SPSTEAMPULSELIVE ANALYTICS
TasteMaker

TasteMaker Steam news

Jelle Booij | Apr 21, 2023 | game

Released

0players observed · 5 October 2026 - 10:06:15 UTC

CasualIndieSimulationStrategyManagementSteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak28
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score83% positive

TasteMaker news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak28
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score83% positive
  • Total reviews1,296
  • Release dateApr 21, 2023
  • DeveloperJelle Booij
  • PublisherJelle Booij

Genres: Casual, Indie, Simulation, Strategy

Company pages: Developer: Jelle BooijPublisher: Jelle Booij

Top Steam chartsTop 100 gamesGame directorySteam Store page

TasteMaker Steam news

TasteMaker news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Important security update - 15 October 2025

    Tastemaker was developed using the Unity game engine. Unity recently announced a security vulnerability affecting some versions of the engine. This patch should address the issue.You can read more about it here: https://unity.com/security/sept-2025-01To quote the blog above: "There is no evidence of any exploitation of the vulnerability nor has there been any impact on users or customers." So as far as I know, there is no need to worry, But: Please update your game to the latest version!

  • Small Update - 27 May 2024

    Hi everyone, It’s been a while since I last released an update for TasteMaker. I’m currently working hard on my next project, and as a solo developer, working on 2 projects simultaneously is quite challenging. However, I did want to release this small update for TasteMaker. There were some assets that were created earlier, so I polished them up for this release. Here is what’s new: 3 new painting frames A wall clock 3 new plant boxes with different color flowers I would love to release more updates in the future, but unfortunately, I can’t make any promises.

  • Devblog 42 - 29 June 2023

    It’s been a while since the release and last update for TasteMaker. I’m currently hard at work on my next game, and making good progress on it. Despite being mostly focused on my next game, I did make some time to make this small update for TasteMaker. Tables The game did not have that many options when it came to tables. I tried to improve this by adding 5 new tables: A barrel table, 50s bar, glass table, wooden bar, and a round wooden table. Windows I also added 2 new windows. A horizontal rectangular glass window, and a big round window. Wallpapers Additionally, I added 2 wallpapers. A hexagon wallpaper and a flower wallpaper. The color of both of those wallpapers can be changed. Fence Deletion Feedback I got often after the release of the game is that it is not possible to delete fences with the wall removal tool. I fixed that issue in this update.

  • TasteMaker - Out Now! - 21 April 2023

    After two years of early access, TasteMaker is now finally fully released! I’m very grateful for all the support and feedback I received during early access. As mentioned in an earlier blog, I will continue to support TasteMaker, but the updates will probably be smaller and less frequent as I will also be starting on my next game soon. The full release of TasteMaker comes with a number of exciting updates, and the game will be discounted by 40% this week. If you haven’t had a chance to play TasteMaker yet, this is a great opportunity. Translations Translating the game into multiple languages has been a much requested feature since the game launched in early access. This update finally introduces translations into 5 languages: German, Spanish, Brazilian Portuguese, French, and Dutch. More languages might follow in the future. Color Picker in Item menu While it has been possible to change…

  • TasteMaker Launching 04 - 21 - 2023 - 30 March 2023

    TasteMaker will be launching on Friday, April 21st After 2 years of early access and 35 updates, I’m excited to announce that TasteMaker will be leaving early access on Friday, April 21st at 14:00 UTC! I’m currently working on a launch update, which among other things, will include more decoration options, and translations to German, French, Spanish, Brazilian-Portuguese and Dutch. The game will also be discounted on launch, so if you haven’t had the chance to play TasteMaker yet, the launch will be a great opportunity. I will post a more detailed blog about the launch update on the day of release. To be upfront, I would like to mention that Mac support and mod support will unfortunately not be part of this update. I will continue to support TasteMaker, and there will still be new updates after the release. However, updates will be released less frequently as I will also be working on m…

  • Devblog 40 - 3 March 2023

    It’s been a while since I last released an update, but I have been hard at work improving and testing the game. I’m really excited to share this update and hope it was worth the wait. Tutorial Rework One of the biggest changes I made was removing the tutorial and incorporating it into the game. This has been my goal for a while now because I feel that the game can be taught more organically and intuitively this way. It allows me to space out the teaching of different game mechanics instead of trying to teach everything at once in a separate tutorial section. The tutorial window itself also received a rework. It can now be accessed in every game mode and tries to provide the most relevant information for the current situation. In addition, it can now display video’s and dynamically scale to fit the content of the window, which prevents it from being unnecessarily big. The new system stil…

  • Upcoming Price Increase - 20 February 2023

    I’m working towards the 1.0 release of the game, and have decided to slightly increase the price from 9,99 to 11,99. This price increase will happen at the start of next month, most likely on the 3rd of March. Until that time you will still be able to get the game for 9,99. It has been a while since I last released an update, but I am working hard on a larger update that will hopefully be worth the wait. Determining the value of a game is hard because it is very subjective, But I hope that the updates made over the last 2 years, along with the upcoming update justify the increase in price. Regional Prices Some exchange rates have changed a lot since I last set the price for TasteMaker in 2021. I want to keep the price increase as low as possible in all currencies, but I also can’t completely ignore the current exchange rates, which means that some currencies will see a price increase th…

  • Devblog 39 - 5 January 2023

    Happy new year everybody! This is a bit of a smaller update that I considered making a patch. But because it does contain some new content, I decided to write this short blog. Menu Changes I’m not quite happy with the current menu tree and want to change it a bit. I decided to start with changing the beverages. The cocktails did not make a lot of sense from a gameplay perspective so I removed 2 of the 3 cocktails and added beer instead. I also replaced the cocktail glass item with a beer glass item, and added a beer tap item. Beer was already a part of the game before it was released in early access, but I ended up removing it, which I now think was a mistake. I hope that the progression of the beverages tree makes a bit more sense now. Small Changes Fixed dirt not being visible Fixed wine not being able to be made by waiters in certain cases Fixed not being able to close the scenario g…

  • Small Patch - 28 December 2022

    - Fixed Ingredient delivery bug - Fixed table settings bug

  • Devblog 38 - 22 December 2022

    While not everything I worked on in the past 2 weeks is ready to be shown yet, I did make a few important improvements and bug fixes that I wanted to release before the end of the year. This will probably be the last update for 2022. Hope you all have happy holidays! Zoning improvements When testing the game, I often found myself accidentally placing items outside of a zone. My restaurant would then break because employee’s couldn’t reach them. This caused a lot of confusion and frustration. I reworked the zone overlay to hopefully resolve this issue. The overlay now also gets enabled when you place items. This way you always know in which zone an item is. Small changes Fixed saving issue Performance improvements Tableware now get’s evenly divided between cabinets (while still adhering to the specified fill priority) Dartboard “Item in use” bug fixed Stove “Item in use” bug fixed Income…

  • Devblog 37 - 8 December 2022

    Stat window rework I added a dish specific waiting time tab to the stat window. The rest of the window was also polished and reworked and I made sure that all the stats got saved properly, which was not the case before. Wall Removal Something that I see in tests quite frequently is that people don’t know how they can delete walls. I hope to solve this issue by adding a separate wall deletion tool. This tool has the added benefit that you can delete entire walls at once instead of having to click on each individual wall segment. Zoning Polish A few weeks back I added a new zoning system and I am generally quite happy with it. That said, it still needs a lot of tweaking. This week I improved employee’s adherence to their zone. Small Changes Fixed spelling issues Added tooltip to decor and hygiene overlay button Reworked menu icon Fixed ordering chicken while it's not on the menu Removed “…

  • Devblog 36 - 1 December 2022

    Update cycle I will be experimenting with different update schedules. There is unfortunately only so much I can get done in a week, and I feel that the weekly update schedule is starting to get a bit counter productive. Releasing an exciting update and doing what’s best for the game are different and sometimes conflicting goals, and not every change fits neatly inside a weekly update. This week's update is also very small mainly because I spend the most part of the week working on a feature that I can’t reveal yet. I’m not exactly sure what the new update schedule will look like yet and will release one more weekly update next week. After that I will probably move to bi-weekly updates. I’m planning to increase the time between updates as the game approaches full release in order to make bigger updates. Menu rework I changed the menu unlock system a few months back and have never really…

  • Devblog 35 - 24 November 2022

    This week's update is a bit smaller. I’m considering releasing updates less frequently in order to make them more substantial. Staff windows reworked Previously, you often had to switch between windows when managing staff. This update separates staff managing and staff hiring in 2 separate windows, which should hopefully make it a bit more organized and reduce the amount of window switching you have to do. I also added a tooltip in the priority window. This enables you to see an employee's stats without having to switch windows. Window and Door Moving You can now move windows and doors. Small Changes Fixed staff firing bug Removed grass patch in corner of sandbox map Fixed hair sometimes not being saved correctly Fixed clothes being visible on the wrong floor

  • Devblog 34 - 17 November 2022

    Zoning Feedback I reworked the zoning system this week. The game already had a simple system to restrict where staff was allowed to go, but I believe that it was too limited and had some major issues. The main issue was that the game did not communicate whenever the employee could not reach a required item due to his/her zone being restricted. I tried to solve this by making employees adhere to their zone less strictly, but this made the zones less useful. In this update employees adhere to their zones very strictly again, and I added notifications whenever zoning related issues are a bottleneck in an employee’s efficiency. This is communicated by displaying icons of out of reach items above the staff's head, and messages. Zone Creation There is now a separate window for creating zones. You can assign employees to zones in the individual employee option menu (the menu that pops up when…

  • Devblog 33 - 10 November 2022

    Skin Colors Last week I added more variety to guest models. But there was one addition that I didn’t manage to finish in time, which is different skin colors. I did manage to add it to this update. Placement Hints I reworked the hints that are displayed when you place items. They now appear whenever they are relevant instead of only after clicking while trying to place an item. I also made them look a bit more consistent. In addition to warnings, there are now also some hints that are displayed when placing items. The rotate button is shown for example. Added More Tooltips Priorities Employee randomize button Menu stars Speed settings Small Changes Fixed blackjack infinite money bug. Reworked female sit pose. Fixed menu requirements tooltip issue. Fixed issue with game speed hotkeys Fixed bug with buttons being not clickable Improved eating animation Fixed woman guests not having a fork…

  • Devblog 32 - 3 November 2022

    Character system rework 2 weeks back I added a system that gave employees different skills. With this change it became more important to be able to tell employees appart, which was not easy because they all looked identical. I spent this week reworking the character system to make the employees and guests visually more unique. The new system should also make it much easier to add even more character variety in the future. Female Employees I was also able to finally add female employees. Employee Icons The more unique employee looks also required a new system for generating the employee icons used in UI. Previously these icons were just a static image. But the new system is much more dynamic. It also changes the icon when you change the employee's clothing. Small Changes Fixed Martini bug

  • Devblog 31 - 27 October 2022

    This week's update is a bit small. I hope to have a more exciting update next week. Dirty plates indication When a dirty plate has been dirty for a while, it will now display a particle effect. This should make it clearer when employees are taking a long time to clean tables. Sandbox map and Trees I changed the sandbox map and the tree’s a bit. I felt that the old colors were a bit bland. Small Changes Fixed texture issue in Las Vegas scenario Rebalanced plate dropping Review system issues fixed City scenario hard requirement reduced from 2000 to 1250 Reduced max fast forward speed Reduced staff salaries Added plate dropping sound

  • Small Patch - 22 October 2022

    Added rat traps Made tableware cost 15 instead of 20

  • Devblog 30 - 20 October 2022

    Priorities I mentioned in the last devblog that the game can sometimes be a bit of a waiting game, and that I wanted to make some changes to make it more interesting. After playing some older builds, I came to the conclusion that the priority system was actually quite interesting, and deemphasizing it might have been a mistake. I reverted these changes so there is now only one staff type again, and have a separate window to set their priorities. Staff Clothes One positive effect that introducing different staff types had, was that the different clothes made it easy to identify an employee's role. I did not want to lose this benefit so I made staff clothing an option that can be set for all employees. Employee Stats I also added employee stats to this update. The 3 stats that each employee has are: Clumsiness: Clumsy employees have a higher chance of dropping plates. Cooking: Cooking ski…

  • Devblog 29 - 13 October 2022

    Land Buying The game can at times be a bit too much of a waiting game. After some thought, I came to the conclusion that there is no quick simple fix for this issue. My plan is to make a lot of little changes to hopefully make the game a bit more about making interesting decisions as opposed to waiting. The first mechanic I decided to change is land buying. I often found myself having to wait until I had enough money to buy a plot of land. On top of that, the fixed plot size was very restrictive when designing a restaurant. My solution is to revert back to how land buying was when the game was released in early access. You can now buy a single square of land again. But I also added an option to click and drag bigger plots of land. Overlay performance Enabling the decor overlay could cause significant lag spikes. I made some performance improvements that should hopefully resolve this iss…

Patch notes and updates

S.noRelease datePatch nameGID number
115 October 2025Important security update1813674388902306
228 December 2022Small Patch5000716037463543047
322 October 2022Small Patch4714731755419130386
47 October 2022Small Patch4613399405943580423
530 September 2022Small Patch4588629064114897382
613 September 2022Small patch4606641560265955758
729 August 2022Small patch4514316500016668818
827 May 2022Small patch4437747060830370703
911 April 2022Fixed object menu not opening4353300134238906014
1017 March 2022Small patch4259848535827605213
119 March 2022Small patch4247463006801400400
127 March 2022Another small patch4247462367444615957
136 March 2022Another small patch4247462367441157208
145 March 2022Small patch4247462367437895696
154 March 2022Patch4247462367433889795
163 November 2021Small patch4186652991105281625
1729 October 2021Zombie mode patch4186652357027328734
1812 September 2021Small patch4020014731805735286
196 August 2021Small patch4032396530944389181
2023 July 2021Experimental branch patch4038024692289088005

Interactive charts, reviews, news, prices, and comparison tools load in the full SteamPulse app.