PLEASE START US OFF BY INTRODUCING YOURSELF:
Hi! I’m Seoriming, part of a two-person indie game dev team called YNOT, based in South Korea.
Together with Siniming, we’re developing a game called Spookitchen that we plan to release on Steam
Hi! I’m Seoriming, part of a two-person indie game dev team called YNOT, based in South Korea.
Together with Siniming, we’re developing a game called Spookitchen that we plan to release on Steam
Spookitchen is a mix of crafting-based cooking tycoon and life-sim roguelite.
You play as the owner of a spooky-cute delivery restaurant in a Halloween-themed ghost world.
You receive orders over the phone and dive into dungeons to gather fresh ingredients, then cook and deliver the meals.
Unlike typical cooking tycoons, our game is all about "direct-from-source" ingredient delivery — you don’t stockpile ahead of time. Instead, you gather, cook, and deliver in a single gameplay phase.
The idea came from wanting to take the relatively light and casual cooking tycoon genre and add more depth and complexity to it.
We’ve been developing for around 7 months now, and we’ve made good progress so far.
We’re planning to release a public playtest on Steam next month.
We’re using Unity, mainly because our game uses a 2.5D style — 2D art in a 3D space — and Unity hits that sweet spot.
Unreal felt a bit too 3D-focused, and other engines leaned too much into 2D.
Being a two-person team, we constantly feel short-handed.
There’s always too much to do, and budget pressure is real.
Thankfully, we recently got selected for a local game development grant here in Korea, which gave us a bit of breathing room.
Still, it’s tough working without revenue as a small indie team — the uncertainty is always there.
Start small. Seriously.
We over-scoped our project at first — we tried to include mounts, flying, terrain traversal on both land and water...
Eventually, we had to cut all of that. It was taking too long to make, and honestly, it probably wasn’t even that fun for players.
My advice: build around your core idea, start with the smallest version of it, and expand carefully from there.
We’re putting a lot of heart into this game. If even one person plays Spookitchen and says “This is fun!”, that would mean the world to us.
We’re planning to launch the Korean playtest version in May 2025, and aim to release the English playtest on Steam around June. We’d really appreciate your interest and support! Thanks for reading! Please add our game to your Steam wishlist — and have a delightfully spooky day!
Seoriming 🎃