A tray slides through a slot in a metal cell door. On it sits a bowl of white rice, a spoon, and a fork. Tap the rice with the spoon and eyes open inside it. That is the loop at the center of Full Belly Breakout, a pixel-art escape adventure from Zxima.llc, published by PLAYISM for PC.
Quick answer: You play a prisoner who escapes by eating. Each meal hides a danger you must identify before finishing every bite. It is planned for PC via Steam in 2027.
The core rule: Clear the plate or stay in the cell
You have been captured. The only route out is through the food. Every dish delivered to your cell conceals something that can kill you, and the game’s stated promise is that a safe way to eat always exists. Your job is to work out what that way is before you commit to the first bite.
Skipping a dish is not an option. The developer frames it plainly: no picky eating. Progress is counted in meals finished, not doors unlocked, which is the whole inversion the design rests on. There is no room to search for a key. The puzzle is delivered to your table.
Rituals bracket each meal. The character folds their hands before eating, with the line “I’m grateful for this meal.” on screen, and the game notes that pre- and post-meal rituals matter. Once the tray is set down, a menu card names what you are dealing with, sometimes with a question mark attached: “Today’s Menu: White Rice?”
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The perspective is first-person, looking down at the tray, which the studio labels “FPS — First Person Supper.” You see your own hands pick things up. Utensils are objects you handle directly, including spoons, forks, and chopsticks.
- Lifting an item off the tray leaves a green outline marking where it started.
- A green arrow prompt reads “Look at the bottom screen for eating,” pointing to a second display area.
- Prodding a dish can expose what is hiding in it before you swallow anything.
- Some interactions shift into a targeting reticle, as when the rice turns hostile.
The rice sequence is the clearest demonstration. A spoon tap on an ordinary bowl of white rice uncovers eyes, and the bowl becomes a multi-eyed creature staring back at you.

What shows up on the tray
Meals are drawn from across eras and cultures, and several are not food at all. The range on display so far gives a sense of how far the menu stretches.
| Dish | What it involves |
|---|---|
| White rice | Hidden eyes; turns into a monster |
| Hot pot | Served on a portable burner |
| Hamburger and fries | Oversized portion |
| Compartment tray | Colored paste plus a “WATER+” carton |
| Mini charcoal grill | Raw meat you cook yourself |
| Shark bowl | Miniature beach; a shark bites when disturbed |
| Raw egg | Cracked over a bowl of rice |
| Retro boombox | Not food; arrives with a fork |
The boombox tray sums up the tone. The character prays over it, reads the menu card, and asks, “What am I supposed to do with this?” The shark bowl behaves like a trap. Reach for the tiny beach umbrella and the fin comes out of the water.
Not every tray is solved by eating alone. One sequence sends you into space with a spoon, trying to catch a floating astronaut while radio chatter runs in the background.
Companions, monsters, and multiple endings
You are not eating alone. Allies turn up to help with the escape, and the studio is casual about what they are. Some may be parasites. Some are not human. One grey, doll-like creature clings to the character’s arm and introduces itself with “Hi-i, that’s me!”, drawing the reply “Huh… it talks?”
A lumpy brown monster with yellow eyes appears at the cell window and greets you as “Boss Number 32.” Elsewhere, a corridor lined with pods marked N-11 and H-1 fills with flying siren robots, hinting at whatever institution is running the kitchen.
How you eat carries weight. The game has multiple endings, shaped by your eating habits across the run. Steam tags lean toward dark comedy and the surreal rather than straight horror, and the writing supports that, with lines like “That shark ruined our beach!” sitting next to genuine threat.
Release date, platform, and languages
Release is planned for 2027 on PC. No narrower date has been confirmed, and pricing is still to be determined. It is a single-player title with Family Sharing support.
| Detail | Value |
|---|---|
| Developer | Zxima.llc |
| Publisher | PLAYISM |
| Platform | PC (Windows 10 / 11) |
| Release | 2027 |
| Players | 1 |
| Languages | English, Japanese, Simplified and Traditional Chinese |
Interface and subtitles cover all four languages; there is no full voice audio listed. Minimum specs are modest, calling for an Intel Core i3-2100 or equivalent, 2GB of RAM, and DirectX 11 compatible graphics.
You can add it to your library queue now from the Steam store page, which is the only place to register interest ahead of launch.
What is not confirmed yet
A few things remain open. The full dish roster and the specific hazard inside each meal have not been detailed beyond the rice, the shark, and the handful of trays shown so far. Price is unannounced. No Steam achievements are listed for the game at this point.
The identity of your captors is also left blank on purpose, along with why the meals arrive in the shape they do. For now, the cell door, the slot, and the tray are the entire world you get to work with, and the spoon in your hand is the only tool that tells you whether the rice is looking back.






