
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 411 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Incredible game, lots of very well executed design elements, plenty of room to experiment and strategies.
Man this game sucks you in. The first few minutes it seemed a little complex, but I actually got into it quite quickly. As others will probably mention it's a bit like Balatro meets Catan. Think of a sped up single player version of Catan but then throw in a bunch of multipliers that make you scream with delight as you just barely make it through to the next round. Every little click and action has a satisfying feel to it. And the dragon itself adds a layer of charm. Highly recommend this game.
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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*, German, Spanish - Spain, Czech, French, Korean, Simplified Chinese, Japanese, Traditional Chinese*languages with full audio support
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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 412 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was a beta tester for this game and was able to play & stress-test it extensively for a couple of months before 1.0 released. I'm writing this about 2 hours since the finished game came out, and I have played it for about 85 hours. This is by a landslide my personal game of the year for 2026. It is best described as a mix between Catan and Balatro : Catan for the hexagons along which you develop your island, Balatro for the raw joy of having scores higher than the number of atoms in the Milky Way. It is however decidedly unique in how it handles its premise and design. The gameplay is very easy to get the hang of, but it has a staggering amount of depth to it - in a similar way, the visuals are very much their own thing, fully hand-drawn medieval-style miniatures that feel both immersive, funny and cozy. This game is a labour of love, and it shows. I can testify firsthand that an impressive amount of attention and thoroughness went into making the game what it is today. There is genuine replayability to it : many elements will wildly shift how the game plays out from one run to the next. The game manages the feat of strength of being varied and feeling fresh, without feeling either convoluted or too random. It truly is difficult for me to describe it properly after having immersed myself so much in it for these last months. The Steam page and the trailers do a good job at presenting what the game is about - I will add however that the format is flexible as well : it is both suitable for playing for hours on end or just for 20 minutes at a time. The game is saved exactly where you left it, and thus I could recommend it to pretty much everyone who enjoys watching numbers reach mythological amounts. There are also dragons and you can pet them. I can't really find anything negative to say about this game. All enthusiasm left aside, I would still in good conscience give this a 10/10.
Highly recommended to Uwe Rosenberg fans. This is a very polished, very difficult, one player, euro game. It knows what it is, who its audience is. - If you stumbled across this game and don’t know who Uwe Rosenberg is; this might not be for you. But if you are the target audience… buckle up. You’re in for a real treat. The game is playable on steamdeck but not optimized for controller-play (which is my only minor nit.) This is one of the best video-board games I’ve played and I strongly recommend it.
「カタンを一人で遊んだらどうなる?」をかなり大胆にゲーム化した作品 一番大きな違いは「誰と戦うか」 カタンは「木を持ってる?羊と交換しない?」 みたいなプレイヤー同士の交渉・駆け引きがゲームの核心です。 Feed the Scorchpotは「このままだと要求値に足りない...じゃあ、どうする?」 という、自分のビルドとの戦いになります。 要求の相手は「ドラゴン」で、こいつは年々インフレするノルマを課してくる、理不尽な大家兼ボスです(かわいい)。 このゲームの攻略はかなり難しいです。 ただ、「運が悪かったから絶対に勝てない」というゲームではなく、「負けた原因を理解して、次のプレイで改善する」タイプのゲームです。 例えば、土地の使い方が悪かったりレシピの組み合わせが弱かったりなど、負ける理由はかなり明確です。 なので、何度もプレイして少しずつ攻略法を覚えるゲーム(Slay the SpireやBalatro)が好きならかなり刺さりやすいゲームだと思います。 逆に苦手なら結構厳しいです。 カタン未経験でも十分楽しめます。 カタンを知っていると理解が早い部分はありますが、「カタンを知らないと遊べない」ことはありません。 チュートリアルが充実しており、前述した理不尽ドラゴン(かわいい)が島の開拓方法やおいしい料理の作り方を完璧な日本語で教えてくれます。 このゲームの欠点をあげるとすれば「面白くなるまでに少し勉強が必要」なことだと思います。 逆にそこを乗り越えると、かなり沼れます。
非常爽的肉鸽,很少能在牌组类游戏里玩的这么快乐了。
A very enjoyable rogue-like with awesome aesthetics and great gameplay! Definitely worth the money. You will get a lot of playtime at of it as there are multiple challenges and game modes to play!
love this game, ever since i broke it thoroughly to the point the game could barely run and seeing the dev respond to my post, to becoming a pain while doing beta testing from rerolling the shop well over 10k times in 1 season, getting so much money the paper that has the money on it in-game ended because it was too short to handle my billions of coins, and even after he nerfed me directly at least twice i still kept rerolling with higher scaling rerolls and various other things that happened with the recipes(i dont feel like listing it all) and even after all that i still love this game 10 out of 10 worth messing around in just to see what absolutely insane shenanigans you can do (at least i get to say stupid things like "back in my day the shop only got 2 gold more expensive every roll")
游戏很好玩,但因为各种系统加持下导致每一句的思考量过大了,一把最快都得玩上一个多小时,注定很难出圈。 而且建筑之间的区分度有点太低了,根本不知道建筑是什么和是几级的建筑。 还有每次分数结算的时候我不知道具体是哪个建筑给我带来了多少效果,这点可以有后续的显示吗? 还有一个最大的问题是,如果开局没有调料或者食谱,第一年都过不去,但是按常规这类游戏玩法前几天不应该是尽量获取金币来发育吗?如果第一天调料和食谱一个没刷那第一年该怎么过呢?
Pretty fun game. Its pretty much a mix of Catan and Balatro, with enough randomness to make each turn feel impactful.
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