I don’t mind admitting, just between the two of us, that I’m wandering a bit outside my comfort zone with the following game. Food Devils is a turn-based tactics game, which I like, and it’s a roguelite, which I love, and it’s even got a post-apocalyptic setting, which is cool.
It’s also a bit horny. Normally, that would put me off; however, the turn-based roguelite parts of the game seem to be conceptually interesting and even relevant, and the sexy parts are not as filthy as many of the more popular books and TV shows out there. So here I am, outside my comfort zone, but also interested in hearing more about a game and genre that I don’t normally pay much attention to.
And so, without further delay, here’s my Q&A with Studio Daimon developer Alfred Kamon, who had plenty to share ahead of the game’s Early Access launch next month.
RL: Food Devils might be the horniest game I’ve covered here on Rogueliker. What are you cooking up over there?
AK: Hahah, we’ll gladly claim that title! The sauciness and art style are immediately eye-catching, but then players stay for the deep tactics and compelling roguelike gameplay. The mature approach to the characters also gives the writing and story a lot of freedom to explore fresh, complex themes, while the polish across every aspect of the game establishes that this is way more than mere horny bait.

Ok, starting with the restaurant side of things, what kind of gameplay can people expect?
The restaurant is basically the hub for roguelike meta-progression. You bring back ingredients from expeditions and cook them into dishes that provide different boosts for your next run. At the restaurant, you also advance the story, have private “Table Talks” with the Devils, and recruit more adventurers in your party.
I know a lot of players enjoy the feeling of becoming stronger and unlocking new possibilities between runs, so I deliberately didn’t want cooking itself to become an overly complicated minigame. It’s more about the decisions surrounding what you cook and how that affects your next run.
When you’re not cooking for your demonic friends, you’re engaging in turn-based battles on grid-based maps. How do you connect those polar opposite styles?
They actually feed into each other quite literally!
What you do during expeditions determines what you can do back at the restaurant, and what you do at the restaurant shapes your next expedition. The ingredients you bring home become new dishes and buffs, while different furniture sets attract different kinds of adventurers. Those adventurers can then form Contracts with the Food Devils, unlocking new classes, skills and team compositions for future runs.
So the restaurant and the tactical battles aren’t really two separate halves of the game, but one continuous loop.

The plan is to launch into Early Access on PC first, right?
Yes, the game will launch on Steam in Early Access on November 3rd, 2026. I hope players will support this release, as it’s a very important milestone for our studio. The starting price will be $19.99, and it will likely increase once we reach v.1.0.
What can players expect to find in the EA version of the game?
Players will start out meeting three of the five Food Devils, each unlocking different subclasses, abilities and teambuilding possibilities. There are over 250 skills to experiment with in this build, four areas to explore, and tons of synergies and combos to discover.
You’ll also start unravelling the mysteries of this post-apocalyptic world and getting to know the Food Devils much more deeply. We’ve put a lot of care into the audiovisual presentation of the game, and the level of quality you’ll see in Early Access is representative of what we’re aiming for in the final game. We also have full professional voice acting!
Basically, this isn’t an Early Access release where we’re putting out a rough prototype and figuring out the game later. The core game is already there, and Early Access is about expanding it.

How long do you expect to spend in Early Access, and how are you planning on involving your audience in the process?
I started my career as a Fire Emblem modder back in 2012, so improving games based on community feedback is basically in my bloodstream, haha.
We’ll pay close attention to reviews, comments and suggestions, and release QoL and balance patches while we continue working on the remaining content for v1.0. Right now, I expect Early Access to last around a year, with a major content update roughly six months after launch and various smaller patches in between.
We’ll also release a detailed roadmap a few days before launch, so people will know exactly what they’re buying into and what we’re planning to add during Early Access!

And finally, what platforms are you targeting and when can players get started?
As a huge Nintendo fan, one of my dreams would be to release the game on Nintendo Switch 2 someday!
If the Early Access version is successful, we’ll definitely consider bringing the game to all modern consoles… perhaps even with a simultaneous v1.0 release on PC and consoles.
For now, though, it all starts on Steam on November 3rd! I hope you’re looking forward to it! Thank you for the interview!
Head to Steam to either try the demo or wishlist Food Devils.















