Customers enter the restaurant throughout the day, and must be served in a timely manner to avoid losing the run. Establishing a strong setup in the Preparation Phase, then managing customers efficiently during the Customer Phase, are both key to a successful restaurant.
During the Preparation Phase, two values in the top-right corner of the screen forecast the amount of customers for the coming day.
Chairs can be toggled by holding Interact, and rotated by pressing Grab if adjacent to multiple tables.
Tables of the same type placed next to each other will combine to seat more customers (this includes the Coffee Table, but excludes the Bar Table and Table - Simple Cloth). In these instances, the table which was placed last is the head table and determines where dirty plates (or similar items) will spawn once customers finish a meal. This head table can also be identified by the hovering number indicating its capacity.
The table's orientation will determine the order in which customers will fill its available seats.
Upis facing the wall.
Right(in global orientation, not the table's orientation).
In Practice Mode, cats will enter the restaurant and simulate customer behavior for the coming day. They will spawn in the same Group Sizes, use tables and chairs, and order food as normal customers would. However, only one group of cats can be present at a time, providing no accurate indication of the number or frequency of Expected Groups.
Over the course of the Customer Phase, the exact number of Expected Groups for the day will pass through the restaurant in the range of Group Sizes shown during the Preparation Phase. When a group of customers spawns outside the restaurant, they will do one of the following things, in descending priority.
Customers will take the most direct route possible to their destination, and their original route may be interrupted at any time if a suitable Coffee Table, Hosting Stand, or Dining Table becomes available. They will collide with players, but phase through other customers. They will also collide with doors, meaning that customers pushing in opposite directions may briefly obstruct each other.
Customers will start walking towards a Dining Table if it is clear of items at any moment after they spawn ( Charming Level 3 ignores this requirement). Once they begin pathing to a Dining Table, they will take seats there even if items are placed on it before they arrive. This allows players under time pressure to Grab and, if necessary, immediately replace a single dirty plate in order to force customers to take their seats and replenish their patience.
In order for a table to seat customers, there must be at least one path of open tiles from the front door to each active chair. Doors, other chairs, and non-collidable items such as Robot Buffers will not obstruct this path, but walls and solid items will. Customers cannot, as players can, fit through gaps left by hitboxes which do not occupy a full tile.
The Patience Bar measures how long a group of customers will wait in any one phase before leaving the restaurant. Each group displays an icon indicating their current status, and a patience bar which slowly depletes until they are moved on to the next phase. Some patience bar can recover some time though certain actions, but the total time remaining after recovery will cap at its initial value. If any group's patience bar drains entirely, the run is immediately lost (unless an Extra Life is active).
For restaurants serving more than 1 course (Starters, Mains, or Desserts), customers will repeat all Dining Phases for each course.
Note: Durations listed below are the base values before any modifiers from Appliances, Decorations, and/or Cards (see section on Patience Modifiers).
|Phase||Description||Exit Trigger||Typical Duration by Player Count|
|Queuing||Customers are waiting outside to be seated in the restaurant||Clear Dining Table or Coffee Table with sufficient seats||120s (day)
60s (night) *
45s (night) *
41s (night) *
39s (night) *
|Waiting for Table||Customers are waiting inside to be seated at a table
(only with Hosting Stand or Coffee Table)
|Clear Dining Table with sufficient seats||200s||150s||136s||130s|
|Thinking||Customers are deciding what to order||Automatic once time has elapsed||2.5s †
(unaffected by patience modifiers)
|Service||Customers are waiting for their order to be taken||Interact with Dining Table or Ordering Terminal||200s||150s||136s||130s|
|Waiting for Food||Customers are waiting for food to be delivered||Deliver a food to first customer||120s||90s||82s||78s|
|Delivery||Customers are waiting for the rest of their food to be delivered
(only with Group Sizes > 1)
|Deliver all remaining food to the entire customer group||20s ‡
|Eating||Customers are eating||Automatic once time has elapsed||3s †
(unaffected by patience modifiers)
* Queuing patience is based here on a single queuing group throughout the duration. In practice, patience constantly fluctuates as customers join and leave the queue, and depends upon the time and weather (see section below for more).
† Thinking and Eating durations are unaffected by player count. They are excluded from effects which refer to 'all patience', or do not specify a phase.
‡ Delivery patience is boosted slightly each time a Main, Side, Starter, or Dessert is served to a group, up until the final item. Formal Level 2 provides +500% to these increments.
All queuing customer groups share a single patience bar. Following the first group, each subsequent group to join the queue causes Queuing patience to decrease 10% faster (stacks multiplicativly). Moving a queuing group on to the Waiting for Table or Dining phases by clearing a suitable table provides a slight boost to Queuing patience, while clearing the whole queue fully restores patience until the next queuing group arrives.
Queuing patience is also affected by both time and weather. The icon on the patience bar will change to indicate any negative modifiers currently active.
The time and weather modifiers stack multiplicatively, meaning that customers have only 25% of their usual patience in Snow at Night. However, only one icon is shown on the patience bar, and Night takes priority.
Next Time Remaining = [Current Time Remaining] - (Time Changer)
Time Changer = [(1 second) - (Queue Patience Recovery) * (Number of Queuer Satisfied)] * (Night Time Factor) * (Weather Factor) * (Number of Players Factor) * (Queuers Factor) * (Exclusive Tier 1 Factor)
If a factor is not active, the value provided formula is 100%. For example, if it not Night Time, the Night Time Factor is 100%.
Customer patience during each phase may be modified by certain Appliances, Decorations, and Cards. The following effects can stack with each other, and apply to the whole restaurant throughout the day unless otherwise specified.
Note: Increased patience (duration) is generally a positive effect, except in the case of Thinking and Eating. Though these two phases cannot directly cause a player to lose a run, they do slow down the customer turnover rate, so increasing their duration is generally a negative. Values are color-coded accordingly.
* Does not modify phase directly, but increases the patience boost per delivery +500% (for example, +2.7s for solo players becomes +16s). Without Sides, this will only affect Group Sizes > 2, since the boost requires intermediate deliveries between the first and last dish.
The following modifiers apply to multiple different phases which fall outside of Table Patience.
The number of Expected Groups passively increases over the course of a run, but can also be modified by a given percentage upon picking certain Cards.
Morning Rush, Lunch Rush, and Dinner Rush introduce influxes of customers, indicated by a '+x' after the Expected Groups number. Closing Time? may also bring additional customers not considered in this calculation.
The following table estimates Expected Groups by player count over time in the default settings. It only accounts for passive scaling, and ignores modifiers introduced by Cards (including the Base Recipe chosen to start the run).
For a more detailed calculation of the Expected Groups count, expand the tab below.
Average Group Size = (Min Group Size + Max Group Size) / 2
Customer Count = (Day Length) / 25 * (Customer Modifier Rate) * (Day Modifier) * (Multiplayer Modifier) * (Course Amount) * (Card Multiplier)
After the expected group count is determined, each group is randomizes to be any of the sizes between the min and max group size, but can be predetermined by the seed if on the "Seed Affects Everything" setting. Additionally, this means that the actual number of customers can differ from the Customer Count variable used to determined the Expected Group count.
The Rush Cards, like Morning Rush or Lunch Rush, spawns +15% more Groups per rush from the Expected Group valued calculated above. They stack additively with each other.
Closing Time spawns groups based off of 20% of the Customer Count after the 'end of the day' is reached.
The range of possible Group Sizes for customers default to 1-2 until modified by picking certain Cards.
|Individual Dining||-1 maximum group size||1–1|
|Medium Groups||+2 maximum group size
+1 minimum group size
|Flexible Dining||Medium Groups||+1 maximum group size
-1 minimum group size
(3-7 with Large Groups)
|Large Groups||Medium Groups||+2 group size||4–6
(3–7 with Flexible Dining)
|Group size increases by 1 every 3 days (or every 10 days in Overtime)||Max +1
| Double Dates
|Couples||Couples can now come in groups of 4
Increases all queue patience by 25%
|Max ≥ 4|
Changing the Group Sizes does not directly affect the total number of actual customers in a day, but it does affect the amount of expected groups. If players begin a Franchise run with a maximum Group Size > 4, additional Plates and Dining Tables will be provided as necessary.