Official game
Play Pizzapocalypse: A Slice of Hope
This game is hosted by Steam. Continue to the official page to play or download it.
Wishlist on SteamWhat Is Pizzapocalypse: A Slice of Hope?
Pizzapocalypse: A Slice of Hope is a 3D platformer from Monkey Strike Games, a Dutch studio founded by gameschool graduates from BUas (Breda University of Applied Sciences). It is coming to Steam in Q1 2027, and the team is funding production through an active Kickstarter campaign. The pitch is a familiar one with one weird twist: instead of a hat, a sword, or a double jump, your core movement tool is a pizza.
You play as Chef Basilio, a restaurant owner whose business gets crushed by PizzaCorp, a food megacorporation that flooded the world with its canned product, Pizza-In-A-Can. PizzaCorp's CEO does not compete fairly. The company bends the law, eliminates rivals, and enforces its rule with the P.A.L.S, a robot line that looks cute and absolutely is not. Basilio travels across several countries to restore real food and real hope, one bounced pizza at a time.
The studio describes it as an old-school 3D platformer with a modern take, and the moveset list backs that up. Your pizza lets you bounce, dash, parachute and swing, which maps cleanly onto the genre's classic movement grammar: height, speed, air control, and traversal.
| Field | Detail |
|---|---|
| Genre | 3D platformer / collectathon |
| Developer | Monkey Strike Games |
| Publisher | Monkey Strike Games (self-published) |
| Platforms | Windows (Steam) |
| Price | TBA |
| Release | Q1 2027 (coming soon) |
| Players | Single player |
| Funding | Kickstarter campaign live |
| Engine notes | Runs on modest hardware (GTX 750 Ti minimum) |
| Steam App ID | 4021890 |
The game is built for every skill level, and the store page leans hard on that. You can play it as a relaxed collectathon, or push the movement system for speed and style. There is no confirmed multiplayer or co-op mode, so plan for a solo adventure.
The Pizza Moveset Explained
Every movement option in the game flows through one object: Chef Basilio's pizza. Based on the store description and gameplay footage, the kit breaks down like this:
- Bounce: Lay the pizza down or hold it under you to bounce off it, gaining height. This is your jump extender and the heart of vertical platforming.
- Dash: A burst of horizontal speed, useful for crossing gaps and correcting mid-air mistakes. Expect dash chains in later levels.
- Parachute: The pizza turns into a glider, slowing your fall so you can steer toward platforms or collectibles.
- Swing: Points in the level let you swing from the pizza for momentum. This is the move most likely to reward practice, since timing the release determines how far you fly.
The design idea is simple: one tool, four verbs, endless combinations. A bounce into a dash carries you further than either alone. A parachute after a swing lets you drop cleanly onto a high perch. When the game launches, the skill ceiling will come from chaining these four verbs, not from unlocking new ones.
Story and World
PizzaCorp's takeover gives the game its structure. The world has been divided into several countries, each with its own visual identity, and each presumably ending in a confrontation with the P.A.L.S robots or a PizzaCorp executive. Confirmed elements so far:
- Chef Basilio: The player character, a chef with a grudge and an indestructible pizza.
- PizzaCorp: The antagonist corporation. Their soulless product, Pizza-In-A-Can, replaced real food everywhere.
- The CEO: The man behind it all, most likely the final boss.
- P.A.L.S robots: Corporate enforcers that hide real menace behind a toy-like design. Expect them as recurring enemies, from basic grunts to elites.
- Countries as worlds: The game promises "many beautiful countries," which in platformer terms means distinct themed hubs with their own set pieces.
The tone is cartoon comedy with a genuine underdog story. If you enjoyed the cheerful anarchy of games like A Hat in Time or Pizza Tower's food-themed rebellion, this sits in the same family, just in full 3D.
Play Your Own Way: Difficulty and Accessibility
This is the part where the studio clearly did homework. The Steam features list is unusually long for an indie platformer, and most entries exist to remove friction for players who need it:
- Adjustable difficulty — enemies and platforming challenges can be tuned down or up.
- Playable without timed input — QTE-style inputs are optional, a rare and welcome feature.
- Adjustable text size and subtitle options for readability.
- Camera comfort and color alternatives settings for motion and vision sensitivity.
- Custom volume controls so music, effects and voices can be balanced independently.
- Keyboard-only option alongside full controller support, including DualShock and DualSense with Steam Input.
For parents: the game is family-friendly in tone and content. There is no gore, no gambling mechanics, and the violence stays at cartoon robot-smashing level. Family Sharing is supported, so one purchase covers a household.
What to Expect From the Levels
Footage and store assets show classic 3D platformer structure: floating courses, moving platforms, collectibles placed along risky side paths, and set-piece moments built around a movement trick. Based on the moveset, expect each country to introduce a variation:
- Early levels teach bounce timing on safe, wide platforms.
- Mid-game levels mix dash gaps with parachute descents.
- Later levels and time trials combine all four verbs in single runs.
The Kickstarter demo material suggests collectibles matter, so completionists will have reasons to replay levels even after the credits. Speed-oriented players will find routes in dash-swing chains.
System Requirements
The minimum specs are modest, which fits the cartoony art style:
| Component | Minimum |
|---|---|
| OS | Windows 10 64-bit |
| CPU | Intel i5-2500K |
| RAM | 8 GB |
| GPU | GTX 750 Ti |
| Storage | 5 GB |
| Target | 60 fps at 1080p on Low settings |
Any PC from the last decade handles this. Steam Deck compatibility has not been confirmed yet, but the feature list (Steam Input support, adjustable camera, subtitle options) checks the boxes Valve's reviewers usually look for.
How to Follow the Game Before Launch
- Wishlist it on Steam — the store page is live and notifications fire on release.
- Back or track the Kickstarter — the campaign page carries dev updates, stretch goals, and the gameplay trailer.
- Watch the gameplay trailer — the official trailer shows the bounce-dash-parachute loop in motion and is the best preview of difficulty.
- Check the studio's site — Monkey Strike Games posts development news and their other projects.
How to Play: First Steps at Launch
The game is not out yet, so this section is a launch plan rather than a walkthrough. When the Q1 2027 build unlocks:
- Start on default difficulty. The adjustable difficulty exists, but the default tuning is what the designers balanced the moveset around.
- Spend ten minutes in the first area just moving. Bounce, dash, parachute and swing on flat ground before touching the course. The pizza verbs feel strange for the first ten minutes and natural after thirty.
- Follow the collectible trails. Placed rings and items mark the intended route in classic platformer fashion.
- Turn on subtitles and adjust the camera comfort slider early if you are motion-sensitive. Both are in the settings menu from the start.
- Grab the demo if one appears before launch and relearn the timing there, so day one feels familiar.
Tips and Tricks
- Bounce height scales with timing, not button mashing. Late bounce off the pizza gains more height based on the footage shown so far. Wait for the dip.
- Dash resets your fall speed. If you overshot a parachute glide, a quick dash toward the platform is the correction, not another bounce.
- Swing release beats swing duration. Letting go at the bottom-back of the arc throws you forward; holding on too long kills momentum.
- P.A.L.S robots patrol collectibles. Expect enemies near rewards, not near empty platforms. Plan the approach before grabbing.
- Use the no-timed-input mode to learn levels, then switch back to standard once the route is memorized. The settings swap is instant and unrestricted.
- Wishlist and watch Kickstarter updates now. The campaign page is where demo drops and release date news will land first.
Should You Wishlist It?
If you like 3D platformers, the answer is basically yes. The recipe is proven: strong movement verbs, themed worlds, collectibles, cartoon villains. The risks are the usual ones for a first commercial release from a young studio: scope, polish at launch, and post-launch support. The Kickstarter campaign and the studio's public update cadence are the best signals to watch between now and Q1 2027.
FAQ
When does Pizzapocalypse: A Slice of Hope release? The Steam page lists Q1 2027. The exact date has not been announced.
How much will it cost? No price announced yet. Comparable indie 3D platformers land between $15 and $25.
Is there a demo? A demo has appeared at festivals and in Kickstarter updates. Watch the Kickstarter page and Steam events for a public demo before launch.
Is it related to Pizza Tower? No. Pizza Tower is by Tour de Pizza and this game is by Monkey Strike Games. The food theme and rebellion plot are a coincidence of genre, not a shared universe.
Does it have multiplayer? No. It is listed as single-player with full controller support.
What platforms? Windows PC via Steam at launch. Console versions have not been announced.











