Building
Where Build
Build places stalls, seats, facilities, decor and flooring. What you build and where decides how fast guests are served. R turns a piece; hold Shift to place several.
Pick a category, pick a piece, then tap a free tile. Stalls need a clear tile on their arrow side, where the queue stands. Move picks something up and puts it down elsewhere for free.
Bulldoze sells a piece back for 50% of what it cost. Prices go up in richer towns, and perks can bring them down.

Stalls and cooks
Where Build → Stalls
Each stall cooks a family of dishes. No cook, no sales: every stall needs one of its own. Upgrade a busy stall before you build a second one.
A stall serves the dishes of its family: the Dosa Counter makes every dosa, the Coffee Bar the coffee. New stalls are opened by research.
Select a stall to see its queue and its condition, and to upgrade it (up to level 3). A higher level serves more guests at once. Stalls wear as they cook; a worn stall is slower and may break down.
Seating and comfort
Where Build → Seating
Guests want to sit down to eat. Comfier seats make guests happier and more patient. A Standing Table is cheap; benches and booths pay back in mood.
Every seat counts once a guest has food in hand. Comfort runs from basic to three; a fan or an air conditioner nearby adds more. A Parcel Counter lets a guest with no seat take the food away happily.
Hand wash, bins and other facilities
Where Build → Facilities
Facilities keep guests comfortable and the floor clean. Everyone eats with their hands, so everyone wants to wash after. Put a dustbin near the seats.
A Hand Wash (₹250) is the first must-have. A Dustbin (₹50) catches litter within 3 tiles. Later, research opens the Water Cooler, the Token Counter (every stall on its floor serves faster), Cold Storage and the Air Conditioner.
Decor and ambience
Where Build → Decor
Decor and flooring set the ambience of a floor. A nicer room makes guests happier and more generous. Mix pieces: a second of the same kind counts for less.
Each floor has an ambience score from its flooring and its decor. A floor can only use so much decor: past that, a new piece on the same floor adds nothing, and the game says so. Put new pieces on another floor instead.
Repeats are worth less: the second of the same kind on a floor counts for 40% of the first. A walkable piece (a kolam, a red carpet) and an overhead one (a fan, fairy lights) take no floor space from guests.
Keeping it clean
Where Run → Staff → Hire → Cleaner
Plates, spills and litter pile up as guests eat. A dirty room loses stars, and the health inspector notices. One cleaner a floor is a good start.
Cleaners clear plates, wipe tables, sweep litter and empty bins. A trained cleaner works faster. Keep a dustbin within reach of the seats so less ends up on the floor.
More land
Where Build → Expand → Buy the plot next door
Buy the plot next door for a bigger room. A bigger plot holds more guests at once and more of everything. Each plot needs a rank before it is for sale.
The plot grows in stages. Each one is bigger, holds more guests and pays more rent. Buying the plot keeps everything you built where it is.
| Plot | Price | For sale from | Room (guests) |
|---|---|---|---|
| 7 × 6 | Yours | Street Cart | 22 |
| 10 × 7 | ₹4,000 | Tiffin Stall | 32 |
| 13 × 9 | ₹14,000 | Darshini | 44 |
| 16 × 11 | ₹40,000 | Udupi Bhavan | 58 |
| 20 × 13 | ₹1,20,000 | City Chain | 74 |
| 24 × 15 | ₹3,20,000 | National Icon | 90 |
Prices are for your first outlet; later outlets pay a little more for land.
Floors and stairs
Where Build → Expand → Add a floor
An outlet can grow upwards: up to three floors in all. A floor adds room only once a staircase reaches it. Put the stairs in first, then furnish upstairs.
The first floor costs ₹40,000 and opens at the rank of Udupi Bhavan; the second ₹1,40,000 at State Brand. On a bigger plot a new floor costs more.
A Staircase (₹800) takes two tiles and the same two tiles on the floor above, so both must be free. Once guests can walk up, the floor adds 45% of the plot’s room, and a furnished upper floor draws more passing trade. Every floor adds 30% to the rent, stairs or not.
The floor buttons at the side of the screen take you up and down.

Getting guests upstairs
Where The floor buttons
Guests come in at the ground floor and take the nearest clean seat. They only climb when upstairs is the easy choice. Stairs near the door and the stalls, something worth climbing for, and a host.
Nobody climbs for the view. A guest picks a stall by what they want, its price and the walk, and a flight of stairs counts as several extra steps. Then they take the nearest clean seat. Someone who only bought a coffee or a sweet sits close to where they bought it. So an empty upstairs is normal until you give guests a reason.
Put the stairs near the door and the stalls. The shorter the walk to the stairs, the more people take them.
Give them something up there. A popular stall upstairs, or the extra seating, brings its own crowd up.
Keep upstairs clean. A dirty table up there is a table nobody uses. Give the floor its own cleaner.
A host helps. A host greets guests at the door and finds them a seat, upstairs included, so fewer give up on a table.

Too crowded?
Where Run → Guests → Room
Room is how many guests fit inside at once. It comes from the plot and from floors the stairs reach, not from seats or tiles. Buy the next plot, or add a floor with working stairs.
When the room is full, new guests wait outside or walk on. More tables do not change it. Two things do: a bigger plot, and an upper floor that a staircase actually reaches (each adds 45% of the plot’s room).
A different message can sound the same: when a floor has all the decor it can use, the game says more decor adds nothing there. That is about ambience, not room. New pieces still help on another floor.
As fame grows, more people want in, so a bigger room fills up again. A full room every morning is a good problem: it means the next plot will pay.
| Plot | Ground floor | With a first floor | With two upper floors |
|---|---|---|---|
| 7 × 6 | 22 | 32 | 42 |
| 10 × 7 | 32 | 46 | 61 |
| 13 × 9 | 44 | 64 | 84 |
| 16 × 11 | 58 | 84 | 110 |
| 20 × 13 | 74 | 107 | 141 |
| 24 × 15 | 90 | 131 | 171 |
Upper floors count only when a staircase reaches them.
The Guests page
Where Run → Guests
Guests gathers what everyone thought today. The top complaint is usually the cheapest fix. The room line says how full you are and what raises it.
The page lists today’s complaints and compliments, who your guests are, how many gave up and why, and the ambience of each floor.

Your regulars
Where Run → Guests → Regulars
Regulars are the guests who keep coming back. Keep them happy and, a day at a time, they introduce themselves. The album keeps everyone you have met, and their usual order.
A happy guest becomes a regular, and regulars start to talk. On a day you play, someone new may say hello, one a day at most, and the album in Guests keeps them: who they are, the town you met them in, and in time their usual order.
The more regulars a town has, the more of them you get to know. Look after the room and the menu, and the album fills itself.
Research
Where Run → Research
Research opens new dishes, stalls, decor and staff. New dishes and stalls are how a menu grows. Auto-pick is on: it chooses the next project for you. Set a funding level you can afford every night.
Funding is paid every night and earns research points. Points finish the project you picked; Auto-pick chooses the next one for you. Better projects open at higher ranks.
| Funding | Cost | Earns |
|---|---|---|
| None | Nothing | 0 points a day |
| Low | ₹60 a night | 30 points a day |
| Normal | ₹150 a night | 70 points a day |
| Maximum | ₹350 a night | 140 points a day |

Marketing
Where Run → Marketing
A campaign brings more of the street in for a few days. Useful when you have room and cooks to spare. Advertising reaches this town only.
Pick a campaign and it runs for its days. Only start one when the restaurant can cope: a longer queue of unhappy guests costs more than the ad.
| Campaign | Price | Runs | Brings |
|---|---|---|---|
| Flyers at the Bus Stand | ₹150 | 2 days | +20% guests |
| Free Coffee Coupons | ₹300 | 2 days | +50% guests |
| Newspaper Ad | ₹600 | 3 days | +45% guests |
| Radio Jingle | ₹1,500 | 5 days | +70% guests |
The Town page
Where Run → Town
Opens The rank of Tiffin Stall
Town shows your fame, the shop across the road and market prices. Fame decides how many passers-by even consider coming in. Out-rate the rival for long enough and it shuts its shutters.
Fame (out of a hundred) rises with every happy guest, falls with unhappy ones and fades a little each night. The rival across the road takes up to 40% of the walk-ins while it is the better shop. Beat its rating by 0.25 stars for long enough and it folds, paying you a prize; a stronger one opens later.
Ingredient prices drift every day. The market card says what they cost today against the usual.
Outlet grades
Where Grow → Outlets
Every outlet earns grades of its own, from Street Cart up. A grade opens deliveries and riders for that outlet. Grades are never lost.
A grade needs room for enough guests, a rating held for some days running, and a good best day. The grade chip at the top shows how close this outlet is.
| Grade | Room | Rating | Best day |
|---|---|---|---|
| Street Cart | Where you start | ||
| Tiffin Stall | Room for 22 | 2.5★ for 2 days running | ₹800 |
| Darshini | Room for 32 | 3.4★ for 3 days running | ₹3,000 |
| Udupi Bhavan | Room for 44 | 3.9★ for 5 days running | ₹10,000 |
A best day is sales in one day, a little higher in richer towns.
The Daily Report
Where Run → Finances → Daily Report
A page for each day: guests, sales, costs and what went wrong. The quickest way to see why yesterday was good or bad. Swipe back through the last few days.
It comes up after each day if you like, and it is always in Finances.
Next: Staff
