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Cook the Dungeon store artwork

Cook the Dungeon

Danny Limanseta · Also known as Cook The Dungeon

Made with CursorDeveloper ReportedReddit (u/WeAreFictional) ↗Card GameStrategyitch.ioSteamPartially verified

A first-person roguelike deckbuilder where every monster is also an ingredient: cut it to exactly 0 HP, cook the parts and eat the dish mid-fight.

Where to play

Links go to the official store or developer page. Last verified Nov 7, 2026.

Where to play

Every platform this game is on. Links are checked against official sources; we never host or mirror games.

  • itch.ioDemo · Free work-in-progress browser demo (itch.io status: In development); it ends after Act 1, the Pantry DepthsFree

    Plays in the browser on itch.io. No download.

    Browser (no download) · Official link verified Nov 3, 2026.

    View demo on itch.io
  • SteamComing soon · Steam lists the release as Q2 2027; no Steam demoPaid

    Download through the Steam app. A free Steam account is required.

    Desktop · Steam

    Coming soon · Steam

About Cook the Dungeon

Cook the Dungeon is a first-person roguelike deckbuilder in which the monsters you fight are also your ingredients. You explore a branching dungeon in first person, forage for herbs and plants between encounters and fight food-beasts in tactical card battles, with a deck built from Cuts, Preps and Seasons. To harvest a monster's part you have to bring it to exactly 0 HP with a Precise Cut; deal too much damage and the meat is ruined. At a campfire a harvested part and a foraged plant are cooked into a Dish Card with a limited number of servings; dishes shuffle into later combat decks and are eaten to manage Hunger, trigger bonuses or rescue a run. Several playable characters each fight, harvest and cook in their own way, and runs add relics, recipes, merchants and mystery rooms. The developer, Danny Limanseta, a UI/UX designer who says they do not know how to code, describes the game as “100% vibe coded on Cursor”, mainly with the models Grok 4.5, Opus 4.8, Composer 2.5 and GPT 5.5, in the Godot engine. The Steam page's AI disclosure says “AI handled the code, and generated the bulk of the art in this game”, with the art edited by hand in Photoshop. The developer names old-school dungeon crawlers and Slay the Spire as inspiration. A free, work-in-progress browser demo on itch.io ends after Act 1 (the Pantry Depths); the full game is listed on Steam for Windows and macOS with a planned release in Q2 2027.

deckbuilderroguelikecookingdungeon-crawlerfirst-persongodotdemo

Screenshots and art

Cook the Dungeon key art · Steam store artwork

Cook the Dungeon store artwork
Cook the Dungeon key art · 1 / 5

How it was built

Partially verified
CursorPrimary

In a post on r/aigamedev (17 Jul 2026, UTC) the developer writes: “100% vibe coded on Cursor, using mainly Grok 4.5, Opus 4.8, Composer 2.5, GPT 5.5”, built on the Godot engine. In a second post two days later the developer adds that since Grok 4.5 came out they have used it “about 90% of the time because its not as expensive as Opus, and much faster”. In replies the developer says they do not use a Godot MCP or extension (“the game is built 100% in Cursor!”), open the Godot editor mostly to preview the game, and that most visual effects are made in code; they describe their own work as idea, design and many “micro decisions”, prompting Cursor feature by feature rather than in one shot. The developer says they do not know how to code but change values in the code when it is straightforward.

Supporting evidence
  • DeveloperSteam AI disclosure (written by the developer): “AI handled the code, and generated the bulk of the art in this game.” The art is edited by hand in Photoshop, and every asset was selected, refined and placed by the developer. — Steam
  • DeveloperSecond post on r/vibecoding (19 Jul 2026): the same “100% vibe coded on Cursor” statement, Grok 4.5 used about 90% of the time, and about 3+ weeks of work to that point. — Reddit (u/WeAreFictional)
Development approach

Prompt-driven development in Cursor on the Godot engine, per the developer, starting from a small core feature and adding features by iterating; the developer brainstorms ideas offline and sometimes asks Grok or ChatGPT for opinions before prompting Cursor. Most art is generated with the ChatGPT Images 2.0 API through a separate art tool the developer vibe-coded, which takes a style description and a moodboard for consistency; backgrounds are removed and images edited in Photoshop. Most animation is shader and code-driven visual effects. Per the developer's replies, music was made with Suno and sound effects with ElevenLabs; the trailer was edited in Veed.io with an ElevenLabs voice-over. All of this was made during development; the demo's game files contain no calls to AI services.

Engine / framework
Godot
Languages
Not disclosed
Team size
1 (solo)Developer ReportedSteam
Initial build time
About 3+ weeks to the July 2026 trailer, with the content of Act 1 doneDeveloper ReportedReddit (u/WeAreFictional)
Development time
Not disclosed
Development cost
Not disclosed
AI-written code
~100% of shipped codeDeveloper ReportedReddit (u/WeAreFictional)
“100% vibe coded on Cursor, using mainly Grok 4.5, Opus 4.8, Composer 2.5, GPT 5.5”
— Danny Limanseta, After about 3+ weeks of vibe coding this game on Cursor, I'd love to share my dungeon crawler deckbuilder roguelike game! (r/aigamedev)

Verification notes: AI use from the developer's posts as u/WeAreFictional on r/aigamedev (17 Jul 2026, 15:11 UTC) and r/vibecoding (19 Jul 2026, 13:01 UTC) and the developer's replies under them, read from the Arctic Shift Reddit archive on 7 Nov 2026; both posts link the Steam page. The 100% figure is the developer's own wording (“100% vibe coded on Cursor”); the developer also says they change values in the code when it is simple, so it is recorded as developer reported. The models (Grok 4.5, Opus 4.8, Composer 2.5, GPT 5.5) are named in the usage text only. Steam (app 4364310, store page and API on 7 Nov 2026): developer and publisher Danny Limanseta, release Q2 2027, Windows and macOS, English with full audio, single-player, no price, no demo and no user reviews yet; the AI disclosure begins “I’m a UI designer and artist. Making a game myself has been a childhood dream of mine.”, which is the basis for the team size of one. In a later post (r/DungeonCrawler, 19 Aug 2026) the developer calls themselves “a UX Designer by day” who has worked on the game at night “for a few months”. itch.io (7 Nov 2026): free HTML5 demo, status In development, made with Godot, English, keyboard and mouse, rating 3.2 from 21 ratings; the AI disclosure field says AI Assisted. The page shows no publish date; the oldest comments are from 20 Aug 2026 (13:53 UTC) and the current web build was uploaded on 22 Aug 2026 (observed), so the demo has been public since about then. The developer identity follows the existing Danny Limanseta profile: the itch.io account dannylimanseta is that profile's alias, and the Steam developer name matches. The demo's 144 MB Godot data file was searched: it contains Suno song links, a sound library address and the developer's own analytics endpoint, and no AI service addresses. The developer names old-school dungeon crawlers, Slay the Spire and (in a reply) Dungeon Meshi as inspiration only; no third-party names or assets were seen, so no IP notice is attached. The two launch posts had scores of 1,094 and 1,379 on Arctic Shift (observed; not metrics). The game was not played.

Development history

  1. The developer shares the first trailer on r/aigamedev, describing the game as 100% vibe coded on Cursor, and links the Steam page.

  2. A second post says Act 1 content is done after about 3+ weeks and that a demo for playtesting will follow.

  3. By 20 Aug 2026

    A free browser demo covering Act 1 is public on itch.io (oldest comments 20 Aug 2026; current build uploaded 22 Aug 2026).

    Observeditch.io

Game performance

Each figure measures something different — concurrent players, owners, downloads and sales are never interchangeable and are never added together. Labels show where each number comes from.

itch.io

Demo (Free work-in-progress browser demo (itch.io status: In development); it ends after Act 1, the Pantry Depths)FreeStore page

Free in desktop browsers (HTML5, Godot web build of about 144 MB) with keyboard and mouse; English only.

itch.io rating
Observed
3.2 / 5
as of Nov 7, 2026itch.io

Based on 21 ratings of the demo.

Not publicly available: Downloads, Gross revenue.

Steam

Coming soon (Steam lists the release as Q2 2027; no Steam demo)PaidStore page

No price on the Steam store API on 7 Nov 2026. Windows and macOS.

No public metrics recorded for this listing.

Not publicly available: All-time peak concurrent players, Concurrent players, Steam reviews, Positive Steam reviews, Estimated owners, Copies sold, Gross revenue.

Reviews & rankings

Editorial review

Not yet reviewed by our editors.

Ranking positions

Sources

SourceTypePublishedAccessed
Cook the Dungeon by dannylimanseta
itch.io
Store pageNot confirmedNov 3, 2026
Cook The Dungeon on Steam
Steam
Store pageNot confirmedNov 3, 2026
After about 3+ weeks of vibe coding this game on Cursor, I'd love to share my dungeon crawler deckbuilder roguelike game! (r/aigamedev)
Reddit (u/WeAreFictional)
Social postJul 17, 2026Nov 3, 2026
Made a trailer for my 100% vibe coded game! (r/vibecoding)
Reddit (u/WeAreFictional)
Social postJul 19, 2026Nov 3, 2026
I'm making a roguelike card-crawler deckbuilder game and here's the game trailer! (r/DungeonCrawler)
Reddit (u/WeAreFictional)
Social postAug 19, 2026Nov 3, 2026
Verification: Partially verifiedLast verified: Nov 7, 2026OfficialDeveloperThird-PartyObservedUnverified
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