Digital Nomad Tycoon
Idle tycoon simulation
Start as an intern in Bali and build a global tech empire with SaaS products, your own company and a simulated stock and crypto market.
The food fights back
One thumb. Thirty minutes. An entire kitchen trying to cook you. A free, offline roguelike survival game for Android — with nothing for sale.
Bu sayfa Türkçe de var: Chef Survivor — Türkçe
The Kitchen
A chef is trapped in a cursed kitchen, and the ingredients have opinions. In Chef Survivor you never press an attack button — you move, and your cookware does the rest. It is a survivors-like, or bullet heaven: the genre where the crowd fills the screen and your build decides whether you are still standing when it does.
Steer with one thumb while the pantry closes in. Every level-up deals a hand of upgrade cards — a new weapon, a deeper upgrade, or a passive that changes how everything else behaves. Pair the right weapon with the right passive and it evolves into something the recipe never called for. Survive twenty-eight minutes and the kitchen's boss turns up. Between runs, spend what you earned on permanent upgrades, new chefs and new kitchens — and take another swing at the timer that beat you.
Runs are seeded and deterministic, which is what makes the Daily Special worth arguing about: everyone in the world gets the same kitchen and the same chaos on the same day, so a better result is a better result. Lost runs still pay — coins go into upgrades that every chef keeps forever.
Version 2.0 rebuilt the whole kitchen in 3D. Every chef, monster, boss, weapon and item is now a 3D model in an isometric kitchen, with a walk, a swing and a hit flash of its own; combos burst into shockwaves, chests land in pillars of light and bosses take the camera when they arrive, all to new music. Runs start busier, a second miniboss turns up mid-run and elites carry chests — while no burst can take more than 40% of your health in a single second, so a death is one you saw coming. Between runs the lobby keeps a tip jar that fills while you are away, and the level-up cards now mark the passive that evolves a weapon you already carry.
Core Features
Every chef, monster, boss, weapon and item is a 3D model in an isometric kitchen, with a walk, a swing and a hit flash of its own. Combos burst into shockwaves, chests land in pillars of light, bosses take the camera — and it runs at 60 fps on modest phones, adapting on its own when one struggles.
Twelve behaviour archetypes, from chasers and shooters to shielders and healers — and a Golden Goose that runs off with a chest unless you catch it. Bosses run two to four phases and change the rules when they enrage — Tomato Titan sends his regards.
Every weapon has exactly one evolution, unlocked by exactly one catalyst passive. Max the weapon, hold the passive, and the next golden card — or the next supply crate — turns a Frying Pan into an Inferno Pan.
Each starts with a different weapon and bends the run a different way — some with a rule of their own: Kenji carries two weapons and nothing else, Morgana reads four cards a level, B.O.L.T. evolves weapons without a catalyst, Sunny drinks an espresso shot. Seven are bought with coins; eight are earned by what you actually did.
Thirty-minute Classic, ten-minute Quick Cook, Endless with compounding loops, Boss Rush back-to-back, and the date-seeded Daily Special. Every kitchen after the first has a hazard of its own — lava vents, conveyor belts, wind, void rifts — and a 0–10 Heat dial: tougher enemies, more coins.
Numbered levels with one goal each — survive the clock, hit a kill count, or take down a named boss — under rules of their own. Finish with half your health for a second star and 80% for the third. Each level opens the next.
Treasure chests that roll one, three or five rewards, elites that carry a chest of their own, spice racks that change the rules mid-run, a Golden Goose worth chasing, hot plates worth standing on, and an egg timer that stops the whole kitchen.
No burst can take more than 40% of your health in a single second, hazards show where they will strike before they do, and bosses announce themselves — so a death is one you saw coming, and the next run is one you can plan.
Daily and weekly orders, a stamp calendar, 85 goals, chef mastery and a monster album. In the lobby, a tip jar fills while you are away and the daily bonus grows with your account level.
No in-app purchases at all — no packs, no premium currency, no billing code in the app. Optional rewarded videos exist, every one behind a button that says what it gives, and skipping all of them costs you no content. The game never opens one on its own and shows no ads between screens; even the short boost offered mid-run waits on a card without stopping the game, and goes away if you ignore it.
Everything works on a plane. Sign in to Google Play Games if you want leaderboards and cloud save — or never touch it and lose nothing at all. Android's own backup restores your progress on a new phone with no account.
The whole game — every weapon name and enemy taunt included — in English, Turkish, German, Spanish, French, Indonesian, Portuguese, Russian, Japanese, Korean and Traditional Chinese, switchable in Settings at any time.
Screenshots
Every frame below is captured from the game — the same 3D art, menus and numbers you get. Nothing is a mock-up.
Twelve Kitchens
Every kitchen is an authored 30-minute timeline: elites carrying chests, two or three minibosses on the way, a guaranteed supply crate at 20:01, the final boss at 28:00 — and, from the second kitchen on, a floor hazard. Most of them hurt the food far more than you. Beating a kitchen's final boss unlocks the next one for free; coins can skip ahead.
Five Modes, Thirty Levels
Every weapon and the evolution it becomes, which passive triggers it, what each permanent upgrade costs and buys, what every chef starts with, every kitchen's hazard and bosses, and all thirty levels — 143 entries, generated from the game's own data so the page cannot drift from the build.
FAQ
Chef Survivor is free and has no in-app purchases of any kind — no packs, no premium currency, and no billing code in the app. The only ads are optional rewarded videos, each behind a button that says what it gives: a coin boost for a finished run, a second chance, a reroll, two cards from one hand, a short boost during a run, a doubled treasure chest, a boost before a run, a trial of a locked chef or kitchen, an order swapped or doubled, a calendar stamp doubled, the daily bonus, the lobby's tip jar tripled, a lobby supply crate, or the last coins an upgrade is short of. The game never starts an ad on its own, and skipping all of them costs you no content.
Yes. Every kitchen, chef, weapon, level and mode works with no internet connection. Signing in to Google Play Games is optional and only adds leaderboards and cloud save; your progress is also restored on a new phone by Android's own backup, with no account.
Yes. Version 2.0 is an update of the same Google Play app, not a new one: your coins, chefs, kitchens, upgrades, goals, cloud save and settings carry over as they were.
A Classic run is 30 minutes. Elites arrive carrying chests; minibosses come at 10:00 and 19:00 in the first six kitchens, at 10:00 and 23:00 in the next two, and at 8:00, 16:00 and 23:00 in the four hardest; a guaranteed supply crate lands at 20:01 and the kitchen's final boss arrives at 28:00. Quick Cook plays the same timeline three times faster, so the whole arc takes about 10 minutes. Endless loops the timeline until you fall, Boss Rush throws all 18 bosses at you back to back, and the Daily Special is a 10-minute seeded run. A level runs at Quick Cook's pace and ends the moment its goal is met, usually in three to seven minutes.
Each of the 36 base weapons has exactly one evolution, unlocked by exactly one catalyst passive. Level the weapon to its maximum (level 5) while holding its catalyst at any level: the next level-up deals a golden evolution card, and the next treasure chest you open hands it over first. Chef B.O.L.T. evolves weapons without a catalyst. The full pairing table is in the guide.
There are 16 chefs. Chef Antonio is available from the start; seven are bought with coins earned in runs (Sakura 500, Tex 900, Kenji 1,100, Morgana 1,400, Grandma Rosa 1,700, Pierre 2,000, B.O.L.T. 2,600); eight are earned by milestones — collect 1,000 ingredients, earn 5,000 coins in total, survive 3,000 damage, defeat 5,000 food monsters, defeat 10 bosses, win 3 runs, evolve 15 weapons, or take 10 spices. Details for each are in the guide.
Beating a kitchen's final boss unlocks the next kitchen for free; you can also skip ahead with coins (from 600 for the Haunted Supermarket to 44,000 for the Spice Bazaar). Endless and Boss Rush unlock after your first kitchen win. The levels are open from the start, one after another.
A 10-minute run generated from the date, so every player in the world gets the same kitchen, the same spawns and the same two modifiers — one twist that makes the day harder, one treat that makes it kinder — on the same UTC day. Runs are deterministic, so a better result is a better result; the Daily Special has its own leaderboard on Google Play Games.
Heat is a 0–10 difficulty dial set per kitchen. Each level adds 20% to enemy health and 12% to their damage, and pays back 15% more coins and 6% more XP. Winning a kitchen at one Heat level unlocks the next.
Thirty numbered levels, played in order from the main menu. Each one is a kitchen at Quick Cook's pace with a single goal — survive a set time, defeat a number of enemies, or take down a named boss — and sometimes rules of its own, such as faster enemies or a higher Heat. Clearing it earns a star, finishing with half your health a second, finishing with 80% a third; each star pays coins once, and each level opens the next. All thirty are listed in the guide.
Every kitchen after the first has a floor rule of its own: lava vents and grill flare-ups that erupt where they glow, cans, meatball meteors, fireworks or toast that land where a shadow appears, conveyor belts that carry you and the crowd, gusts of wind that push everything one way, and void rifts that drag the crowd in. The ones that strike are telegraphed and hurt the food far more than the chef, so luring the crowd into one is a tactic, not a risk.
The whole game — weapon names and enemy taunts included — is available in 11 languages: English, Turkish, German, Spanish, French, Indonesian, Portuguese, Russian, Japanese, Korean and Traditional Chinese. It runs on Android 7.0 and newer, downloads at about 32 MB on a 64-bit phone, and holds 60 fps on modest hardware, adapting on its own if a device struggles, with a full graphics panel if you want to tune it yourself.
It is rated Everyone on Google Play: cartoon violence against sentient food, no blood, no chat and no user-generated content. Because it serves opt-in ads, it is not designed for or directed at children under 13. The privacy policy lists exactly what the app stores and sends.
Behind the Scenes
Chef Survivor 2.0 is a rewrite in Godot 4.7. Every chef, monster, boss, weapon and prop is a 3D model built by script and rendered in Blender, then packed into a single mipmapped atlas for an isometric world; the sound effects and the seven music loops are synthesized rather than recorded. The engine is a trimmed build of Godot with everything the game does not use compiled out, which keeps the download to about 32 MB. Runs are deterministic, the crowd is capped at 420 enemies, and the effects scale down on their own when a phone struggles. Built by MEDEV Studios.
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