The Chunky Cheeses universe

Character select.

Same arcade. Different sides.

Choose a group to meet the characters

Chunk, Bobo, Big Munny, Henja and Chef P together in their neon-lit arcade.

The arcade is home.

Five friends. One high score.

Pranksters, builders, and pizza lovers keeping an abandoned arcade alive. Earn your score. Look after your people.

Meet the crew

Select a character for their story.

The five cats of the Slim Kitty Syndicate gathered around Slim Kitty the Don in a lamp-lit brick alley.

The other side of the alley.

The Slim Kitty Syndicate

Big egos. Quiet deals. Too many schemes. Their “legitimate cheese business” has a suspicious interest in the arcade—and a well-connected associate who keeps her own counsel.

Meet the cats

Select a character for their story.

Stories & games The universe keeps growing

Comic · Issue 1

The High Score War

An abandoned arcade wakes after dark. Chunk’s legendary record draws a challenge from the Slim Kitty Syndicate—but when the machines are rigged, winning means more than reaching the top of the board.

Playable now

Step into the arcade

Guide Chunk through the maze, or choose any of the five crew members in Chunky Run. Collect Chunky cheeses and stay ahead of the Syndicate.

The Crew
Chunk in his original Santa hat, black ski mask, and green pants

The heart of the arcade

Chunk

Chunk was the original star of the arcade. When the doors shut, he stayed. Cheerful, stubborn, and impossible to keep away from a joystick, he believes a place is only finished when everyone gives up on it.

He knows the patterns behind impossible scores, starts more prank wars than he can finish, and insists pizza tastes better after midnight. The crew is his family; the arcade is their home.

Behind the high score

What matters: Keeping the games alive—and proving that skill beats a rigged machine.

What he carries: The memory of the last visitor walking out. He refuses to let that be the arcade’s final chapter.

Connections: The Don sees territory where Chunk sees a home.

The Crew
Bobo with his guitar, in his original character artwork

The silent one

Bobo

Bobo rarely speaks. A stare, a head tilt, or one quiet step forward usually does the job. He watches the room while everyone else is distracted by the flashing lights.

His loyalty is unmistakable, even when his methods are a mystery. Broken cabinets somehow work after he visits. Trouble tends to leave before he has to ask twice.

Read the room

What matters: Protecting the crew without turning every problem into a spectacle.

Arcade rumor: He once beat a fighting game without touching the controls. Nobody can agree on how.

Connections: Socks makes all the noise. Bobo is the reason he sometimes stops.

The Crew
Big Munny in his original character artwork

The cool big dawg

Big Munny

Big Munny brings the strength and the easy grin. Once a stage favorite, he is now the crew’s peacekeeper: the one who can move a cabinet, settle an argument, and land a joke without losing his rhythm.

The dance machine is his territory. He takes timing seriously, takes himself a little less seriously, and has never found a convincing reason to turn down late-night pizza.

Keep the rhythm

What matters: Keeping the crew together, especially when Chunk and Chef P get carried away.

His weakness: One more slice. Then one more round.

Connections: He can get along with almost anyone—even a rival, briefly. Keeping his own friends out of trouble is the harder job.

The Crew
Henja with the sword from the original character reference

The warrior

Henja

Henja treats the arcade like sacred ground. Every match deserves focus, every opponent deserves a fair contest, and every joystick deserves a little respect.

Training might mean a fighting cabinet, a broken pinball machine, or defending the crew from another Syndicate scheme. The approach stays the same: observe, practice, and win honestly. Pranks are a different matter. Those can get personal.

The arcade code

What matters: Protect the weak. Defend the games.

Under pressure: Henja answers shortcuts with preparation, not another shortcut.

Connections: Socks would rather break a machine than lose on it. Henja would rather beat him fairly.

The Crew
Chef P holding his pizza in the original character artwork

The kitchen genius

Chef P

Chef P stayed behind to clean the kitchen and never really left. He believes in good pizza, working equipment, and explaining—at considerable volume—when somebody has ruined either.

Behind the temper is an inventor. Spare wires, oven parts, and an unreasonable amount of determination become the crew’s next animatronic project. His best slices can end an argument faster than his shouting can start one.

Inside the kitchen

What matters: Feeding the crew and keeping the arcade running.

His soft spot: He may complain the entire time, but nobody in the crew goes without a slice.

Connections: Turk sees a business opportunity in every invention. Chef P sees somebody touching his equipment.

The Syndicate
Slim Kitty the Don in his original character artwork

The boss

Slim Kitty the Don

The Don never needs to shout. He prefers a quiet demand, a carefully placed associate, and the assumption that everything already belongs to him.

To him, the arcade is rare parts, valuable tokens, and prime territory. Chunk’s stubborn loyalty is an obstacle he cannot simply put a price on. Taking the top score would be more than a win—it would be a claim.

the Don’s rap sheet

From the arcade’s very unofficial complaint book:

  • Running an unlicensed cheese empire.
  • Treating high-score tables as property deeds.
  • Suspiciously perfect bowling scores.

Connections: Pauly turns his ambitions into plans. Chunk gives him a reason to keep revising them.

The Syndicate
Pauly 4 Paws in his original character artwork

The consigliere

Pauly 4 Paws

Pauly is the Don’s right-hand man: calm, observant, and usually three steps into a plan before anyone else notices there is one. He settles the Syndicate’s arguments and makes a bad idea sound surprisingly reasonable.

He prefers leverage to noise. Where Socks sees a cabinet to smash, Pauly sees a score to manipulate—and a much quieter way to get what the Don wants.

Pauly’s rap sheet

From the arcade’s very unofficial complaint book:

  • Conspiring to monopolize the skee-ball lanes.
  • Price-fixing arcade tokens.
  • Excessive smugness near a rigged leaderboard.

Connections: The Don trusts his judgment. Ole Saint Nip is the part no plan can account for.

The Syndicate
Turk with his original chin beard and tattered vest

The businessman

Turk

Turk has a proposal, a permit, and some very small print. He runs the Syndicate’s respectable-looking ventures, from suspicious pizza businesses to entertainment deals that sound better before you read them.

The abandoned arcade bothers him because it refuses to behave like a failed business. The crew keeps repairing it, playing in it, and having fun without asking his permission.

Turk’s rap sheet

From the arcade’s very unofficial complaint book:

  • Selling counterfeit prize tickets.
  • Unlicensed pizza distribution.
  • Issuing himself a “totally official” arcade permit.

Connections: Chef P builds things out of enthusiasm. Turk would like to invoice somebody for them.

The Syndicate
Socks in his original character artwork

The muscle

Socks

Socks likes a simple solution: make enough noise, push hard enough, and insist the broken cabinet was already like that. He is the Syndicate’s muscle and the arcade’s least welcome maintenance visitor.

Socks would rather scare an opponent than put in the practice. Henja frustrates him because discipline beats his bluster. Bobo unnerves him because he never reacts to the threats. For someone with so much to say, Socks gets remarkably quiet when Bobo enters the room.

Socks’ rap sheet

From the arcade’s very unofficial complaint book:

  • Rigging claw machines.
  • Harassing mice after curfew.
  • Arcade cabinet intimidation, followed by “accidental” damage.

Connections: Bobo is his least favorite audience. Henja is his least favorite fair match.

The Syndicate
Ole Saint Nip in his original holiday-themed character artwork

The wildcard

Ole Saint Nip

Ole Saint Nip brings holiday energy to places and occasions that absolutely did not request it. Loud, unpredictable, and delighted by the wrong things, he can turn a carefully planned scheme into a completely different problem.

The Don keeps him around because chaos can be useful. Pauly would appreciate knowing when. Nip is usually too busy pressing the one button nobody else would touch.

Nip’s rap sheet

From the arcade’s very unofficial complaint book:

  • Seasonal chaos outside the approved season.
  • Tampering with jukeboxes that “looked at him wrong.”
  • Unauthorized occupation of the skee-ball return.

Connections: Pauly writes the plan. Nip provides the unexpected ending.

The Syndicate · The Outsider
Nina's unrevealed feline silhouette, poised with a closed folio. No facial details are visible.
THE OUTSIDER

The international socialite

Nina

Her name opens doors in cities the Syndicate has never visited. Impeccable manners. Expensive taste. A contact for almost any occasion—and an exit arranged before she arrives.

The Slim Kitties call her an associate. Nina prefers not to put a permanent label on a temporary arrangement. For the right price, she would betray anyone. Even them.

“I promised an introduction. You assumed an alliance.”

Nina’s rap sheet

From the arcade’s very unofficial complaint book:

  • Selling VIP passes to a public entrance.
  • Double-booking her allegiance.
  • Accepting a “final offer” three times in one evening.

Connections: The Don thinks he has her loyalty. Pauly would like that in writing. Nina has another call to take.