Restaurats is a cooperative restaurant simulation game in which players control a group of rats running a medieval-style tavern. The game presents a fast-paced environment where players must cook, serve, and clean while managing a stream of demanding fantasy guests. Each round is timed and takes place in a compact kitchen and dining area. Players are expected to respond quickly to messes, failed deliveries, and interruptions caused by impatient or messy customers. The game does not include long-term progression; each session is isolated and resets after completion.
In-Game Roles and Customer Challenges
Players control several rats at once or split responsibilities in multiplayer mode. These rats must be directed to specific stations, such as cooking pots, delivery points, or cleaning areas. Guests react based on how fast and accurately their orders are delivered. If service is too slow or incorrect, guests may throw food or cause additional messes. The game has no upgrade system or ability customization. Success comes from reacting efficiently and coordinating tasks across all rats. There is no automation—each task must be executed by the player in real time.
Main Gameplay Components
The gameplay is built around short service shifts. The main components include:
· Preparing meals by activating cooking stations
· Delivering dishes to specific guests before time runs out
· Cleaning food waste and dropped items between orders
· Reassigning rats between cooking, delivery, and cleaning tasks
· Completing the shift without overwhelming the kitchen
Each task affects the overall flow. If the player focuses too long on one action, others may be neglected, leading to failure. The difficulty increases naturally through the number of guests and their behavior, not through added complexity. All actions are performed using simple controls that emphasize speed and clarity rather than precision.
Session Structure and Difficulty
The game is divided into isolated sessions with no carryover between rounds. The restaurant layout remains the same, but the guest combinations and incidents vary each time. Players must adjust strategies depending on which types of customers appear and how they behave. Some guests make more mess than others, while some react faster to delays. There are no scripted events or cutscenes. The experience is focused entirely on completing each shift through multitasking and fast reaction. Rounds are short and repeatable, designed for quick sessions or back-to-back attempts.