The Restaurant page goes over basic details about the restaurant.
Players can change the Restaurant setting by interacting with the setting found in the top left corner of the Headquarters office.
Each restaurant setting has its own unique surroundings, can have a time night during the customer phase, and can come with a certain weather type ( Rain, Snow, or no weather).
Night 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.
Each update often brings its own limited-time Event with a unique Setting Card that alters many different aspects of the gameplay, and a few of those have been added to the pool of permanent restaurant settings players can access before starting a run at the Headquarters.
If a player franchises a restaurant with a Setting Card, the Setting Card will not be an option to be selected and kept for a franchise. For a franchise to have a Setting Card for a future run, the unique setting would have to be selected when choosing the layout.
This page will only list unique restaurant settings that are accessible at all times; updating when new ones are added to the pool.
See Restaurant Settings for all restaurant settings, including those featured for a limited timed
Has night time and the weather type is Rain
Has night time and the weather type is Snow
A Non-Weather map with the addition of Community.
Community:
A Non-Weather & Non-Night Time map with the addition of Turbo.
Turbo:
See Floor Plans for a visual list of common floor plans offered at the Headquarters
Restaurants has 5 main floor plan types: Diner, Basic, Medium, Large, and Huge. This determines the restaurant's dimensions, placement of internal walls, serving widows, door, and the amount of starting Dining Tables.
Type | Dimensions Width x Height (Area) |
Amount of †Base Layouts (Total Variants) |
Amount of Starting Dining Table(s) |
Unlocks Upon Reaching Level |
---|---|---|---|---|
Diner | 10 x 6 (60) | 1 | 1 | 4 |
Basic (Small) | 10 x 7 (70) | 5 (9) | 2 | 1 |
Medium | 14 x 6 (84) | 10 (68) | 2 | 4 |
Large | 13 x 9 (117) | 68 (244) | 3 | 10 |
Huge | 16 x 12 (192) | ??? | 4 | 11 |
†Base Layouts are the floor plan's general design, before factoring slight modifications of internal walls, serving widows, and doors.
A room is a section of a restaurant that is enclosed by walls, serving windows, and/or doors. Players can use a room in any way they desire and are not required to use all rooms in a restaurant. There are some gameplay mechanics that depends if things are in the same room, like Victorian Standards, the Hob debuff applying to serving tables, and cosmetic decorations.
Walls will prevent players and customers from walking through them. Players cannot grab or interact with appliances on the other side of a wall. Certain appliances and decorations can only be placed on walls, like Supplies.
Serving windows (a.k.a Hatches or half-walls) allow players to pass items through them, but players and customers cannot physically walk through them. Players can grab and interact with appliances on the opposite side of a serving window.
Doors allow players and customers to enter another room blocked by walls and serving windows. The door can be pushed open in either direction. Players can grab and interact with appliances even if the door is between them. If an appliance is placed in front of a door during the preparation phase, the door will transform into a serving window. Removing the appliance will revert it back to a door.
The game actually provides a value to each room when the layout is generated, and uses this value to determine what is part of the 'room'. It does not check walls, serving windows, or doors to determine what is part of the 'room'. This means the number of walls, serving windows, or doors between two objects in the same 'room' is treated the same as if none of those exist.
Though it is not generated intentionally by the game; with the use of mods, it is possible to generate a layout with multiple separate rooms that are classified as the same room for gameplay purposes. So for example, if the player were to apply cosmetic decorations to a room, all rooms with the same value would also receive the change even if they don't connect.
When starting a new run from scratch, the game will generate a random punny name for the restaurant based on the initial recipe selected. The name of the restaurant is located on the nameplate by the main entrance's side.
Players can interact with the nameplate to change the name of the restaurant. This can be done at any point during a run, and can be done by any player if there are multiple players.
The name on the nameplate will be the name that shows up on the save disk and franchise selector back in the Headquarters at the time it was saved or franchised. Starting a franchise will retain the name it had, but players are able to change it during the run.
Each tile of the floor starts with no gameplay effect and can be altered into one of the following three main variants: mess, wet spot, and buff floor.
While in one of those three variants, the state of the tile spot cannot change unless it disappears or is removed. For example, if a floor spot has a wet spot, the floor cannot turn into a buff floor spot until the wet spot disappears. Most appliances that produce Wet Spots will clean messes at the same time.
Any appliance and decoration placed on the tile will also prevent the floor from changing into one of it variants state. This is noticeable for objects like Kitchen Floor Protector, Rug, or Work Boots rack.
Messes can be created through customers while eating or from Hobs (or its upgrades) while it is cooking and will stay until it is cleaned or removed automatically at the end of the day. Sinks also create wet spots that count as messes, attracting Robot Mops towards them. A player can interact with a mess to clean it.
[(Number of members in customer group) * 0.4 * (Mess Factor)] = % chance per second while customers are eating.
If a mess is generated, it will randomly spawn in a 3x3 (5x5 if Splash Zone is active) area centred around the appliance, or customer of the eating group. Mess will only spawn in locations that is not occupied by any floor or normal (non-ceiling and non-wall) appliance, chair spot, wet spot, buff floor, or Large Mess type. If the spot already has a mess, it will increase the mess size. If there are no possible spot for the mess to be created, no mess will be made.
The location of messes created by customers is determined by the customer's sitting location, not the table itself or the customer's actual location (if the player were to push the customer). Choosing the locations of which chairs customers sit at will influence where messes are created.
The amount of mess customers can create will increase or decrease proportionate to the change in duration of their eating time. So a customer group with 3x eating time will create 3x the mess normally.
Mess comes in three sizes (small, medium, and large), with the larger sizes taking longer to clean and reducing the player's movement by a higher amount. A new mess can form where a mess already exists, increasing its size and resetting the cleaning time if the player was in the middle of cleaning it.
Mess Size | Movement Speed Reduction | Customer's Mess Cleaning Time | Hob's Mess Cleaning Time |
---|---|---|---|
Small | 50% | 1 sec | 1 sec |
Medium | 60% | 2 sec | 4 sec |
Large | 85% | 3 sec | 8 sec |
There are appliances like the Mop or Scrubbing Brush that make cleaning messes faster.
A player wearing footwear (Trainers, Wellies, Work Boots) has a chance of spreading messes while walking over it.
A Wet Spot is a puddle of water on the floor that lasts for 10 seconds (30 seconds if created by the Lasting Mop), with the following properties:
The entire Mop Line and all Sinks that require manual cleaning can produce Wet Spots. How it is produced and its properties may differ depending on the appliance that created it.
While cleaning with a Sink or its upgrades, the appliance can remove a nearby small or medium size mess while creating a Wet Spot. However, it cannot form wet tiles on tiles with large-size messes or buff floors as it cannot remove those.
A player wearing footwear (Trainers, Wellies, Work Boots) has a chance of spreading the wet spot while walking over it. Wet spots will actually slow a player wearing Trainers by -33%, in addition to negating the footwear's speed bonus.
A Buff Floor is a floor that has been polished to a shine, that lasts for 60 seconds with the following properties:
The Floor Buffer and Robot Buffer can produce Buff Floors. Neither appliance can clean messes or remove a wet spot.
The game does not allow players to place held items onto the floor. A player can only hold 1 item at a time (not including a tool) and if they are holding an item, they are unable to grab another item. This requires the player to place items on a surface space like a Counters or Dining Table if they want to juggle between multiple items.
Most appliances can act as a surface space, storing at least 1 item for the player. If an appliance is already storing its capacity, then the player cannot place another item on the appliance until the item on it is removed.
Ingredients Providers cannot store an item for the player, but if the player is holding an unmodified ingredient, they can put the ingredients back into the matching provider.
During the day, there's a trash can in front of the restaurant where players can throw away any objects if needed. There is no limit on the number of items that can be thrown in it.
Fires can be started through a Danger Hob burning an item or improper usage of the Microwave.
Fire can spread to adjacent items or messes caused by hobs, but it cannot spread across rooms (including through serving windows or doors). Fire takes 3 seconds for a single player to extinguish it, or 0.6 seconds if they are holding a Fire Extinguisher.
While an object is on fire, the object usually gains the following properties:
In many ways, the game treats fire as an item that takes priority for interactions and that cannot be grabbed but can spread naturally by itself. In addition, it disables providers and has a major negative effect on customer's patience.
The rate of fire spreading is influenced by the number of players in the game:
Further information: Multiplayer