Unlock Heat for a dish
Complete Day 15 with a dish to unlock its Heat selector in Headquarters. Choose that dish, select an available Heat level and inspect the active cards before starting. Progress is tracked per dish: clearing one menu does not unlock the same level for every menu.
The cards accumulate. Heat 4 includes Heat 1, 2 and 3 as well as its own effect. Clearing Day 15 at your current challenge lets you progress further. For a gentler restaurant, use Chill mode instead.
Heat 1–10: the accumulating challenges
| Level | Card | What changes |
|---|---|---|
| 1 | Shaky Foundations | Your starting equipment is worse |
| 2 | Second Bite | An extra food-card choice follows Day 2; customer count also rises 15% |
| 3 | Elephant Queues | Queue patience only resets overnight; its total and increases are halved |
| 4 | Health Concerns | Large messes in a room make customers there eat very slowly |
| 5 | Customer Crowds | Maximum group size rises by one, with 15% more customers |
| 6 | Flaming Knives | Interrupted chopping loses progress, excessive chopping destroys ingredients, and food burns 300% faster |
| 7 | Rented Restaurants | Daily rent costs one coin per ten floor tiles; customer payments fall 25% |
| 8 | Soft Touch | Processing runs 25% slower |
| 9 | Popularity Crisis | Customer count rises 25%, then another 5% each day |
| 10 | Ends and Beginnings | Choose a starter or dessert after Day 1; customer count also rises 30% |
The percentages describe their cards, not a promise that the final customer count can be calculated by adding every percentage together. Other cards and the menu also affect demand.
Overheat 11–14 and Chili plants
The original announcement lists ten Heat cards. The community card reference also documents four Overheat cards available beyond them:
| Level | Card | Additional risk |
|---|---|---|
| 11 | Overheating | Mess can catch fire; fire spreads faster and crosses doors and hatches |
| 12 | Hot Desking | Operating desks can ignite cabinets |
| 13 | Friction Burns | Overcooking and overchopping start fires |
| 14 | Hotheads | Low-patience customers may ignite their tables |
Each of these cards also adds 15% customers. Heat 15 and higher entries in modded references are not additional accessible vanilla levels.
A Chili plant adds one Heat, or two for a Gourmet Chili. Check the total shown before starting a run and read its cards; extra Heat also adds the earlier challenges. Greenhouse plants explains the Heat 5/10 Chili rewards. The 1.5.2 fix makes burning food reset its cooking progress when it ignites its appliance on Heat 13; it does not make that production line fireproof.
Prepare for the next bottleneck
Before moving up a level, solve the problem that card adds. At Heat 4, leave access to clear mess. At Heat 5, recheck seating for larger groups. At Heat 6, check chopping termination and cooked-food removal. At Heat 7, check whether the menu can fund rent and essential purchases.
These are planning choices based on the card effects, not a tested fastest route. If your current service is already failing, buying a future automation component may be less useful than fixing today’s seating, cleaning or plate return. Heat can be used with franchises, but the franchise’s inherited cards remain part of the setup; inspect both before comparing two runs.
References
- PlateUp! cardsPlateUp! cards
- PlateUp! officialheatPlateUp! officialheat
- PlateUp! dailyPlateUp! daily
- PlateUp! plantsPlateUp! plants
- PlateUp! release15PlateUp! release15