ChefDash’s economy gives every tap at the ingredient grid a financial consequence. Coins flow in when orders are completed correctly and flow out in the shop between levels. A combo multiplier rewards players who string together consecutive perfect orders, and three consumable power-ups let players spend coins for tactical advantages before a round begins. Understanding how each mechanism interacts helps you make smart purchasing decisions and maximise your coin earnings.Documentation Index
Fetch the complete documentation index at: https://mintlify.com/ImLukzy/ChefDash/llms.txt
Use this file to discover all available pages before exploring further.
Starting Coins
Every newGameState instance initialises with 150 coins, giving fresh players enough budget to purchase at least two upgrades before they have earned any in-game.
Earning Coins Per Order
Each successfully completed order pays a flat 25 base coins, multiplied by the current combo multiplier:The Combo Multiplier
The combo multiplier is the primary skill-expression mechanic in ChefDash. It starts at 1× each round and grows by 1 with every consecutive successful order, capping at 5×. A single wrong ingredient tap resets it back to 1×.| Combo Streak | Multiplier | Coins per Order (no sauce) |
|---|---|---|
| 0 consecutive | 1× | 25 🪙 |
| 1 consecutive | 2× | 50 🪙 |
| 2 consecutive | 3× | 75 🪙 |
| 3 consecutive | 4× | 100 🪙 |
| 4+ consecutive | 5× | 125 🪙 |
Shop Power-Ups
The shop offers three consumable items. Each is aShopItem value with a unique string id, a price in coins, and an UpgradeType that determines how GameState applies it.
🌋 Horno Industrial
ID:
"oven" · Price: 50 🪙Type: .extraTimeAdds +5 seconds of extra time to the current round. Applied in RecipesView.onAppear when "oven" is present in selectedUpgradesForRound.🔪 Cuchillo Afilado
ID:
"knife" · Price: 30 🪙Type: .comboBoosterStarts the round with a combo ×2 already active instead of ×1. Applied inside startNewRound() before gameplay begins.🥫 Salsa Secreta
ID:
"sauce" · Price: 40 🪙Type: .instantServeAdds +10 bonus coins to every perfectly completed order for as long as the item has quantityOwned > 0.Equipping Upgrades
Before each round the player sees the pre-game modal inMainMapView. Any owned item can be toggled into selectedUpgradesForRound:
selectedUpgradesForRound is a Set<String> of item IDs. Only items with quantityOwned > 0 show the USAR toggle button; items with none prompt the player to visit the shop instead.
How startNewRound() Applies Upgrades
When the player confirms the round, startNewRound() processes selectedUpgradesForRound in two phases:
The oven upgrade (
+5s) is not applied inside startNewRound(). Instead, RecipesView.onAppear checks whether "oven" was in selectedUpgradesForRound at the moment the view appears and adds 5.0 seconds directly to the local timeRemaining state. The quantityOwned decrement still happens in startNewRound().The Sauce Bonus in Detail
The Salsa Secreta bonus is checked at the moment each order succeeds, not at the moment the round is configured:In the current source,
hasSauce evaluates quantityOwned > 0 at the time each order is completed — not whether the sauce was “selected” for the round via selectedUpgradesForRound. This means that if you own sauce but did not select it for the round, it will still grant the +10 coin bonus on every order, and its quantityOwned will not be decremented (since it was never added to selectedUpgradesForRound). Purchase and selection mechanics may be revised in a future update.Purchasing Items
The shop deducts the item’s price fromcoins and increments quantityOwned by 1:
Economy at a Glance
Coin Income
(25 + sauceBonus) × comboMultiplier per completed order. Maximum theoretical payout: 175 🪙 per order (5× combo + sauce).Coin Expenditure
Oven 50 🪙 · Sauce 40 🪙 · Knife 30 🪙. Starting budget of 150 🪙 can fund one oven or one sauce + one knife.