What secrets lie behind the distinctive and refined flavors of Monster Chef? Join us in this exclusive interview with its creators, the talented Italian team at Studio Pizza, led by Giulia Scatasta and Gregorio Zanacchi Nuti.

Let’s revisit Monster Chef, the captivating and quirky hand-drawn roguelite hack ‘n slash crafted by the emerging Italian independent studio, Studio Pizza. In this special deep dive, we will have the unique opportunity to closely examine the project, uncover its intriguing creative vision, and delve into its distinctive features, subtle nuances, and rich origins.
For this special feature, we are honored to host Giulia Scatasta, Producer, UI/UX Designer, and Social Media Manager, along with Gregorio Zanacchi Nuti, Game Designer and Art Director of Monster Chef. As the visionary leaders at the helm of the game’s development, they embody the creative philosophy of Studio Pizza and are the core force behind the conceptual essence of the title.
This interview will not only take us on a journey to the origins of Monster Chef, carefully retracing every significant step in its development and revealing the specifics of when, how, and where it all began, but it will also offer an opportunity to deeply engage with their debut project. A true deep dive, it will provide insight into Studio Pizza’s creative approach, while exploring the vibrant and dynamic corners of Delizia — the colorful and captivating world that, as you’ll soon discover, lies at the very core of the game.

A dynamic and energetic collective of young creatives, bound together by an unwavering passion for Video Games… and Pizza
While it will be up to Giulia and Gregorio to provide you with a detailed overview, meticulously tracing the history and origins of their game studio, we would like to take a moment to briefly introduce them, offering an initial glimpse that encapsulates the essence of their identity and creative vision.
As suggested by the title of this section, they are an ambitious, dynamic, and cohesive collective of creatives, united by a powerful passion that extends across various fields—chiefly, a love for video games and, notably, for the symbolic product of their studio: pizza.
However, this passion for pizza goes beyond a simple affinity for food—it embodies a creative philosophy that blends diverse styles, fostering a rich environment for their artistic vision to flourish. In this context, pizza represents more than just a food; it symbolizes the intersection of culture, identity, and their approach to game design: an immersive, sensory experience that evokes deep emotions and goes beyond the conventional boundaries of entertainment.
Founded in 2024 in Bologna, Studio Pizza is a collective of seven young, talented creatives: Gregorio Zanacchi Nuti, Game Designer and Art Director; Lorenzo Viglietti, Programmer; Roberto D’Agnano, 2D Artist; Giulia Scatasta, Producer, UI/UX Designer, and Social Media Manager; Anna Fasano, 2D Animator; Alessandro Spedicato, Color Artist; and Marco Bergamini, Sound Designer and Composer.
Although Studio Pizza is still in the early stages of its journey, it already stands out for its remarkable ingenuity, creativity, originality, and ambition—qualities that define every member of the team and are clearly reflected in the studio’s debut project, Monster Chef. This captivating action roguelite perfectly embodies Studio Pizza’s innovative approach and artistic vision.
Since its inception—and as our guests will elaborate during the interview—even before the studio officially took shape, the team has dedicated itself with unwavering passion to the creation of Monster Chef. This project encapsulates the core values and defining traits that inspired the establishment of Studio Pizza, where creativity, innovation, and ambition converge to form a cohesive and compelling artistic vision.
Now that you have a deeper understanding of Studio Pizza’s origins, journey, and vision, we invite you to dive into the heart of the interview.
Happy reading!
The Interview
Hello Giulia, hello Gregorio, and welcome! To start, we’d like to begin with a seemingly classic question—one that we believe is essential to better understand your journey. We’re not only interested in your professional and artistic background but also in your experiences as gamers and individuals. Don’t get us wrong—we’re not looking to delve into your private lives, but rather to understand the path that led you here: What passions, influences, and experiences shaped your journey before embarking on a career in game development? And how did this rich background lead you to the creation of Monster Chef?
(Gregorio): No, I did not follow a conventional path into game development—this is actually a question I get asked quite often. I did not attend specialized game design academies; instead, I earned two master’s degrees from the Alma Mater Studiorum University of Bologna: one in Philosophical Sciences and the other in Cinema, Television, and Multimedia Production.
At the same time, I worked as a game designer and art director on RAVE, a self-published card game with an unconventional concept. The idea was to create a game centered around organizing the best party at the table—an unusual theme compared to traditional board games. The project received a positive response, evolving into a broader ecosystem that included a dedicated website (ravecardgame.com), a self-produced comic book series, and even collectible card expansions.


This experience was pivotal in understanding the intricacies of production and marketing within the gaming industry. When the Bologna Game Farm initiative launched, offering non-repayable grants for video game development, I saw a unique opportunity and seized it. Developing a video game is a financially demanding endeavor, and without adequate funding, it would have been impossible. So, we assembled a team and created a proof of concept, which ultimately paved the way for the official launch of our project.
(Giulia): I also studied at the University of Bologna, following the same master’s program in Cinema, Television, and Multimedia Production, but our paths did not cross in an academic setting. The first time I encountered RAVE, I was immediately struck by its concept—and I’m not just saying that to be polite; I truly found it brilliant. From there, we started working together to structure the game’s marketing strategy, handling its distribution and promotion.
This experience allowed us to develop valuable expertise in event organization, marketing, and self-publishing—skills that later proved crucial for the development of our video game. The path leading to Monster Chef was far from linear, but every step along the way contributed to shaping our creative and production approach.
Before diving into the origins and story of Monster Chef, we’d love to take a step back and explore your journey, starting with the founding of Studio Pizza and the vision that led to the creation of your first IP. So let’s begin at the very start: How was Studio Pizza born? What was the spark that set everything in motion—the driving force that made you firmly believe in your dreams and transform an idea into a concrete project, bringing both the studio and the aspirations that followed to life?
(Gregorio): When it comes to forming our team, I have to say it was a very natural process. Thanks to our sound designer and composer, Marco Bergamini, I met our programmer, Lorenzo Viglietti, and we immediately clicked. At first, we were working on another project—a mod for The Binding of Isaac—but when the opportunity to participate in the grant came up, we decided to take the leap and focus on creating an original game.
After making that decision, we met our 2D artist, Roberto D’Agnano, who joined us through mutual connections. Soon after, our Color Artist, Alessandro Spedicato, became part of the team—he was already collaborating with us on the colors for RAVE. Toward the end of our first year of development, Anna Fasano, our 2D animator, also joined the team.
Fortunately, we managed to find the right talents, which can be quite challenging in Italy, especially in the indie scene. We all come from different backgrounds, but none of us had previously worked in major industry studios.
(Giulia): Yes, it was a challenging but incredibly rewarding process. Every member of our team has played a crucial role in bringing this project to life.
Considering the path your studio has taken, we have a question that may seem lighthearted and informal on the surface but actually holds a deeper and more intriguing undertone: What was the motivation behind choosing pizza as the symbol of your studio? Did it stem from a simple and fun anecdote—an idea born among friends, perhaps during a night of shared pizza and laughter? Or was it a more deliberate decision, the result of a strategic reflection aimed at building a strong, distinctive, and recognizable brand identity?
(Gregorio): The decision to use pizza as our studio’s symbol was far from random; rather, it emerged from a multifaceted reflection. Pizza is a universally recognized emblem, a symbol that transcends cultural boundaries and is beloved worldwide. This connection to a culinary tradition that has conquered every corner of the globe perfectly mirrors our studio’s ambition to establish an international presence while staying firmly rooted in our cultural heritage.
Pizza is more than just a dish—it embodies tradition, innovation, and sharing, all elements that resonate deeply with our vision as game developers. Over the past 15 years, there has been a growing appreciation for regional uniqueness as a distinctive strength in products, and we wanted to apply the same philosophy to our work. Choosing such an iconic element of our culture was, for us, a declaration of identity. Italy, with its vast historical and cultural heritage, has long been recognized as a beacon of creativity, and we wanted to assert our place within this tradition.
When we asked ourselves what our ‘signature’ should be, we decided to take a path that was anything but conventional. Instead of opting for something generic, we wanted to represent something that was authentically Italian—instantly recognizable but also deeply tied to our vision of interactivity, innovation, and creativity. Monster Chef is a game designed as a tribute to Italian cuisine, with storytelling elements that explicitly celebrate our culinary traditions.

(Giulia): This choice wasn’t just driven by our love for food but also by a keen focus on branding. We wanted a name that was memorable, something that would immediately stick in people’s minds. A name that, like our logo featuring a pizza slice, left no doubt that we were a game studio, while also conveying our origins and worldview.
Let’s continue the interview with a question that, while keeping the playful and fun spirit of the previous one, allows us to further explore the evolution of your studio. This is a classic dilemma, closely tied to the culinary theme that defines your project: “Which came first, the chicken or the egg?” Don’t worry—we’re not looking for a definitive answer or your personal interpretation of this age-old saying. Rather, we’d love to ask: What was the very first step in your journey—was it the creation of Studio Pizza, or did the concept for Monster Chef come first?
(Gregorio): The first concept for Monster Chef definitely came first. When we started working on the Bologna Game Farm grant application, we were actually developing an entirely different project. It was a strong concept, but we lacked the necessary talent to bring it to life—most notably, a 3D artist.
At that point, it became clear that our original idea alone wouldn’t be enough to win the grant. We needed a viable alternative, and that’s when we turned to Monster Chef—a concept that had already been floating around for some time.
(Giulia): Exactly! That was a pivotal moment. To add a bit more context, I remember the idea for Monster Chef emerging around August 2022. We were approaching the deadline for the demo submission, and suddenly, we realized that our initial approach simply wasn’t feasible. Had we continued with the 3D project, we risked not making it—we simply didn’t have the resources to pull it off. So, we made a bold decision to pivot, leveraging the skills and assets we already had. We reached out to Roberto, and within a month and a half, we built the demo, submitted it, and were selected. It was a risky move, but it paid off. What was most rewarding was the confirmation that our intuition had been right—seeing how well the demo was received was a clear sign that we were heading in the right direction.
Let’s dive even deeper into the rich, flavorful, and evocative world of Monster Chef.
To start, we’d love to explore the roots of the game’s concept with you—an experience that skillfully blends hack-and-slash dynamics, roguelike mechanics, and a strong emphasis on management elements, which serve as a central and distinctive feature. Could you tell us how the initial concept for Monster Chef was born? What were the main sources of inspiration that helped shape the solid foundation on which the game was built?
(Gregorio): When it comes to the inspirations behind Monster Chef, it’s interesting to note that one of our primary influences—contrary to what many might assume—is not Dungeon Food, but rather a lesser-known manga: Toriko. While this series remains an overlooked gem within the shonen genre, its seamless fusion of action and culinary elements had a profound impact on us.
Another defining aspect of Monster Chef is its visual identity. The game’s artwork was crafted by a comic book artist, and this choice is reflected in its distinctive aesthetic—simple, expressive, and vividly colorful. However, what truly sets our game apart is its approach to gameplay mechanics. Many food-themed games tend to separate the hack-and-slash elements from resource management: typically, players collect ingredients by defeating monsters and then process them later in a distinct cooking phase.
Monster Chef breaks away from this conventional structure, seamlessly merging action with real-time resource management. Here, players don’t just gather ingredients to use later; they cook while they fight, creating a synergy between combat and cooking that makes the gameplay experience even more dynamic and engaging.


(Giulia): We believe the game as a whole has a strong and distinctive personality, and this extends to its narrative approach as well. Too often, story elements take a backseat during game development, but for us, they are essential.
We’ve built a rich, multilayered world where every character and every detail holds meaning. The way we handle dialogue, for example, follows a philosophy similar to games like Hades, where interactions with characters aren’t just functional but also serve as opportunities to explore deeper narratives, motivations, and relationships.”
At first glance, what stands out most in Monster Chef is the delicate balance between two distinct gameplay elements: on one side, there’s the wild, adventurous aspect—where Pranzo gathers resources for his inn through exploration, combat, monster hunting, and crafting. On the other, the management component plays a pivotal role, allowing Pranzo, the innkeeper, to customize his establishment and satisfy customers—an essential task to keep the restaurant afloat and avoid bankruptcy. With all this in mind, what role does storytelling play in the game? How is the narrative structured, and what kind of plot twists can players expect?
(Gregorio): Revealing the plot twists now would spoil the surprise, so we’d rather not give too much away. That said, I can explain our approach. Initially, we intended to rely primarily on environmental storytelling, drawing inspiration from the Souls series—a franchise I deeply admire for its minimalist use of dialogue and the way its world unfolds through environmental details, particularly item descriptions.
This element remains integral to Monster Chef. Object descriptions provide players—if they’re curious—the opportunity to dive deeper into the game’s lore, uncovering pieces of its timeline and history. Some of the most significant dishes, for instance, feature flavor text that recounts tales of the Monster Chef Order, to which Pranzo belongs, or recalls legendary battles and historical events. Players who enjoy piecing together a game’s lore will find these descriptions rich with clues and open-ended narratives, intentionally designed to leave certain threads unresolved and interconnected in ways that aren’t immediately obvious.

This is one of the game’s key innovations: it’s not just about implementing gameplay mechanics—it’s about enhancing the overall experience once the game is in players’ hands. Over time, we also recognized the expressive potential of dialogue, which led us to reorganize parts of our narrative design and introduce carefully crafted characters. As a result, the game unfolds on two narrative levels: an immediate one, conveyed through dialogues and item descriptions, and a broader one that tells Pranzo’s story—a novice destined to climb the ranks of the order and prove himself as a true Monster Chef.
At its core, the game’s narrative follows a grand quest—intentionally abstract, much like the early Pokémon games, where the goal was simply to become the champion. Around this central journey, we weave the stories of the various characters who orbit Pranzo’s world. This, in essence, is our narrative vision—something we haven’t shared in previous interviews, so take note!
As we delve further into the game’s world, an intriguing question arises: what is the name of this unique world, and who are the key characters that inhabit it?
(Gregorio): The world is called Delizia, and we intend to keep this name unchanged across all translated versions of the game. The setting features four distinct tribes: orcs, tritons, elves, and humans. While this foundation might sound like classic fantasy, we’ve meticulously crafted every detail—including the names of the characters.
All character names are in Italian and will be transliterated across all languages to preserve their original phonetic charm. After twenty years of Japanese games featuring “talking names”—where characters’ names reflect their personality or role—we’re ready to offer an alternative deeply rooted in our culture.
So get ready to meet characters like Pranzo, Spuntino, Solo Buon Cibo, and many more!
Although this may seem like an obvious question, we can’t help but pause to focus on the central figure of this adventure: the humble yet adventurous knight-chef, Pranzo. His very name is a clear nod to the culinary world. Could you tell us more about his character? How did his unique design come to life, and how would you describe his personality? Should we imagine him as a gruff innkeeper with a heart of gold, or more as a refined restaurateur, meticulous in his choice of ingredients and the management of his establishment? What kind of protagonist, in terms of personality and temperament, will players embody in Monster Chef?
(Gregorio): Pranzo is conceived as a classic shonen hero—a child who enters the game’s world with a sense of wonder, encountering customs and traditions unknown to him. Yet, don’t be fooled by his young age: only Monster Chefs, the elite order to which he belongs, possess the ability to cook the very monsters that threaten the warrior tribes—humans, orcs, elves, and tritons—turning this skill into a legendary art of its own.
From a narrative design perspective, we felt it was crucial to make the protagonist a vessel through which players could immerse themselves in the story. In a game where the narrative is ultimately secondary to gameplay, there are typically two main approaches when designing the protagonist: either creating an extremely charismatic character or offering players a ‘blank slate’ in which they can project themselves. Personally, I believe that making Pranzo too rebellious or edgy would risk making him less accessible, limiting the player’s ability to form their own emotional connection with the experience.
Instead, we opted for a protagonist who allows players to step into his shoes and, once immersed in the world, decide on their own which characters to bond with. Throughout the adventure, Pranzo elicits a variety of reactions from those around him. Some characters, impressed yet concerned by the extraordinary feats of a mere child, encourage him, while others, skeptical, mock him, believing the task to be far beyond his abilities. It will ultimately be up to the player to convince the doubtful and reassure the worried, actively shaping the game’s narrative through their choices.
One of the most innovative and unique mechanics in Monster Chef is its approach to cooking—taking place directly on the battlefield. While many developers opt for more conventional methods, you have chosen to reinvent the concept of cooking by transforming the wilderness into a stage where Pranzo, after hunting his prey with his culinary arsenal, prepares meals right at the scene of the “hunt.” What inspired this unconventional choice, and how will the cooking phase be designed and integrated into the overall gameplay experience?
(Gregorio): The decision to experiment with this design primarily came as a challenge—what drives me is the desire to create a genuinely innovative gameplay experience. I want to develop a game that makes people say, ‘Wow, a new title just dropped—I have to try it!’ without simply recycling graphical styles or offering a watered-down version of an existing concept.
Ultimately, my main inspiration is the ambition to bring something truly original to the table—a game that is worth playing in a landscape that, in my opinion, currently feels somewhat stagnant, whether in video games, cinema, comics, or TV series.

Another almost inevitable question, given the theme of the game, concerns the design and construction of the world of Delizia—the vast, procedurally generated open world that serves as a dynamic backdrop for the adventure, embracing the essence of the roguelike genre. Could you walk us through the distinctive features of Delizia? How will players interact with this evolving environment, and how are the roguelike elements woven into the experience to create an immersive adventure?
(Gregorio): The game unfolds through a structured cycle where the player experiences a full in-game day. An action session concludes with the arrival of night. While Delizia is a fantasy world without conventional clocks, the passage of time is signaled through changes in lighting and specific feedback cues. During each day, players explore the procedurally generated world in search of monsters—essential for crafting the menus that they must then bring back to the inn and serve. At the same time, the management system allows players to gather resources such as wood, stone, and steel, which can be used to purchase furniture for the inn or upgrade weapons.
(Giulia): Delizia consists of several biomes. At the moment, we’ve defined three distinct environments. The Magnolia Forest acts as the primary setting and features most prominently in our promotional materials. As players progress through the game, they will unlock two additional biomes. Each setting will introduce unique monsters and challenges, all intricately connected to the game’s management aspect. In particular, the protagonist will have to organize elaborate banquets for the rulers of Delizia—meeting, in order, the Kings and Queens of the Elves, the Tritons, and the Orcs.
Monstrous plants, mutated creatures, abominations that seem to have escaped from a mad scientist’s lab, and countless other grotesque entities—Monster Chef appears to offer a rich and diverse bestiary. It’s clear that this will not only be a key feature of the game but also a rewarding activity for Pranzo, as he hunts for the most succulent ingredients hidden within or around these creatures. With that in mind, what is your vision for Monster Chef’s bestiary? What kinds of creatures do you envision populating this collection, and what unique design elements are you incorporating to make it truly stand out?
(Gregorio): Our goal is to create a dynamic recipe book, which expands progressively as the player cooks a set number of monsters of a particular type. Naturally, monsters can also be defeated in other ways, but doing so won’t contribute to the recipe book, which acts as a true repository of knowledge. The recipe book will have a dual-layered structure: on one side, a textual component that fills in as the player cooks more of that monster; on the other, a visual representation that evolves over time. Initially, the monster’s image will appear as a simple line sketch, gradually becoming more detailed—with added shading, highlights, and a decorative background—until it transforms into a fully realized and immersive illustration. It’s an ambitious concept that will take time to fully develop, but we believe it will offer a deeply engaging visual and narrative experience for players.
One final, but certainly not least important, aspect we’d like to discuss is the management component—an area we’re particularly eager to explore given your unique approach. We are exploring how to structure this aspect: What level of complexity and depth can players expect from the management system? How much freedom will they have in shaping it? More specifically, how will the game integrate customer interactions into the gameplay? Will there be time constraints to follow, along with satisfaction metrics and service-based evaluations during the cooking phase?
(Gregorio): We designed the management component as a true ‘seasoning’ that enhances the overall experience, seamlessly integrating it with the adrenaline-fueled combat. From the very beginning, our goal was to create a gameplay loop that keeps players engaged for as long as possible while avoiding the fatigue often associated with management sims. The idea is to offer a breather—a moment where players can interact with characters, delve into the inn’s lore, and enjoy a visually relaxing experience.
In the inn, Pranzo must first serve the menu of the day to customers through a minigame. The profits he earns enable him to acquire resources, which he then uses to purchase furniture to decorate the inn, upgrade weapons, or personalize rooms—factors that influence his relationships with NPCs. To complement this management experience, we’ve introduced additional mechanics related to the inn’s garden. Players will be able to cultivate special spices that enhance sauces with unique properties—such as ingredients that, when released, apply different effects on monsters. Another innovative feature involves critters—small insects that, when captured with a net, become part of the garden ecosystem. These creatures build affection over time and provide specific bonuses, such as accelerating plant growth, increasing seed drop rates, or accumulating additional resources.
(Giulia): In essence, we designed the management system not to be an overwhelming challenge that demands micro-management of every detail. Instead, it serves as a moment of relaxation and interaction, seamlessly blending with the action and combat elements, enriching the gameplay with a strong aesthetic and narrative appeal.

While we now have a clear idea of what to expect from Monster Chef in terms of visual style, artistic direction, and gameplay, the sound design and soundtrack remain a complete mystery. It’s difficult to imagine what kind of auditory experience will accompany the game. Can you tell us more about the soundtrack? Will it embrace the lighthearted, humorous, and playful tone of the game, or will you surprise us with a completely different musical atmosphere?
(Gregorio): We’ve chosen a predominantly orchestral approach. During the early experimentation phases, we also tested electronic sounds, but none of them truly aligned with our vision. In my opinion, a well-crafted soundtrack should add an extra layer of depth to the gaming experience—if you can mute it without noticing a difference, then something is missing. For this reason, we’ve drawn inspiration from the great classics of adventure games, such as The Legend of Zelda, while also infusing the score with an unmistakable Italian influence inspired by Ennio Morricone.”
(Giulia): We intentionally referenced Morricone because we wanted the music to carry that distinctive flavor that, while internationally recognizable, remains deeply rooted in our cultural identity. It’s true that many often portray Italy in a stereotypical way—pizza, mandolins, mafia—but we aim to celebrate the true craftsmanship and creativity of our country. This philosophy extends to our musical choices as well.
(Gregorio): Moreover, the soundtrack will be dynamic. For example, the theme for the Magnolia Forest will evolve based on the action, shifting to a more intense variation during battles to match the pace of the gameplay. This approach not only enhances the action sequences but also enriches the storytelling and makes the overall experience even more immersive.
With Monster Chef set to launch on PC via Steam, looking ahead, could you share your vision for the next phases of the project? What is the current state of development, and what are the next steps in your roadmap? Also, are there any plans to bring the game to consoles in the future?
(Gregorio): The project has reached an advanced stage, and we are getting closer to a version that we could consider release-ready. However, we want to take the necessary time to refine it and ensure that we feel completely satisfied with the final product. We’re not just aiming to meet the minimum standards required for storefronts—we want to create a game that, by our own standards and those of the entire team, feels authentic and complete.”
(Giulia): From a promotional standpoint, we’re focusing on an organic strategy. We’re active on Twitter, Instagram, and TikTok, and we’ve built a community on Discord. This is crucial in today’s landscape, where a strong social media presence is indispensable. Additionally, as soon as we have playable builds ready, we plan to involve streamers and platforms like Twitch to generate authentic word-of-mouth and further engage the community.
(Gregorio): Bringing the game to consoles is something we are considering, but right now, our focus is on the PC release. In short, while we continue refining the game, we are carefully planning every aspect—from development to marketing—while keeping in mind the economic and strategic challenges of today’s industry.
To wrap up this interview, we’d like to ask a question you might have expected—one that we feel offers a unique and thoughtful way to close while also expressing our gratitude. Giulia and Gregorio, we’re curious: what is your favorite pizza, and what makes it special to you? And while we’re at it, what about the rest of the team? To put it more philosophically—could one say that your choice of pizza, through the balance and harmony of its ingredients, reflects your personalities and perhaps even the unique contributions each of you brings to the collective vision of the project? After all, the greatness of a pizza doesn’t come from a single ingredient but from the perfect fusion of all its elements—just like the work of Studio Pizza.
(Giulia): You’re absolutely right! Personally, I have a soft spot for white pizzas, especially those with ingredients like pumpkin and potatoes. In Bologna, I once had a version topped with mortadella and potatoes, which completely surprised me with its perfect balance of flavors.
(Gregorio): Lately, I’ve been leaning towards a variation of the classic tuna and onion pizza—which, to be honest, I normally wouldn’t go for—but with the addition of Taggiasca olives and green sauce. It’s a bold and original mix, perfectly aligned with the innovative spirit of our game.
As for your question, I think this reflection goes beyond personal taste. We firmly believe that the culinary preferences of each team member—our favorite pizzas—represent a microcosm of our identity. Every choice and every combination of ingredients come together to form a mosaic that tells our story and ultimately reflects in the design and aesthetics of our project.
For us, pizza is more than just a dish—it’s a metaphor for our work, a fusion of different elements that, while unique on their own, come together to create something new and captivating. On our website, for example, we’ve dedicated a section to “Our Pizza”, featuring images of our team members as a tribute to the deep connection between our passion for pizza and our creative vision.

A delectable and exquisite culinary adventrure awaits you in the captivating and enchanting world of Delizia
As our time together draws to a close, we would like to take a moment to sincerely thank you, our readers, for your continued interest and engagement. Our deepest gratitude also goes to our guests, to whom we extend our warmest wishes for success in their future endeavors.
Monster Chef will soon be available on PC via Steam, followed by a release on consoles. To stay updated on the game’s progress, be sure to keep following us and visit Studio Pizza’s official website. We also highly recommend joining their Discord community, where you can access the latest news and insights about their debut game.
That’s all for today. Until next time!