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Beastro on Steam - User reviews, Price & Information

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Beastro is a cozy culinary adventure where the fate of the world rests on what's for dinner! Farm and gather fresh ingredients, tackle cooking minigames, and create tasty recipes to fuel the Caretakers for deckbuilding battles as they seek to save the world.

Beastro is a rpg, cooking and roguelite game developed by Timberline Studio and published by Timberline Studio and Kepler Ghost.
Released on June 11th 2026 is available only on Windows in 4 languages: English, Simplified Chinese, Spanish - Spain and Japanese.

It has received 635 reviews of which 588 were positive and 47 were negative resulting in a rating of 8.7 out of 10. 😎

The game is currently priced at 19.99€ on Steam.


The Steam community has classified Beastro into these genres:

Media & Screenshots

Get an in-depth look at Beastro through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Intel Core i5-4570 or AMD Ryzen 3 1200
  • Memory: 6 GB RAM
  • Graphics: NVIDIA GeForce GTX 1630, 4 GB or AMD Radeon R9 390, 8 GB
  • DirectX: Version 12
  • Storage: 10 GB available space

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

36 hours played
July 2026
Beastro is a lovingly crafted game with a fair few shortcomings. There is a lot of care put into the gameplay concepts, worldbuilding, and beautiful art assets. However, the gameplay falls a little short when the tires hit the road, and the narrative and characters - while charming and sometimes surprising - feel quite sparse in the end. I wish I could give the game a meaty 1.1 update with a serious bit of balancing, a few new scenes of dialogue, a system for drinking tea at the tea house, and ideally one more region to explore before the end of the game. The balancing feels a bit feast-or-famine in a lot of aspects; resources go from sparse to plentiful so fast that stock almost never provides difficult decisions, combat is either a total breeze or a downward spiral depending on how well you built your deck, money feels tight for a little bit and then suddenly you've got enough to buy any cosmetics you want. There are also many instances of meaningless choices, where certain recipes and consumables seem just utterly pointless in the face of more powerful options with cheaper ingredients available earlier. (What is the point of using an uncommon monster drop to get one free hand discard which costs 2 stamina, instead of healing 3+ stamina for the cost of the most basic vegetable you could grow from day 1? Why dilute a menu of one 75g recipe with other 50g recipes just for 2 more customers? Why use ingredients with negative effects when there are so many choices with better card value and positive effects?) I am somewhat worried that the combat is inherently imbalanced. Losing a single trick in the trick-taking system means you deal no damage, take a bit of damage, and receive a negative effect from the enemy, which is kind of devastating. There is a lot of design work that's gone into the various negative effects, but you only really interact with them when you've already crashed and are burning. Multi-enemy battles have to be beat pretty quickly otherwise the enemies will give you a lose-lose choice that kills your run. The daytime gameplay (mostly just walking around the whole map looking for forage) got a little tiring, but only really in the end-game, where an NPC shows up to help with that (though I ended up seeing credits before I got them to move in). I really liked the cooking minigames when studying new ingredients; changing up the parameters, goals, and obstacles really showed a lot of potential. However, there were very few of these one-off challenges. Upgrading your tools unlocks higher difficulty minigames, but these were not as engaging and didn't scratch the same itch. They also seemed to mostly show up when serving multiple/different dishes, which was rarely a good choice. The narrative is quite short if you cut out the gameplay, and the breezy balancing meant I hit the final boss before I collected all NPCs, or even maxed out a single Caretaker. This resulted in an alright pace between gameplay and plot, but also a rather abrupt conclusion, and a bare minimum of characterization or arcs for the main characters. Which is a shame, because I quite liked about half of them, but didn't really have enough material to really grow attached. I was also baffled at the introduction of the main character's partner halfway through the game. Given that they had been missing for days with a ransacked restaurant, and also read ambiguously like a romantic partner too, their interactions with the main character ended up feeling weirdly nonchalant and incomplete, and their disappearance lacked an interesting explanation. Overall, I enjoyed my time with the game. The things that drew me to the game - light farming/foraging, flavor-based deckbuilding and combat, and fun-looking characters - ended up being good enough to engage me for the somewhat shorter runtime, but also left me wanting more from both the writing and the gameplay. It's not quite meaty enough to sink your teeth into, but it's lovely when you just need something to relax with.
4 hours played
June 2026
An interesting game, to be sure... There's honestly way too much to say about this game. It's far from perfect, it's far from bad. Too keep it short : The game has a lot of great ideas, a subpar execution on those ideas, and pretty bad pacing and polish. Basically, for everything the game does right, it does something wrong in the same category. It balances out into a game that feels good, but unpolished. By far I would say my biggest complaints would be : - The lack of quality of life, accessibility.. Or generally options.. The game has little to no settings, there's no way to rebind keys, no way to speed up combat animations (which aren't exactly fast), there's no toggle for motion blur... A lot of the missing features should just not be a thing in 2026 - The game suffers from presentation issues.. While the game is very pretty, there's a lot of things that look wrong. Screen transitions are missing, fanfares are anti-climatic to the point it looks like they're cut early, and the animation of characters reset between every textbox, leading to some really wonky looking cuts. - The pacing outside of runs is unjustifiably slow.. Now, of course, when I tell you that collecting ingredients, tending to animals and fishing amongst other things takes time.. You wouldn't be shocked. After all, these games being on the slower side is part of them. except unlike in game like Stardew valley, or even more calm games... There is no gameplay. Collecting ingredients doesn't require.. Anything. There's almost no decision making whatsoever at any point in the game, fishing doesn't have a minigame, and most ingredients just spawn semi-randomly throughout the town. There is no energy, no time, no choices, no.. Anything. You just go to the sparling thing, and interact. And all of it spread out through the massive town, which just makes every single day a slow tour of the town, which, while pretty, doesn't have anything other to do in it (NPCs have a single line of dialogue at best which barely changes throughout the game). Slow is fine, but there needs to be a reason for it to be slow. This is slow for the sake of being slow. I've seen loading screen minigames that were more engaging than gathering ingredients in this game. - The ending comes with no warning, and locks your savefile.. It's self explanatory, all of the warnings telling you that you're entering the end of the game appear after you're already stuck in the end of the game. The game autosaves, and there's no way to go back to a previous save either. Go too far in the game, and you will get locked against the final boss. Every sidequest, every unlock, every achievements you haven't gotten, are now only possible by restarting the game from 0. And no, the game doesn't even hint at the fact you're approaching the end. It ends much sooner than you might think, and never does the game warn you. This is probably the worst thing this game does. - The balance in this game is beyond laughable... It's shameful and a waste. There is a single character that is so beyond broken that the others aren't even worth using, and the game is so aware of this, that this is the only character you can actually end the game with (yes, the game forces you to). I would love to say that the game is balanced around that character, too, but no. Past a certain point in the game, the character becomes essentially immortal. Think of every incredibly broken runs you've had in other games, think of every infinites you've had in Slay the Spire. He has that, guaranteed, always... Why the devs decided it would be a good idea to completely remove any semblance of gameplay from their game is beyond me. So why am I saying it's a good game? Because it is. It's a good game, for everything bad I've cited here. The game does equally amazing things! The gathering is boring, but the cooking slowly evolves into various, interesting minigames. The presentation is bad, but the game is gorgeous The balance is beyond broken, but the gameplay they've designed is a really fun and original twist on the typical elemental system. The bad parts of this game only highlight just how good the game is. And it's a shame that it seems for everything they did right. They hurt, or ruin it with something bad. It looks like this was made by two devs, one of which was amazing, and the other attrocious...
10 hours played
June 2026
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.
8 hours played
June 2026
This is a game with several different types of gameplay mechanics that all flow into eachother and it does it super well. You go from gathering/farming to running the restaurant to the exploration and combat portion with each part complimenting eachother well. Every element on its own is pretty simple but is kept engaging by how it ties together. The art and visuals are also quite pleasant.
6 hours played
June 2026
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.

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Frequently Asked Questions

Beastro is currently priced at 19.99€ on Steam.

No, Beastro is currently not on sale. You can purchase it for 19.99€ on Steam.

Yes, Beastro received 588 positive votes out of a total of 635 achieving a rating of 8.65.
😎

Beastro was developed by Timberline Studio and published by Timberline Studio and Kepler Ghost.

Yes, Beastro is playable and fully supported on Windows.

No, Beastro is not playable on MacOS.

No, Beastro is not playable on Linux.

This information about Beastro is not available yet.

This information about Beastro is not available yet.

No, Beastro does not support VR.

Beastro is a single-player game.

No, Beastro does not currently offer any DLC.

No, Beastro does not support mods via Steam Workshop.

No, Beastro does not support Steam Remote Play.

Yes, Beastro is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Beastro.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 14 September 2026 06:09 UTC
SteamSpy data 17 September 2026 20:42 UTC
Steam price 20 September 2026 11:00 UTC
Steam reviews 17 September 2026 11:56 UTC

If you'd like to dive deeper into the details about Beastro, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Beastro
  • SteamCharts - Analysis of Beastro concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Beastro compatibility
Beastro
Rating
8.7
588
47
Game modes
Features
Online players
17
Developer
Timberline Studio
Publisher
Timberline Studio, Kepler Ghost
Release 11 Jun 2026
Platforms