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Feastopia News

Welcome to Feastopia: January 29!

[p]Greetings, Culinary Contractors!

After two years of polish and iteration, Feastopia is finally ready to debut. [/p][p]We're thrilled to announce the full release on January 29, 2026.[/p][p] Feastopia is a roguelite simulation strategy game that fuses city building with progression mechanics. Built around food as its core pillar, our game features a rich cooking system and candy-colored, whimsical architecture, designed to make city management both engaging and endlessly varied. [/p][p][/p][p]During development, we focused on seamlessly weaving growth mechanics into city building. This inspired the creation of Dango, your new companion. This round, squishy, and lovable creature grows alongside your city. As you feed Dango different dishes, it evolves through unique growth stages and develops distinctive traits, granting various bonuses and making every run truly one-of-a-kind.[/p][p][/p][p]On January 29, the feast begins.[/p][p]Welcome to Feastopia, and build your very own culinary kingdom.[/p]

Version 0.4.0.1 Demo Update Note

[p]Welcome to Feastopia! Lately we've deployed the following updates to the demo:[/p][p][/p]
  1. [p]Added multiple new theme tracks.[/p]
  2. [p]Added Traditional Chinese and Japanese language options in Settings.[/p]
  3. [p]Optimized text length display for certain English UI translations.[/p]
  4. [p]Added options to purchase Blueprints and Recipes at the Merchant Guild.[/p]
  5. [p]Adjusted the quantity of Blueprint and Recipe rewards from population milestones.[/p]
  6. [p]Added mouse wheel support and fill animations when delivering resources or offering food.[/p]
  7. [p]Added a quick "Locate Resource" button for the Gathering Hut and Mine on the building scroll.[/p]
  8. [p]Optimized the Fog of Exploration visual effects.[/p]
  9. [p]Improved the visual feedback for Dumdum resource transport.[/p]
  10. [p]Relocated the production ratio controls and added a "Apply to All Same Type" shortcut button.[/p]
  11. [p]Added red/green icon indicators for dwelling resource needs, showing current stock trends.[/p]
  12. [p]Improved the visual clarity of the effect area zoom button.[/p]
  13. [p]Clicking Dango's portrait at the top now directly centers the camera on its location.[/p]
  14. [p]Fixed an issue where road guide lines would disappear during construction.[/p]
  15. [p]Fixed incorrect information display for the Fire Ward.[/p]
  16. [p]Optimized the image display for Grace Power effects.[/p]
  17. [p]Improved the visual warning when the Wrath Gauge is nearly full.[/p]
  18. [p]Enhanced the visual presentation of the main menu.[/p]
  19. [p]Added Quality tier display to the food Archive.[/p]
  20. [p]Fixed occasional stalling issues for city creatures like Dumdums and ghosts.[/p]
  21. [p]For Wish Land starting effects, added icon displays to their detailed descriptions.[/p]
  22. [p]Optimized decorative tree display during construction; trees now hide within a certain radius.[/p]
  23. [p]Improved the visual layout of the starting Atmosphere Gauge effects list.[/p]
  24. [p]Enhanced the display when switching between game profiles.[/p]
  25. [p]Improved the page layout for purchasing items at the Merchant Guildhall.[/p]
  26. [p]Optimized the clarity of various effect icons.[/p][p][/p]
[p]Join our community![/p][p]We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord![/p]

Version 0.3.0.1 Demo Update Note

[p]Welcome to Feastopia! Lately we've deployed the following updates to the demo:[/p][p][/p]
  1. [p]Added profile management on the main menu. You can now create up to 4 separate profiles.[/p]
  2. [p]Added a button in the building panel to highlight all buildings of the same type globally.[/p]
  3. [p]Added a Borderless Window option in the Settings.[/p]
  4. [p]Added new music tracks for various terrains, weather conditions, Dango's stages, near-defeat scenarios, Dango's enraged state, and when viewing illustrations![/p]
  5. [p]Improved the visual display for Plantation annex plots.[/p]
  6. [p]Improved the visual display for Fishery Shack annex plots.[/p]
  7. [p]Provided more detailed descriptions for acquiring Blueprints and Recipes in the help section.[/p]
  8. [p]Added water ripple effects for maritime decorations.[/p]
  9. [p]Adjusted the mouse wheel scrolling sensitivity in various interfaces (Archive, Warehouse, Supply Menu, etc.).[/p]
  10. [p]Polished the visual effects for Dango's infant stage (smoother appearance).[/p]
  11. [p]Added a warning prompt when starting a new game with a previous session unfinished.[/p]
  12. [p]Fixed an issue where selecting certain Blueprints (e.g., Farm Upgrade, Lumber Camp Upgrade) wouldn't record their effects. Effects are now consistently displayed in the bottom-left corner.[/p]
  13. [p]Improved the visual warning when construction materials are insufficient on the building scroll.[/p]
  14. [p]Added a tooltip when hovering over buildings, indicating material shortages during construction.[/p]
  15. [p]Fixed a miscalculation with the Ghost King's effect.[/p]
  16. [p]Optimized the activation mechanics for Grumpy Monkey II.[/p]
  17. [p]Improved the tutorial guidance explaining that building more Dwellings/Cook's Quarters grants more Blueprints/Recipes.[/p]
  18. [p]Fixed a save error occurring in the tutorial.[/p]
  19. [p]Fixed an incorrect prompt about a boosted building being manually paused when no Warehouse is in range of a production building.[/p]
  20. [p]Fixed a display issue with the resource slider when submitting goods in the Exploration Event interface.[/p]
  21. [p]Increased the acquisition rate for Bananas.[/p]
  22. [p]Fixed an issue where Bananas wouldn't appear as an option in Exploration Events.[/p]
  23. [p]Updated various sound effects.[/p]
  24. [p]Fixed a bug where the "Need more food" prompt wouldn't reappear after pausing and then unpausing a selected food in the Supply Menu.[/p]
  25. [p]Changed the display order of Atmosphere Gauge effects.[/p]
  26. [p]Fixed an issue where submitting resources to clear the Fog of War required having more than the exact amount, instead of the exact amount.[/p]
  27. [p]Enhanced the sound effect when Dango inhales food.[/p]
  28. [p]Adjusted the camera perspective during Dango's actions to reduce UI obstruction.[/p]
  29. [p]Fixed an issue preventing some Atmosphere Gauge effects from activating.[/p]
  30. [p]Fixed an issue where some visual effects weren't reset properly upon starting a new game.[/p]
  31. [p]Improved the Recipe drawing display; the food's category (e.g., Staple, Main Course) is now directly visible.[/p]
  32. [p]Adjusted values and text descriptions for multiple effects.[/p][p][/p]
[p]Join our community![/p][p]We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord![/p]

Devlog II: It's True~ We Revised the Feastopia UI 4 Times!

[p]Hello again, Contractors of the Gourmet Capital![/p][p][/p][h3]This is our second development log. Last time, we shared the inspiration behind Feastopia and how the project got started. Today, we're diving into the part of the development process that went through the most revisions and took the longest time to finalize—the UI design.[/h3][p][/p][p]So, without further ado, let's hand over to Reinhardt to tell this roller-coaster of a story.[/p][hr][/hr][p][/p][p]Hey everyone, I'm Reinhardt from White Star Studio.[/p][p][/p][p]After Feastopia entered full production, things like gameplay design and building concept art progressed quite smoothly. With the experience from our previous simulation game under our belts, we all expected the overall production cycle to be shorter. Initially, we even anticipated a release by the end of last year... but the reality is, we're still not quite done until now.[/p][p][/p][p]Aside from continuously adding new ideas and content to make the game more fun as development progressed, another major challenge was the game's UI, which underwent constant iteration and complete overhauls. We truly spent a significant amount of time on this.[/p][p][/p][p]So, why did this happen? Looking back now, I'd say the main issue was our insufficient grasp of the visual communication impact. Let me show you our first version of the UI. We used a wood grain and paper texture style to convey a rustic, European town feel. Back then, our focus was on the character Dango and the building designs, thinking the UI's primary role was just interaction and clean presentation.[/p][p][/p][p](First Version UI Mockup)[/p][p][/p][p]However, when we implemented this UI into the game for testing, we found it looked a bit too plain. The reliance on mostly brown and white made it feel lifeless and somewhat disconnected from the game's various fantastical and whimsical buildings. So, we discussed with the art team about trying a different style. This time, we incorporated more metallic elements and used a bolder color palette, leading to a completely new second version.[/p][p][/p][p](Second Version UI Mockup)[/p][p][/p][p]The second version was significantly different from the first. But even before implementation, other team members called for a stop. Everyone felt the extensive use of deep red made the overall game atmosphere feel oppressive and heavy. Furthermore, the metallic materials made the UI seem bulky. This was a lesson learned: we needed to redefine the UI's role in visual communication—it should help set the game's mood and expand upon the color schemes of the scenes and buildings. However, we still hadn't reached a solid consensus on how to achieve this effectively. So, we tried to optimize the first version again, incorporating some interactive improvements from the second design.[/p][p][/p][p](Third Version UI Mockup)[/p][p][/p][p]What did we think of the third version? Well, we still found it stiff and lacking vitality. It just didn't feel lively enough and failed to integrate naturally with the vibrant game scenes and colorful buildings. By the time this third version was ready, it was nearly the end of 2024. We started to worry: if we couldn't find the right UI style, would we have to present a version we weren't even satisfied with to our players?[/p][p][/p][p]After much discussion, we decided to burn our boats and make a decisive move. We needed the courage to discard our previous work and boldly explore more vibrant colors, striving to make the visual effects livelier and more dynamic. Finally, our art team delivered under pressure! With limited time left, they created a version that immediately felt much more vivid to all of us—the draft was approved unanimously as soon as it was revealed![/p][p][/p][p](Fourth Version UI Mockup - The UI you see now!~)[/p][p][/p][p]This prolonged UI "tug-of-war" taught us an invaluable lesson: in a comprehensive art form like game development, no single element exists in isolation. The UI is not just a functional vessel; it's an extension of the game's world and a crucial guide for player immersion. We initially treated it as a "minimalist supporting actor," but that almost let it become the "weakest link" in the overall game atmosphere.[/p][p][/p][p]Looking back, those repeated revisions weren't wasted effort. It forced us out of our comfort zone and ultimately led us to a visual language that truly resonates in harmony with the game's content and style. We hope that when you all step into the Gourmet Capital in the future, you can feel this fantasy and harmony, delivered right from your fingertips to your eyes.[/p][p][/p][p]If you have any feedback – share bugs, ideas, or culinary fantasies, welcome to join our community in the Feastopia Discord![/p]

Feastopia Joins Steam Next Fest!

[p]Hello everyone! Our game Feastopia is joining Steam Next Fest![/p][p][/p][p][/p][p]Since the demo launch, we've optimized gameplay based on player feedback—including building blueprint usability and staff allocation—while fixing bugs like unresponsive structures during movement and interface display issues.[/p][p][/p][p]The latest update introduces a new roguelite: "Grace Power", along with fresh challenge levels! Come try the new roguelite experience during Steam Next Fest![/p][p][/p][p]If you have any feedback – share bugs, ideas, or culinary fantasies, welcome to join our community in the Feastopia Discord![/p]