
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
good
[h1]喂龙高手:大胃袋就是我的财宝! [/h1] 在刚刚通关了整个游戏的标准最高难度之后,我看到了官方所发的对于游戏更新上的理解,想在他们更新之前就尽快把这篇评测给发出来。游戏整体的质量非常的优秀,其采用了以骰子为驱动力的类桌游模式,结合肉鸽元素使得整个游戏的玩法深度更加的丰富多样,可以说是一次很不错的新颖体验。同时给你带来新颖体验的还有那一只无话不说,无事不讲的可爱“主角”——龙。他会赞赏你,会羞辱你,不悦时会摧毁你的城市,但也保护你的城市免受外来威胁。但他的要求却是额外的奇怪:不是财宝。不是武器,是整整喂养它20年,或是更久。 [h1]优点 [/h1] [h2]骰子驱动力:优秀的肉鸽并存者 [/h2] 骰子。它基本上就是我们很早之前就接触到了一种随机模式之一,小小的几个面就演绎出了不知道多少桌游上面的爱恨情仇。本游戏也想还原这一点,但更近一步的将骰子这样子随机方式与肉鸽元素进行结合,小随机结合大随机,让整个游戏不仅局限于对于自己骰运的斗争,同时也用肉鸽的方式来提醒你:嘿,这里可不仅仅只是一个桌游!总的来说,骰子加肉鸽的模式的的确确的让整个肉鸽玩法有了更好的一个扩展方向,而且也非常的耐玩。 [h2]游戏机制:朴实,但劲大 [/h2] 游戏的核心玩法非常简单:投骰子,然后收割对应地块资源。然后在与其他东西相乘,相乘,再用上点机制,最后得到一个令人满意的数字——没错,像小丑牌一样的机制,那打出非常令人核爆瘫坐的数字那是志在必得。现在个人最好的成绩是在大概48年,在完成了20年以后的数字之后,巨龙每次要求的都比之前翻一番。但这套机制就是可以扛下这一切,而且还可以做的更多,更多,更多。 [h2]对龙龙们:首先,我不是...... [/h2] [spoiler]没错,对的,你说的没错,买这款游戏的人谁不是为了看可爱的龙龙才来的,而这款游戏也的确满足了这类人的要求:你可以摸他,你动它还有反应;给多了夸你,给少了还蛐蛐你。没想到龙也要在“是啊,吃什么”这个问题上思考龙生,也是令人哭笑不得。 [/spoiler] [h1]从优点上来说,我对这款游戏的基本质量还有内容非常满足。龙吃饱,人活好,世界一切如常。但游戏的部分令人体验不佳的部分却并不能让我避免。 [/h1] [h2]游戏体验:为啥没有重新开始按钮? [/h2] 首先非常明显的,作为一个肉鸽游戏,在他的游戏内主游戏菜单的设置选项里,竟然没有进行重新开始的按钮。每次我都要点出去再点新游戏才行,这一点非常的令人感到不适。但是你问为什么要随便点重新开始呢?这就要引出我下面的问题: [h2]开局设置:一步错,步步错。 [/h2] 已经有很多玩家反映了这个情况,那么我也说出我自己的体感:开局有贸易站的能过第一年的总是会比开局有其他建筑的能过第一年的多,而第一年是否能省出季度,对于第二年来说又有巨大的影响。因为有繁荣点数让调味和精华能够向上取整,达到一个更大的分数,这样子就可以让游戏的后面进程变得更加的顺利。但如果我第一年甚至连神龛和贸易站都没有,然后再给一个前期完全用不上的食谱,这一把基本上可以不用玩了,后面只会跟的越来越死,尤其是开了最高难度下巨龙第二年有几率会烧商店,那就完全会发展不起来。 [h2]菜谱:感觉严重缺乏平衡 [/h2] 菜谱也是这个游戏的核心机制之一,但菜谱却做的极度的不平衡。因为菜谱它是很多的触发条件的。有些是靠地块触发,有些是靠骰子触发,当然有些是会直接给予一个效果。其中靠地块触发的食谱是平衡性最差的。[spoiler]在这里点名果酿和二刀肉卷,想投出2和12,你就看天吃饭吧你 [/spoiler],其次就是一些触发类的食谱给予的数值过低了,虽然可以靠一些其他方法来补正[spoiler]肉罐头,老汤[/spoiler],还有就是触发条件太过复杂的一局中也很难凑出来。[spoiler]酥肉土豆沙拉,能凑出六种底材,我都无敌了。[/spoiler]而有一些就可以开局就用到最后,完全不需要任何的其他启动手段。[spoiler]我的天啊炼乳豆腐大人 [/spoiler]虽然说是有工具能够直接触发菜谱的。但是我这些假设都是在前期的情况下才有的,如果你前期就要需要工具来触发菜谱的话,那这局和重开也就无异了。 [h1]总结 [/h1] 从以上内容来说,这款游戏是既具有桌游的临场体验感,又有肉鸽的随机性,还有可爱的龙龙陪你相伴[spoiler]如果你喜欢 [/spoiler],那它就是一款可以消磨你时光的好游戏。要达成完成任务的目标也不是特别的困难,只不过一些不平衡的前期配置使得游戏令人不适。这点我也相信制作组应该注意到了。而且到后面也解锁了卡组的配置后,也一定可以从其中选到最强的配置来进行游戏。这里我也会自己慢慢去尝试,不说了,我龙肚子一直响,我先—— [spoiler]PS:如果抚摸龙的话,有还有表情就更好啦!!!!!还有看到这条的人,我要说明一下,我的确不是龙性恋。[/spoiler]
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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 414 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's like a good version of Settlers of Catan mixed with a deckbuilder. The different dragons add unique challenges of their own!
Nice little puzzler based on Catan harvest mechanics and exponential growth.
[h3]舌尖上的龙[/h3] [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote] 龙这种生物向来神秘,在绝大部分的故事里,它们都有着相当大的体型,自然也带来了巨大的食量。在《喂龙高手》里,你可以尝试通过掷出骰子来喂养一头巨龙整整20年,让它为你的小岛带来庇护,但如果你让它的肚肚打雷,庇护就会变为威胁了。所以你必须合理的规划一切,让食材和调料把龙炎锅堆满,让它可以吃饱饱。 作为一款以骰子为核心的roguelike游戏,《喂龙高手》的规则其实并没有想象中复杂。在你的屏幕中央会出现一个由多个六边形接壤所组成的盘面,每一个六边形上都有一个数字标记和可以从其中获得的资源。这些资源主要分为6种,也就是可以用来烹饪的食材,此外大海还会无差别的为你提供一些鱼类,让你永不空军。 想要从土地中获取这些食材,就需要通过掷骰的方法。你所骰出的所有骰子点数会两两相加,作为最终的点数用来和盘面上的数字相对应,让你从被激活的格子里获取食材。在每一年中都有几个季度可以用来掷骰,而且你骰出来的点数如果不能令你满意,也可以只保留一部分的骰子后,将剩余的骰子重新投掷,在有限的次数里尽量组成更好的点数。 如果你想要获取更多的食材或者增加掷骰次数甚至每一年的季度,那么就需要在盘面里建造一些建筑。这些建筑的功能各不相同,但是没有例外的,它们只能被建造在六边形的边缘点上,而且许多的建筑是通过相邻的其他建筑获取收益的,这导致给每一个建筑选址成为了最大化收益的关键。 但仅仅如此,并不能让你成功的面对饿龙每一年都在急剧上升的食量考验。你还得通过调味和精华来获得更高的烹饪倍率,才能让跳跃的数字有飞跃式的提升,满足它的胃口。这些调味品可以从贸易建筑或者合适的配方里获得,而精华则需要依托于更难以达成的配方和更高级的建筑才能慢慢增加。 这些配方和建筑都需要你通过顺利度过每一个年份时得到的金币在商城中购买,你得对当前盘面上已有的建筑布局和配方进行考虑,让它们产生化学反应。随着不断的发展,在每一年中你可以掷出的骰子和投掷次数都会变得很多,搭配上这些奇妙的配方就足以让你面对任何一天饿龙的要求。 总体而言,《喂龙高手》虽然看起来不简单,但实际整个流程就是建造→掷骰→收获→烹饪的循环。然后利用每一年获得金币购买新的配方和建筑还有骰子类型,从而达成化学反应,让自己的得分获得爆炸性的增长完成巨龙的要求。游戏内提供了多个难度和八种不同的龙可以选择,每一条龙都有独特的特性,让每一局新游戏的体验都有所不同,带来了不错的重玩性。让数值不断上升,喂饱每一头饿龙,庇护自己的小岛不受伤害,并且在这个过程中慢慢完善自己的策略和构筑就是这款游戏的意义。
I bought this and Combolands at the same time. Combo is a quicker easier more cozy experience...this you have to think and plan ahead. Im loving these new Balatro style city builders but this is very nuanced in many ways. Its defiantly tougher than most but I love the challenge personally. And the red dragon is a pretty cool
fun game! Love to the devs!
Excellent successeur de Balatro avec un soupçon de Catan. Addictif au possible... Bref, une envie irrépressible d'y retourner ! (Joué sur macOS Tahoe avec CorssOver)
1人プレイ出来るカタンライクゲーム 楽しい。 ※日本語表記にて モッツアレラスティック試練 について 要求が「杖」となっていますが、日本語アイテムの【杖】ではなく、 必要なものは【魔法の杖】となります。 英語表記だと、試練表記が「staff」となっており、アイテムも魔法の杖が【staff】となっています。
这个龙南方的吧,我北方人喂不好它(生气ing)
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