Conveyor Kitchen inverts the premise of Kitchen Dash. There, the ingredients sit still and you move between them. Here, the ingredients ride past on a belt and you move a grabber to intercept them. The difference in feel is much larger than it sounds.

A station game is a memory and navigation problem: know where the cheese is, get there. A belt game is a timing and patience problem: the cheese will arrive, and your job is to be in position when it does — and not to grab anything else in the meantime, because grabbing empty air costs 0.4 seconds and a wrong ingredient costs 1.6.

The belt genuinely accelerates. Its base speed of 165 units per second is multiplied by 1 + (orders served × 0.04), capped at 1.8, and multiplied again by the difficulty ramp. By the fifteenth order the belt is moving roughly two and a half times its starting speed, and reading it becomes the whole game.

How to Play Conveyor Kitchen

  1. Move the grabber with ← → or A D, or drag with a finger or the mouse.
  2. Press Space, Z or E to grab whatever is under the grabber.
  3. Or click and tap directly on an item to grab it.
  4. Read the ticket at the top and the GRAB NEXT panel on the left.
  5. Grab ingredients in the ticket's order to complete and serve it.
  6. A wrong ingredient costs 1.6 seconds; grabbing empty air costs 0.4.
  7. A ticket that expires costs a life.

Collection mechanics

Eight ingredients ride the belt: bread, cheese, tomato, mushroom, pepper, bacon, egg and onion. That is two more than Kitchen Dash, which is affordable because you are not navigating between them — the extra variety adds reading difficulty without adding travel.

The belt is biased: about 45% of spawns are specifically the ingredient the ticket currently wants. Without that bias a player could be genuinely starved of a required item, which would make failure feel arbitrary rather than earned.

Items spawn every 0.85 seconds at base, shortening to 0.35 as intensity rises. Combined with the accelerating belt, a late-run belt is close to continuous.

What you collect

BreadCommon first step on most tickets.
CheeseAppears in most longer tickets.
TomatoFrequently paired with mushroom.
MushroomBelt-only ingredient, not in Kitchen Dash.
PepperBelt-only ingredient.
BaconHigher-value step, common late in the rush.
OnionThe eighth ingredient, added for reading difficulty.

Obstacles and hazards

As in Kitchen Dash there are no collision hazards. The obstacles are the clock, the belt speed and your own trigger discipline.

Grabbing empty air is the mechanic that punishes mashing. At 0.4 seconds per failed grab, a player who spams the button through a busy belt will lose several seconds per ticket — enough to fail one outright.

Tickets get longer as the rush advances, up to six ingredients, while timers shorten toward a 8-second floor. With four services per rush rather than Kitchen Dash's five, the escalation here is faster.

Power-ups in this game

Meal MultiplierDoubles the value of everything you collect for 8 seconds.
Kitchen ShieldAbsorbs exactly one collision, then disappears. Lasts up to 12 seconds.

How scoring works

Each correct ingredient pays 50 at your combo multiplier — slightly more than Kitchen Dash's 45, reflecting the higher difficulty. Serving pays 230 plus about 12 points per remaining second, multiplied.

Because the belt accelerates and timers shorten simultaneously, later tickets are worth more per second of play but are substantially harder to complete. A run that survives to the fifth rush is scoring at several times the rate of one in the first.

There is no streak bonus here. The belt speed escalation is the escalating reward, expressed as more opportunities per second rather than a separate bonus.

The combo system in Conveyor Kitchen

Standard thresholds. Only a wrong ingredient resets the chain — a failed empty grab costs time but leaves the chain intact, which is a small mercy that keeps the penalty proportionate.

Because correct grabs come quickly on a fast belt, this is one of the easier games in which to reach ×6. Sustaining it through a six-ingredient ticket at 2.5× belt speed is a genuine achievement.

The Meal Multiplier stacks on top, and because ingredient values are already the highest in the cooking category, a multiplied run here produces some of the site's larger scores.

Difficulty settings

Conveyor Kitchen defaults to Hard. Difficulty changes how quickly the intensity ramp completes, which drives belt speed, spawn frequency and ticket length, as well as how many failed tickets you can afford.

How each difficulty preset changes Conveyor Kitchen
Easy82% speed, 20% fewer spawns, 35% fewer hazards, 4 lives, 90-second ramp and a 25% larger pickup radius.
MediumThe intended balance: full speed, standard hazard density, 3 lives, 70-second ramp.
Hard118% speed, 40% more hazards, 2 lives and a 52-second ramp.
Expert135% speed, 80% more hazards, a single life and a 38-second ramp — maximum pressure from the first second.

Tips for a higher score

  • Position where the item will be, not where it is. On a fast belt the difference is half the screen.
  • Use the GRAB NEXT panel rather than re-reading the whole ticket. It shows exactly one thing, which is what you need at speed.
  • Do not mash. Empty grabs cost 0.4 seconds each and add up faster than you expect.
  • Park the grabber slightly left of centre. Items enter from the left, so a left-of-centre position gives you more reaction time.
  • A wrong ingredient costs 1.6 seconds and the chain. Waiting one extra beat for the correct item is almost always cheaper.
  • Switch to Medium to learn the belt rhythm. The bias toward needed ingredients is the same; only the speed differs.

Features

  • Belt speed rises measurably with every order served
  • The belt is biased toward the ingredient you currently need
  • Grabbing empty air costs time, so mashing is punished
  • A 'grab next' preview panel keeps the ticket readable at speed

Frequently Asked Questions

How fast does the belt get in Conveyor Kitchen?

The base speed of 165 units per second is multiplied by 1 + (orders served × 0.04), capped at 1.8, and again by the difficulty ramp. By the fifteenth order it is roughly two and a half times its starting speed.

Will the ingredient I need always appear?

Yes. About 45% of belt spawns are specifically the ingredient your ticket currently wants, which prevents the frustration of being genuinely starved of a required item.

What happens if I grab empty air?

You lose 0.4 seconds from the ticket timer. Your combo chain is not affected. It is the mechanic that stops button-mashing from being a viable strategy.

Is this harder than Kitchen Dash?

Yes, deliberately. It defaults to Hard, has eight ingredients rather than six, four services per rush rather than five, and a belt that accelerates independently of the difficulty ramp.

Can I click items directly?

Yes. Clicking or tapping an item grabs it, which is often faster than moving the grabber and pressing.

Why is there no streak bonus?

Because the belt speed escalation already provides an escalating reward — more opportunities per second — so a separate streak bonus would over-reward the same behaviour.