectly. That matters, because the card stuff can get more involved than the screenshots suggest.
The sweet spot is Stardew comfort with Slay the Spire homework

If you like Stardew Valley-style daily routines, but you’re also fine chewing on deckbuilding decisions, Beastro is aimed right at you. Not the “I only want to water crops and decorate my room” crowd. Not the “give me a brutal 200-hour roguelike ladder” crowd either. It sits in the middle, and that middle is pretty specific.
The campaign is not huge. You’re looking at roughly 8 to 15 hours, depending on how you play, so don’t come in expecting an endless life sim that eats your whole summer. Some players have also reported a nasty issue where finishing the final quest can lock them out of their save and force a restart. That’s the kind of bug that absolutely matters in a short campaign, because replaying isn’t always charming when it wasn’t your choice.
The quality-of-life stuff is also behind where it should be. No running, no fast travel, and no full key rebinding makes the mid-game gathering feel more repetitive than it needs to. And yeah, reviewers saying it badly needs time-savers? I get it. The three-phase day is smart on paper, but once you’ve seen the loop settle in, shaving friction off travel and collection would’ve made a big difference.
Then there’s combat. I like the flavor-matching idea, but night battles can lean too hard on luck. A bad draw can leave you with no real mitigation and not much to do except take the hit and grind through it. That’s going to annoy strategy players who want full control, and it’s going to surprise cozy players who thought the diner was the whole game. Neither reaction is the game’s fault exactly, but both are worth knowing before you commit.
Game Pass is the easiest yes; Steam is for keeping it

Platform-wise, the cleanest recommendation is this: if you’ve got Xbox Game Pass, just play it there. Beastro launched day one into Game Pass, and that removes so much friction. For a game with a short campaign, a few rough edges, and a really specific hybrid pitch, that’s the perfect way to try it without overthinking the purchase.
If you want long-term ownership on PC, Steam makes sense. The Steam reception is strong too: 91% positive from 423 reviews, sitting at Very Positive. That’s not a giant sample, but it is a real signal that the people who clicked with Beastro clicked hard. And if you’re seeing broader review averages floating around roughly the low eights, that lines up with my read. This is a solid, charming, mechanically interesting indie — not flawless, not massive, but absolutely not disposable.
So here’s the blunt version. Beastro is easy to recommend to players who want cozy structure with real strategic bite. It’s for people who enjoy the rhythm of gathering, cooking, serving, and preparing, but still want their choices to matter in battle. It’s less easy to recommend if you only want farming and diner management, because the card combat is not optional background noise. It asks you to read, match, build, and adapt.
And if you’re a hardcore deckbuilder player chasing long-term difficulty, endless replay value, and tight balance every night, this probably won’t be your main game either. Beastro’s best as a compact, clever hybrid with a fantastic presentation hook and a few annoying missing conveniences.
I’m glad it exists. I just wish it moved faster, smoothed out the late-game friction, and didn’t leave some players worrying about their save after the final quest.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
Initially I was excited to find a good cooking game, but in the end I am incredibly disappointed. Once you beat the final story quest you're locked out of your save file and need to start from scratch. I don't want to keep replaying the game from zero just to try all the routes for the locations. It feels like the game cuts you off right before the mid-game should start. Unless there's going to be more content that lets you continue playing I wouldn't reccommend getting attached to the save or the characters.Show moreShow less
A Cozy Game With Some Uncomfortable Shoes Beastro is a charming game with unique character designs, a whimsical story that knows it's not the main attraction, and a gameplay loop of: gather ingredients, cook for customers through minigames, then send your heroes into deckbuilding combat fueled by the meals you've prepared. On paper, that's a genuinely clever concept. In practice, it's a bit of a mixed bag. The gathering gets old fast After around 5 hours, exploring the world becomes a slog. There's no running, no jumping, just a single default jogging speed across terrain that's mostly flat but occasionally makes you wish you could hop up or down a ledge instead of looping around it again. Some form of fast travel would go a long way here. The card combat is the bigger disappointment It's what initially hooked me, but it turns out to be a glorified 6-way rock-paper-scissors with flavor labels slapped on. There are interesting modifier ideas like holding back a card to earn a buff from it, but none of them matter when brute forcing enemies with raw damage is always the more efficient path. The strategic depth just isn't there yet, or at least isn't incentivized. If you're in it purely for the cozy cooking vibes, there's enjoyment to be found. But if the deckbuilding was your draw, temper your expectations. A solid 3/5. It's not Dave the Diver but that game set a high bar for this genre, so don't go in expecting that level of polish and depth. Something kept me from hitting refund, which is more than I can say for a lot of games in my library. Hoping the devs follow through with some QoL updates, because there's a genuinely good game trying to get out here.Show moreShow less
14 hours played. Completed on Day 21 with most side content and upgrades unlocked. Beastro is a fantasy RPG deckbuilder mixed with restaurant management, cooking, gathering, and turn-based combat. It has a charming art style, campy dialogue, and a nostalgic mascot-game energy that feels like something from the early PS3 era. Honestly, that charm is what kept me playing. Unfortunately, I can't recommend it in its current state. The best way I can describe Beastro is through its own theme: imagine going to a restaurant and ordering a full-course meal. Everyone tells you the food is delicious. The presentation is great. You sit down expecting something substantial. Instead, you get a really good sandwich. It tastes great, but when you leave, you still feel hungry. That's Beastro in a nutshell. Almost every system introduces a great idea, then stops before it reaches its full potential. The gathering starts off relaxing but quickly becomes repetitive. Every day and night you're collecting ingredients, feeding animals, fishing, and running the same routes. Automation exists, but arrives so late that much of the game has already become routine. The restaurant side suffers from a similar issue. Cooking is presented through Cooking Mama-style minigames, but they barely evolve throughout the entire game. Regardless of the dish you're preparing, you're largely performing the same actions over and over again. The process feels more like an abstraction of cooking than actual cooking. The strongest mechanic by far is the deckbuilding. Ingredients become cards, flavors interact through a rock-paper-scissors style system, and preparing meals directly affects combat performance. It's a clever idea and initially feels like the game's big selling point. When I completed this initial set up, I thought of it as a clever introduction to how the deck could be built. I didn’t think much of it, only the possibilities that come with it. I believe this is it, this is where the game will truly shine. Later on, you will learn to chop up ingredients to help reduce the size and fit more in at the cost of power. You could cook up ingredients to improve flavor and making it stronger. Maybe they would add seasoning to the placed ingredients where you could alter the bars without filling more space. Boiling ingredients to alter the shape. Later, they could even introduce fusing ingredients together via cooking, adding effects that you could cook further with the right skills and ingredients. Messing up your cooking could add negative effects that can be mitigated in future runs with practice. Maybe even have flavors infused into each card, a mix between the flavors two allowing them to affect more cards. Even better, Caretakers having their own special skills that would activate when they have a set of cards used. Like a ritual sequence. Used for big boss fights and hitting really, really hard. Or a lot. Or a special effect exclusive to your Caretaker. I was excited to see what they were gonna show off. The problem is that the system never grows much beyond its introduction. Combat remains relatively simple throughout the game, relying heavily on flavor matching and number comparisons. While there are synergies and effects to consider, the depth never reaches the level that deckbuilding fans might expect. Eventually, upgrades begin increasing card values enough that many encounters become trivial, reducing the need for strategy altogether. The world itself feels similarly underdeveloped. The setting is interesting, but exploration is limited, NPC interactions are sparse, and most progression happens through static maps with little variety. Ironically, many upgrades eventually provide resources that make portions of the adventure maps feel unnecessary, turning what should be rewarding gameplay into filler. That's what ultimately frustrated me. Beastro isn't a bad game. In fact, it's full of good ideas. The story is entertaining, the characters are likable, and the overall atmosphere is genuinely charming. But almost every mechanic feels like the first draft of something that could have been excellent. For a sale price, it's easy enough to recommend to players looking for a casual experience and a unique premise. At full price, however, I don't think the content or depth is there yet. There's a lot of potential here. That's exactly why this review is so critical. I wanted to love this game. Instead, I walked away feeling like I had been served a very tasty appetizer when I was expecting a full meal.Show moreShow less
Perfect mix of fun mini games, cozy foraging, and deck building adventure. The puppet combat artwork is incredible and it's extremely satisfying creating the perfect meal. The story is super fun and the game itself has high replayability, highly recommend!Show moreShow less
I leave this game a review so that hopefully the devs will see it and follow through with some feedback: i wish i could leave a neutral or mixed review. I think this game has potential, but there would need to be some considerable reworks. The positives: i enjoy the worldbuilding, art direction, basic card system, and methods of storytelling that the game does. The use of color, shapes, and sound all bring together quite a lovely and intriguing world. The way of telling our character how the combat character's days went through a puppet show is such a cool and cute idea story wise, and does put a little distance between you and those characters. The character designs are well done and convey their personalities and backgrounds fairly well. The negatives: the cooking shift minigames every day are downright boring and repetitive until you feed your customers who'll be the ones you do the combat with, in which you do the deckbuilding segment, but i still wish there was more actual cooking to both the deckbuilding and the customer serving it rather than what just feels like a cooking theme, esp if we're supposed to be playing from the perspective of a chef. I feel like it should say smth that the only minigame i actually enjoyed and felt like i was cooking with was the saute one but even then i feel like there could be more to it. More in depth thought: Within my playtime, i have strongly wanted there to be more... effort? thought? put into many of the segments of the gameplay. Currently, I find myself rushing through the day to get to the cardbuilding segment, wishing the cooking was far more engaging and finding that i sometimes build my deck poorly in my haste to get to actually enjoyable gameplay. The game pitches a very strong concept, having stories of our caretakers told tby them to us through the perspective of one who ensures they have the fuel they need to take on their adventures rings a bit hollow when the portion of doing that for them feels so repetitive and boring. It unfortunately comes across almost like the actual cooking part of the game, the main thing our pc does with their day, was an afterthought when it came to implementation and makes you feel less connection with your character's perspective. Im regularly looking for new cooking games that give me a genuine feeling of cooking and thought this could be one of them but it missed the mark and I'm hoping that changes. I've enjoyed my time in the world exploring the concepts theyre putting out there and finding out new things about how it works, but i get to the main gameplay and it feels....hollow, which leads me to less motivation to continue launching it and playing it further at the moment. As another review said, its like showing up to a restaurant that's well liked and praised for its meals, only to walk away hungry having only been served a small appetizer. Unless the systems change for the better, I can't see myself changing my review.Show moreShow less
This is a beautiful, fun, sweet, cute game that absolutely deserves all of the positive attention that it could get. I will address one issue that left a sour taste in my mouth that it appears others have had as well: The End Game. I don't believe that a game needs to be 80 hours long in order to be good. I don't think that a game needs to have an extensive postgame in order to be justified. And to a certain degree, the Thumbs Down aren't entirely incorrect, that the auto-save function seems to lock you into just fighting the final boss and then 'ending' the game. However, what you CAN do is choose to lose and then you can resume playing the game as normal, exploring the dungeons, trying to find all the recipes, unlock all of the ornaments and outfits and the like. But I can also agree how that would be a bitter pill to swallow that you have to intentionally die in order to keep playing the game that you've been enjoying. If I wanted to get a little bit spicy, I would have liked it if, after the end credits rolled, there was some scene along the lines of [spoilers]"The Remnants are closed, but there's still monsters out there, so we need to keep protecting people"[/spoilers] as an excuse to let us keep playing the game, it would leave people a lot less salty. I can't think of a way to slip the word Umami into this review in any kind of a subtle way, so I'll just say: The game is fun. If you're moderately competent at deck builders and minigames, you'll beat the game in about 12 hours, and if you think that 20 dollars is worth 12 hours of entertainment, then this is definitely worth your money.Show moreShow less
I was so tremendously excited for this game to release, because I absolutely adored the demo. I love cooking sims, I crave farming sims that aren't totally automation-focused, building up a village is always a treat, and the conceit of feeding the fighters to build their decks for when they go out sounded like it could have some real depth. Unfortunately, after the first few hours the game largely runs out of steam. The farming is fine, but you have to run around the entire town every single day to gather ingredients. This could've been okay if there were more things to do around town, but none of the NPCs have anything new to say, there's nothing to discover, nothing changes in the day-to-day, so it's just empty running. This could have been fixed by having more dialogue, a gift system, or random vignettes, but there's nothing. It would also be nice if the farming had some complexity to it, but it's mostly just pressing the harvest button. The cooking is neat, and there's a nice diversity of dishes and recipes with imaginative ingredients and great art. However, the ingredient learning system is oddly punishing, the minigames get no explanation, and growing the restaurant's popularity/appeal doesn't feel rewarding outside of just getting money. Plus, the differences in ingredient availability are quite extreme, especially considering how you're given no other incentive to go to old areas and, thus, will likely end up with those ingredients being on a timer (unless you want to just halt progress for a few days, which again means more tedious running around). Making dishes for the fighters (caretakers) is great fun at first, implying a lovely balancing act between fulfilling their desires and anticipating what you'll need without making too bloated of a deck, but the game punishes cleverness. Bosses are orders of magnitude more difficult than any of the other content, so essentially you need to build a deck that has the bare minimum of cards to counter an area's primary flavor, then try to stack your deck to specifically counter the boss, because you really can't do both. The rock-paper-scissors nature of things means a card is either useful or it isn't, and if you don't have useful cards, mulligan until you do. So, rather than feeling like you're piecing together an intricate strategy, you're just trying to get as many big numbers of the right type as you can, cheapening the whole fantasy. It's still a beautiful game, with wonderful designs and excellent use of color and some really nice music, but it would need some fundamental changes to really meet its potential.Show moreShow less
Pros: -Cozy and neat art style -Gameplay loop feels comfortable, with options to ease chores as the game goes on as you need more resources -Serviceable story and pacing -A very *palatable* depth to the minigames Cons: -Deck building doesn't evolve too far after the initial introduction, even with card effects. -Not all minigames have a scaling difficulty -Not being able to play the game after the last mission -And the worst thing, Clammers only having 10 levels tied to it. The old man can have a rest at night, i want to beat his silly little game until i reach the moon. Overall, a very good game to spend 7-10 hours in for some comfy days of cooking and combat.Show moreShow less
I have finished Beastro and decided to keep the "Not Recommended" rating. Not because I don't like the game, but because I liked it so much that it disappointed me. Here is my full review: [Playtime] A bit short, with 23 hours to reach 100%. It's kinda sad that I couldn't play this game like a farming life sim. It also has about half the playtime of Slay the Spire. The graphics seem to be targeting long-term playtime, so I didn't expect it to be this short. [Graphics] Too demanding for the genre. With this type of game, I prefer graphics closer to Story of Seasons. The 3D camera and free open-world movement feel overkill for this genre. Unreal Engine 5 also doesn't help with the heavy graphical demands. Dev could halve the model polygons and it would still look great. I played this game on Legion Go 1 and had to reduce the graphics to 50% scaling at 800p on medium settings just to reach 60fps. For comparison, the Legion Go 1 can run Forza Horizon 5 at 120fps on medium settings. Also, you can't fully disable motion blur. That said, I do love the style of the roguelite gameplay. [Final feeling after 100%] Dissatisfaction. Not because I hate this game, but because it feels like a missed opportunity. The devs focused on the wrong things during development. They could have made Beastro a roguelite card game with life-sim elements similar to Story of Seasons or Stardew Valley. Instead, they focused on boring cooking minigames with a lack of ingredients, along with fancy, overkill graphics for a game that doesn't need that much. [Message for dev] (Spoiler) If you are still willing to work on this title, I hope you will add more DLC and continue improving the game. I think reducing the graphics and extending the gameplay would help the game attract more players. The closed ending feels very unnecessary. This is not OneShot, Undertale, or any story-focused indie game. There doesn't need to be a reason to stop going out into the wild, it just doesn't make sense. Anyway, thank you for the game, and sorry that I have to give a "Not Recommended" rating, but it suits the current state of the game. --------------------------- [Origital review] I love this game so far, but sorry, I have to give a thumbs down because of game progression. The practice cooking is unnecessarily hard. The ingredients will be gone every time you fail. This wastes a lot of time and effort for rare ingredients that are very hard to get. It took me 15 minutes to get a single tail just to practice cooking. I also failed all 3 running carrots I could get. And this is just early game with ingredients that are supposed to be "easy." How hard is it going to be in the late game?! The punishment for failing practice cooking is too much! At least I can reload the save file if I fail, but then what is the point of losing the ingredient besides inconvenience and frustration toward players? I will change the review if this will be changed in the future. Because this frustrated me so much for the game I want to play!Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.