
Feastopia is a Rogue-lite culinary city-builder, inspired by Against the Storm. Forge a pact with an adorable deity and build a thriving foodie metropolis in a bountiful land. With randomized maps and events, unlock hundreds of wondrous abilities, experience a unique adventure every time you play.
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About
Feastopia is a rogue-lite simulation game.
In this rich yet mysterious land, you sign a contract with an egg that fell from the sky and undertake the grand task of establishing a prosperous food capital.
Make good on your promise as a contractor! Provide shelter for residents, secure food supply, weather natural and man-made disasters, and keep improving the industrial infrastructure to attract more people to join the believers in helping this peculiar egg grow.
Uncover all kinds of recipes, discover an array of fun food supply mechanisms, and explore multi-dimensional development routes!

A fantastical creature has hatched from the egg, and it seems to wield several curious powers. Awakened by the contract you’ve signed with it, the fledgling god sits and waits to be fed with food every day. Can you raise this little one well and unlock special attributes? Strategize and increase the little god’s stats to unlock various development routes. Make sure the growing god’s stomach is full — or else!


Create a city for the young god with randomly generated maps and food recipes! Challenge yourself in building a utopia with rogue-lite elements, and get a different experience every time you play! Create a wide variety of incredible, yummy dishes to please the baby god’s palate and win wonderful blessings and gifts for the city.


You start by planting crops to get ingredients and create delicious dishes, then move on to larger-scale production and the manufacturing of materials. A well-established supply chain ensures that the needs of the residents are met, increasing health and happiness. Endeavor to build a beautiful city to behold! Keep sharpening worker skills and upgrading to produce high-quality items!

Send out exploration teams into the wilds of the continent to uncover rare materials, food recipes, and treasures buried in time. Open up these treasures to get clues that help you solve the mystery of the godly contract you’ve signed!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I really wanted to like this game. There’s a some foundation here, a satisfying loop of managing hunger events, keeping your population content, and gradually building up a thriving settlement. And to be fair, the developers have made meaningful improvements. One of the more recent patches smoothed out a lot of the early friction: removing unnecessary tech bottlenecks and reworking the recipe system so it’s no longer frustratingly random was a big step forward. That said, the trader’s recipe purchases now feel borderline useless, so it’s a bit of a tradeoff rather than a clean win. Not to mention that the blueprint randomness is even more glaring now. Unfortunately, the biggest issue isn’t the systems (which do have issues), it’s how the game fundamentally plays out over time. By the later stages (I’m currently stuck on stage 16), the game starts to feel unwinnable in a way that doesn’t feel like a skill issue. I can successfully complete all hunger events, keep my people happy, and even achieve zero discontentment… and still lose. Why? Because I simply don’t have enough contentment banked before the game abruptly decides it’s the final round (more on this later). It creates this frustrating situation where you can be doing everything “right” and still fail due to pacing rather than decision-making. A major contributor to this problem is the lack of transparency. There’s no round counter, no clear “you are on round X of Y.” Instead, you get a one-time message when the final round begins… a message that is incredibly easy to accidentally dismiss if you’re in the middle of managing your settlement (which has happened to me every time). Since it takes a significant portion of your run just to stabilize your economy and happiness, the game can end just as things are finally coming together. It feels less like a climax and more like the rug being pulled out from under you. I think the final round is based on how many rounds you can have the final form of the Dango, which if you get that far can be very beneficial as he gets a special ability to help out, though you only get that when he sleeps and if you try to save it for when he wakes it goes away because the game isn't always clear on letting you know such things. Then there’s the technical side, which frankly doesn’t help matters. The game is buggy, make that very buggy. Dango visuals constantly glitch, overlaying multiple states on top of each other (sleeping, awake, playing). Buildings, especially trees and plants, can overlap in ways that make the map messy and hard to read. Some of the extremely useful management toggles in the top-left corner randomly stop working or get stuck and require a full save-and-restart cycle to fix. The trading window is another headache, with sliders going negative or displaying nonsense values like “300/2.” None of these are individually game-breaking, but together they create a persistent layer of friction. Not to mention the "auto" person management is more of an order building were placed get filled first rather than balancing across all buildings. There are also several design choices that feel undercooked. The repair system has an auto mode that isn’t clearly explained and really should just be enabled by default. Blueprint progression can be outright frustrating, where if I’ve unlocked almost everything needed for a citizen upgrade, I shouldn’t have to burn through 8+ rerolls and multiple selections just to get the final blueprint I needed, especially when the same unwanted blueprints keep reappearing every few rolls. (Sausage is never worth it) And beyond all that, there’s a replayability problem. I tried getting a friend into the game, and she dropped it after a few hours because it felt too grindy. The maps don’t change enough between runs, so it ends up feeling like you’re repeating slight variations of the same experience while hoping RNG favors you this time. In the end, Feastopia sits in a frustrating spot. There’s clear potential here, and the developers have shown they’re willing to improve the game—but right now, the balance issues, lack of clarity in progression, and persistent bugs make it hard to recommend. I’m hopeful it’ll get there eventually, but as it stands, it’s a non-recommend from me.
From Level 8 onward, the game starts to lose a clear sense of motivation to continue playing. It feels overly dependent on RNG, especially in some runs where there are little to no buildings that utilize the chef, making it nearly impossible to progress. Additionally, each RNG attempt consumes a significant amount of resources, yet the outcome often doesn’t justify the cost. This creates frustration rather than a meaningful challenge. Suggestion: It would be great if the developers could introduce a Cozy mode, where players can gradually unlock buildings without time pressure. This would allow for a more relaxed experience while still enjoying the core gameplay.
I really enjoyed this, I was obsessed with it for 2 weeks solid, it was difficult and you had to really plan everything. Then they released the update, broke the game and ruined all the complexity. Uninstalled, really dissapointed at the direction. https://store.steampowered.com/app/3085910/Feastopia/#
한글판도 내주면 좋겠어요
肉鸽不肉鸽经营不经营的
麻了,肉鸽在哪?开局路线砍树种地养猪,造板造砖造窗,然后攀人口攀幸福攀健康,路线唯一固定,肉鸽体现在哪?是做完前面重复工作后随机发食谱,强化,店铺来卡进度吗?运气好凑齐了就轻松通关,凑不齐就慢慢熬也能通关??? 难度系统也没用啥用,一样的无聊,一口气打到难7没察觉到什么压力,一把一个半小时左右,最高难20,后面不出意外要的时间更长,成就系统看着就头皮发麻 各个地图基本就是换皮,还要求你用不同的地图打相同的难度才能解锁建筑/升级/任务,局外成长基本就是数值, 全部加起来就是因为玩法不够只能让你肝 前四个小时还是好玩的,现在玩不动了,以下是焚决 金币/物品数量/愉悦值:单浮点 商会里蓝图/食谱购买次数:4字节
轻度肉鸽,轻松?轻松在哪?把随机性设计在蓝图里你是真的牛,强行卡科技。难度每升一级那些村民就要吃的更多,哪来这么粮食我请问?那个怪也是要的也是夸张,前期只能靠香蕉流来撑,然后蓝图还给你随机卡你科技,这设计,设计师你老冯飞了吗?还有秩序那个设计,你是真心不给吃正面buff呗,开局是0,加平民只会增加混乱,外面的大嘴花也加混乱,你不想让玩家太轻松,你就不要加buff,还秩序70+,打到最后秩序能不能到50都难说。你真的自己玩过吗?我请问了。胡乱设计,难度也只是简单粗暴的加数值。就这样的品质,你敢买这个价格,神人制作组。
As one of the few members of the genre of roguelite city-builders, I recommend this because I want this to succeed. But my thumbs-up comes with some major caveats. The core mechanic is solid - build production chains to make more food, and better food. You need food to satisfy your citizens, to satisfy your giant creature, and to explore. But you don't get enough blueprints to do everything each run, and you need to balance the opportunity cost of unlocking buildings to produce food with unlocking goods-producing buildings. This latter type can make give you more citizens and citizen happiness, which makes the run go a lot more smoothy since you don't need to spam more housing. The art style is very charming, the story hooks are intriguing, and the meta-progression is fun - at least, at first. The problems start to emerge around the fifth run or so. You have unlocked new buildings, but you never get a chance to build them with your vanishingly small pool of prints. Which you always need to dedicate the first few every run to core buildings like hospitals and glassmakers anyway. You start to see a mini-quest to build wells but for the life of you, you can't find where to unlock wells. You start to wonder why no matter how much food you produce to feed your city, it seems to run out within a minute and wonder why there's no way to see how much your citizens actually consume. You start to wonder why the perk rewards for finishing mini-quests seem so random and arbitrary. Some are awesome, like getting free bananas which become an omni-food. Some give you some trivial bonus that only triggers during heatwaves. Some seem to actively hurt you for seemingly little benefit. But you beat the run anyway, get some currency, and then go to unlock some new stuff. But then the rewards are also weirdly unbalanced. Some of them are flat-out buffs, others give you new buildings to dilute your blueprint pool, and others are barely unlocks at all, like the merchant now allows you to export some good that you couldn't before for seemingly no reason. In sum, this game cites Against the Storm as its inspiration, but it did not take the most important lessons from that game. The dev team there spent a crazy amount of time balancing the blueprints, the biomes, the perks, and the missions, with the end result being a lot of options that seem meaningful and interesting. Here, the core is strong but all of the systems surrounding it are either slapdash or unclear. These are fixable with some balance and UI updates and I'm hopeful these will come sometime in the future.
画风很好看,但是实在不是我喜欢的游戏类型。 玩的好累,这个建筑排序屁用没有,一堆人生病,我给原木厂顺序排第一,永远没人,我不理解这个逻辑是什么?其它建筑都是默认顺序,我特意调了原木厂优先级最高,结果每次生病的人好了之后就补到不重要的建筑去了,刚补好又生病,生病恢复后又跑到别的地方去了,怎么是都不喜欢在原木厂工作吗? 每一关都急急急,结果这个建筑优先级逻辑又做的稀烂,简直搞心态。
Excellent little supply chain & town builder Super cute graphics, solid gameplay loop but some balancing issues (bananas are wayyy overpowered, for one) and minor bugs With a few updates, has the potential to be extremely solid More depth and progression than expected; keeps me coming back for more!
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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