
A dice roguelike about feeding a dragon for twenty years. Roll ingredients, build your island, and fuse absurd recipes into combos that break the score wide open. Miss a meal and you're next on the menu.
Modeled estimate, not a reported figure. How we estimate →
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
About
You struck a deal with a dragon: twenty years of protection for twenty years of dinner service. The island thrives under the beast's watchful eye, as long as the meals keep coming.

Every year, the dragon wakes up hungrier. You roll dice to work your island, harvest ingredients, fuse them into recipes, and cook them down in the Scorchpot — the pot you keep full or end up in. Get the meal right and you prosper. Get it wrong and you're smoke.
Build farmsteads, shrines, and harbors across your hex-grid island, each one changing how the board pays out. The best runs start with a handful of tiles and end with a machine that buries the dragon in food. Then the odds tighten, the dragon turns picky, and you tear the whole thing down and rebuild while it's on fire.
Feed the Scorchpot, keep the dragon happy, and outlast the contract.

Build a scoring engine — Place farms, shrines, and harbors so they feed each other. 50+ buildings and 80+ recipes to mix and upgrade, until a handful of tiles becomes board-breaking numbers.
Every meal is a math puzzle — Combine ingredients into recipes that boost Flavor and Essence, multiplying your Fodder score into absurd, screen-shaking numbers.
Press your luck — Win in fewer seasons for a bigger payoff, but each year you stay raises the stakes: harsher odds, hungrier dragons, the odd tantrum that torches your board.
Build your dice — 20+ types: odd, even, colored, even dice carved into six sixes. Tune your tray and pray the dragon's merciful.
Broken combos, on purpose — Bend the rules, break the math, and rebuild when everything catches fire.
Hand-drawn, every inch — Every dragon, building, and meal drawn by Daniela, the artist half of the married duo who made the game.

For combo addicts — If you've broken Balatro or Slay the Spire wide open with one overpowered synergy, you'll feel at home.
Quick to pick up — Roll, cook, feed: you've got the loop by your first year. Staying ahead of the dragon for twenty is the hard part.
Cozy on top, ruthless underneath — Hand-drawn and warm, right up until the fire catches.
Cook cleverly, plan badly, or just roll with it — the dragon doesn't care how you win, only that you feed the beast on time. And yes, you can pet the dragon.

Sums Steam only; GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 413 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
great game, been playtesting since 6 months ago, amazing game for sure also you can pet the dragon :3
catan + balatro? yes please.
I was so excited for the full release after I played everything the demo had to offer, and I'm not disappointed. Everything that made the demo addictive and challenging, but moreso. I really like how they've given each dragon something to make it unique. I also recommended and gifted it to a friend, who proceeded to play seventeen hours of it over the next few days and delighted in figuring out how to break the game. Wholeheartedly recommended to everyone who enjoys it when big numbers go brrrrrrr
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, German, Spanish - Spain, Czech, French, Korean, Simplified Chinese, Japanese, Traditional Chinese*languages with full audio support
| $14.99 |
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 414 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
数值太低,无成就感
Awesome. Balatro x Catan. Built with quality and clearly a passion project. Indie Gem.
Skvělá rogue-like hra! Jako fanoušek Balatra a Catanu jsem z tohoto konceptu nadšená :) Nebudu lhát, není to vůbec snadné vyhrát a trochu mi chybí achievementy i za prvotní výhry, ale jinak silně doporučuji!
Feels pretty great. But I do wish there was some more UI features - like for example the recipe with whey that changes target every harvest (maybe add the target number on the recipe without needing to hover?) Same with the dice where they keep changing. It would also be nice if you could see clearly what you earned last round and why you earned it. Of course I could sit and take notes and write it down, but that more seems like a tedium sort of difficulty than a strategy difficulty Other than that, I strongly recommend it. It scratches that same itch as solving a sudoku or such, and boy does it get hard.
Wow. I am a huge fan of Balatro (all my hours are on mobile) and this game has become my new favorite. Everything is done so well and I intend on 100%ing this game even if I have to put my head through a wall. Rerolling the shop late game hoping for the perfect piece to the puzzle is so great and the dragon variety is sick. Saw on the recent dev post that they are thinking of bringing the difficulty down.. I would find that disappointing, however I will trust their decision as this game really hits the mark. Thanks for the experience!
Neuvěřitelně chytlavé a zábavné. Na chvíli zkusíte a nemůžete přestat :). Na první pohled jednoduchý gameplay má hloubku. Moc baví.
游戏题材ok,画风也很讨喜,但是这个难度曲线我真无语。你是说,教程关一次性打通之后,连开10局最简单难度都打不到5年?你说2局3局打不过,那我接受,运气不好。那10轮打不过,真的是最低难度吗?前期数值太低,后期成长太快。我看其他评论里也有提到增强前期削弱后期的,留个差评等调整 --- 回复开发者: 我确实都是先摇骰子再放农庄的,确保第一年能过, 但是后续呢?摇骰子本来就是一个随机性非常强的行为。开发者你们自己能够保证最简单难度有80%以上的通关率吗?(这是我认为”最简单“难度的合理定义)
Selling now
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
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