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3D cooking-action tycoon Solana

Cook for real.
Build an empire.

Chop, sear, plate and serve in a 3D kitchen that never slows down. Four orders deep, one burning pan, zero clean plates — and you love it. From a one-pan street cart to a restaurant chain. Skill, not luck.

  • Skill-based, never gacha
  • Coins never cash out
  • Runs in your browser
RUSH HOUR
  • Burger 0:12
  • Salad 0:31

The heart · 10–30 seconds

One customer. Half a minute. All done with your hands.

Nothing here is automated and nothing here waits for a timer. You physically do every step — and the tip is scored on speed, accuracy and freshness. Burn a pan or serve the wrong plate and it evaporates.

  1. 01

    Order in

    A customer sits, a ticket pops. Burger? Salad? Pizza slice? The clock starts now.

  2. 02

    Grab

    Pull what you need from twelve ingredient crates — buns, steak, lettuce, tomato, dough.

  3. 03

    Chop

    Cutting board: raw becomes prepped. The right cuts, in the right order, without blocking the board.

  4. 04

    Cook

    Sear the patty, bake the slice — and pull it before it burns. This is where the skill ceiling lives.

  5. 05

    Plate

    Assemble on the plate, in the right order. A burger stacked wrong is a burger sent back.

  6. 06

    Serve

    Run it to the table. The tip scales with how fast, how accurate and how fresh it landed.

  7. 07

    Wash

    Dirty plates stack up. Skip the sink and you run out of plates mid-rush — the whole kitchen stalls.

  8. …then it starts again.

    Four tickets deep, three pans going, one clean plate left. That's the game.

Why one more shift

Three loops, nested.

The cooking is tense and short. The tycoon is long and always visible. Every shift — even a bad one — moves the bar.

Micro · per customer

Pure action

Order → grab → chop → cook → plate → serve → wash. The second-to-second game, all in your hands.

10–30 seconds

Meso · per shift

The rush

Tickets stack, the queue grows, you juggle four pans and a sink. Close out, tally tips — then restock and pay rent.

A few minutes

Macro · the tycoon

The empire

Upgrade the stove, unlock a menu, redecorate — then grow the venue itself. Later, hire staff and stop being the only cook.

Across sessions

Upgrades don't just raise a number — they change how the game plays. A faster stove rewrites your rhythm. Unlocking pizza adds a multi-step dish you have to learn.

The tycoon ladder

Street cart to restaurant chain.

The grow bar is always on screen, one tier below where you are. Every shift moves it — which is exactly why you run one more.

You start here

Food cart

One pan, one board, a sink you'll learn to respect.

Cafe

A bigger kitchen, a second station, seats that actually fill up.

Restaurant

Full menu, real decor, and more stations than one pair of hands can cover.

Chain

Branches, NPC staff and a brand. You become the owner, not just the cook.

Next tier

Cart → Cafe

340 / 800

Example HUD. Coins are earned by cooking — they cannot be bought, sold or cashed out.

$HANGRY

It buys style. It never buys a win.

A kitchen where money out-cooks skill is a kitchen nobody wants to work in. So here is the whole list, both halves of it.

Every player, free

No wallet, no purchase, no token.

  • The full game — every dish, every upgrade, every venue, the whole tycoon ladder
  • The same cook speed and the same tip formula — the game never reads your balance
  • Can top any leaderboard on skill alone
  • Can win any tournament

Holders also get

Style, priority and access. That's the whole list.

  • Cosmetic packs — chef skins, venue themes, plating FX, emotes
  • Priority sign-up window for weekly tournaments
  • Early access to new seasons and event menus
  • Holder badge, store discount and venue name reservation

Never token-gated. Not once.

  • Cook speed
  • Tips
  • Menu unlocks
  • The tycoon ladder
  • Leaderboard rank
  • Tournament results

Coins are not a token.They're off-chain, earned in-game only, spent in-game only.

No cash-out. Ever.No conversion in either direction. This is not "cook-to-earn".

No spins, no loot boxes.No gacha, no wagering. Your pay comes from how well you cooked.

Roadmap

Fun first. The token comes later.

Phase 0 is a real kill-switch: if the cooking isn't fun with the token turned off, the project stops there.

  1. P0

    Prototype & the "is it fun?" gate

    In the pan

    A grey-box build of the micro loop. One dish, no polish, no token, no landing. Tuned until a rush is genuinely tense. If it isn't fun here, we stop.

  2. P1

    Vertical slice — single player

    One kitchen, five dishes, the full micro → meso → macro loop. Guest or email login, no wallet. Server-validated weekly leaderboard. 60fps on a mid-range phone, under 15 MB.

  3. P2

    Branding & fair launch

    This landing goes live, the cosmetics store opens, and $HANGRY fair-launches on pump.funalongside a demo that already plays well, never as a promise. No pre-mine, LP locked by the platform, and the CA dropped on three channels at once so nobody gets a private head start.

  4. P3

    Co-op multiplayer

    Two to four chefs in one kitchen, split by station. Server-authoritative relay, late-join reconcile. Weekly tournaments with cosmetic and status prizes — never cash. The heaviest lift, so it gets its own phase.

  5. P4

    Seasons, chain & franchise

    Restaurant deeds as on-chain assets — the first time a wallet appears at all, and only because you're claiming a venue you cooked your way to. Plus NPC staff, deeper decor, seasons, and player-to-player franchising.

Contract address

CA drops at launch.

There is no contract address yet, and anyone posting one right now is not us. When it's live it appears in three official places at once — this page, X and Telegram. Cross-check all three before you touch anything.

not live yet — launches in Phase 2

$HANGRY will fair-launch on pump.fun (Solana): 1B supply and mint authority both set and revoked by the platform, so there is no pre-mine and no staking emissions. It launches on a bonding curve — early buyers pay less than later ones, graduation to a DEX pool is not guaranteed, and pump.fun applies no anti-snipe protection. Any dev buy will be disclosed before launch.

Want in before then?

The demo opens at launch — free, in your browser, no wallet and no install. Follow along while it's being built.

Follow on X (opens in a new tab) Join Telegram (opens in a new tab)

Weekly rush

Ranked on skill. Server-checked.

The client sends your inputs, not your score — the server replays the shift and computes the tips itself. Money can't buy a rank, and there's no entry fee that pays out cash. This is a game, not a wager.

  • Runs re-validated before they rank
  • Input-timing checks flag inhuman reactions
  • No coin transfers between players, so farming has nowhere to go

Weekly rush — top scores

Preview
  1. 1 @wokstar 412 served
  2. 2 @panic_pan 398
  3. 3 you 371 +2
  4. 4 @saucier 344

Illustrative mock-up. Real boards open with the Phase 1 demo.