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Beastro on Steam

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

It has received 634 reviews of which 577 were positive and 57 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 19.99€ on Steam.


The Steam community has classified Beastro into these genres:


Here is the detailed breakdown of supported languages for Beastro:

UI Subtitle Audio
English
Spanish - Spain
Simplified Chinese
Japanese

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.

23 hours played
Sept. 2026
[H1]Beastro 15–25+ hours to complete, Beastro is a cooking roguelite where the meals you prepare for your chosen Caretaker each day determine their abilities, which appear in combat as colored cards that can be used to attack, heal, and combo together during battle. You play as Panko, a talented chef in the tiny port town of Palo Pori who has lost track of his teacher during an invasion. Remnants, hostile creatures that have entered the world of Solido through spooky doorways, have begun attacking the various regions and it’s generally up to the Caretakers of each area to fight them off. Unfortunately the Remnants are no pushovers, and once the Caretakers learn that Panko cooks with a flame spirit that can imbue warriors with magical abilities through his food, they inevitably make their way to Palo Pori. https://steamcommunity.com/sharedfiles/filedetails/?id=3809534021 Overall, I had a pretty good time with Beastro. The cooking and card-based combat work well together, and figuring out which meals to prepare and how their abilities could be combined made for an interesting gameplay loop. As you explore through the different regions, you meet new Caretakers, find new ingredients, and gain more skills to make better food for your next adventure. I also really liked the amount of petting and general animal interactions avaliable in the game, as a lot of them were terribly adorable. There are a lot of shops and interactable NPC’s, including ones to make what dishware you are serving food on and general blacksmithing to upgrade your oven and make new tools. https://steamcommunity.com/sharedfiles/filedetails/?id=3810538358 Unfortunately, this is not a perfectly enjoyable game. I do have some complaints about the story pacing, as two Caretakers were introduced so late in the game I barely had time to say “Hi, what do you even do?” before the final boss and subsequent end of the game that same day. Also, I do want to say the final boss is a huge difficulty spike that honestly kinda shocked me, as the game was easy enough I only failed two times during the combat portion, and then I lost five or six times against the actual final boss, which was kinda wild. I hope they add a difficulty adjustment in the future, because the huge healthbar and boss mechanic was kinda diabolical and not what I anticipated or wanted from a cozy cooking game. https://steamcommunity.com/sharedfiles/filedetails/?id=3809422821 If you liked this review and want to read about similar games or just support me on my journey of playing my entire Steam backlog, you can join my curator group, [url=https://store.steampowered.com/curator/39675075/] Rune's Reviews! Have a nice day!
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.
21 hours played
July 2026
I bought this game instantly, because I'm a furry who loves cozy games, and have been wanting a furry cozy game that I actually can play without struggling too much and relax with, and THIS game delivers that for me! I love it so much! From the characters, to the art style, to the gameplay! Gosh I LOVE the turn based battle gameplay so much! The fact that it's based on food tastes etc in a game about being a chef is litterally purrfect!^W^
13 hours played
June 2026
Beastro is a gorgeous game - one that's clearly lovingly made by a passionate team. I don't write a lot of reviews, but this one especially deserves my praise. Beastro goes a lot deeper than its appealing character designs, gorgeous world design and peaceful, undistracting soundtrack. Who'd have thought that a kitchen simulator could combine so well with strategy? Behind its cutesy façade is a roguelight deckbuilder, which turns out to be surprisingly intricate. You effectively build your deck at the start of the day, directly as a result of what ingredients you choose to give to the Caretaker. Initially, it's easy to put your focus more on the flavour balance in the bottom left, but as the fights get tougher, you need to start paying attention to -what- exact ingredients you're putting into their dish, or you won't get too far. Figuring out how to build an extremely strong deck is very satisfying, supplemented by usables you unlock later into the game - some of which are strikingly more powerful than others. If you can get past the "chore simulator" aspects of the game (farming, routinely running around picking up loose ingredients, fishing etc), the rest of it shines wonderfully. I have nothing bad to say about the audio-visual aspects of the game, but the gameplay is not without several minor negatives, a few of which are tricky to ignore. These are admittedly nit-picky, and based on my own subjective experience of the game, so it's probably only relevant to the developers. I've spoilered the below for both gameplay and story spoilers. - Changing decorations in the restaurant is a little unclear; your cursor should ideally begin on the currently-selected decoration, but it instead seems to begin one whatever it likes. Doesn't help that the item is then "ticked", making it seem like this is the active decoration, when the "tick" only signals which one you're pointing at. If that sounds confusing, it's because it is. Should be so much simpler. - You unlock the ability to automatically water your plants in your garden (arguably the most tedious, boring task the game has to offer) when you're about 80% of the way through the game, which feels FAR too late. - Learning new recipes and spending Chef Points is confusing. You're never quite sure where your cursor is. I got lost in this menu every single time I opened it. - I had a side quest since the beginning of the game to give one of the Caretakers some Marshrooms. Despite my best efforts, I was never sure exactly how to acquire these and give them to him, so this went unresolved for the entire game. - Pressing the left menu button - the "map" button, in most games - briefly opens Panko's tab, just for a split-second, then suddenly flashes over to the Inventory tab, which is pretty jarring. - Paying 50 gold to reveal fish in the sea is prohibitively expensive at the beginning of the game, and only feels even SLIGHTLY worth it by the final chapter. This should ideally start cheaper and scale up with each chapter you progress through. - When offered to upgrade a card by a spirit, pressing (X) to view the description of one of the 5 cards in your hand doesn't do anything. - Some fights, such as the long-tongue frog boss, have forced segments where you're not able to target or attack the boss themselves. This artificially slows down the fight and removes player agency over their own strategy. - The final boss, while dramatic, is basically "press discard until you get a purple card". You're effectively punished for bringing in a deck that's too varied. Ideally the final boss should challenge your game knowledge and amalgamate the things you've learned about the deckbuilding mechanic up to now, which should encourage a more varied deck.
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...

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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 577 positive votes out of a total of 634 achieving a rating of 8.51.
😎

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.

Yes, Beastro is playable on Steam Deck, though it might require a few minor tweaks. Make sure to check the Steam store page and community feedback on ProtonDB for exact compatibility details.

Yes, Beastro is playable and fully supported on Steam Machine.

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 19 October 2026 06:54 UTC
SteamSpy data 28 October 2026 08:36 UTC
Steam price 05 November 2026 15:36 UTC
Steam reviews 20 October 2026 16:12 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
8.5
577
57
Game modes
Features
Online players
16
Developer
Timberline Studio
Publisher
Timberline Studio, Kepler Ghost
Release 11 Jun 2026
Platforms