
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
dsfd
杀时间,动动脑挺好,新鲜感、挑战感可以维持40小时的样子。
love it
Media

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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
更偏向运营的骰子分数结算游戏,玩家与各路巨龙签下二十年契约,通过采集资源、经营领地、升级食谱烹饪料理来满足巨龙不断增长的胃口,一年未达标机会导致之前的努力付之东流。游戏的基础框架融合了卡坦岛和小丑牌的模式,分别体现在建筑的摆放运营和食物的多重叠算,让游戏整体流程更加偏向运营,而不是骰子的随机运气。 玩家的领地是一块方正的的六边形岛屿,不同颜色的地块对应不同的基础食材。玩家在地块边角上建造农庄才能收集食材,而金币资源也不是关卡式固定获得,而是需要先建造对应建筑才能逐年收税。这也导致玩家的发育捉襟见肘,想要提高食品的积分,就没钱提升税收,起步阶段一年基本就买得起一件基础建筑,前几年只能公式化发育,没有贸易站甚至会颗粒无收,赚不到钱。好处是游戏中期的钱基本花都花不完,建筑效益一环扣一环,利用道具权杖狠狠收税,单纯刷新甚至有种钱用不完的感觉。游戏采用树标激活规则,投出的多个骰子会两两配对求和,用合数去触发地块树标产出。随着游戏推进骰子数量增加,地块树标可以改造增加,单回合的产出次数会阶梯式增长。要说完全没有骰子运气也是不可能的,但数字分布上更加科学概率,可惜高难的7作为最常见的数字被ban了,更喜欢追求高收益的12和2,注意空白骰子不作运算,就别想着0+其他的好事了。 个人游玩中对这方面奇怪的随机性设计很难受,开局其实还好,在前几局折磨后,解锁卡组就能自选开局了,这种点数控制让我想起风暴之城如何作为领主白手起家。但是这个商店店分为几个独立卡池,每个卡池要单独消耗资源刷新,更离谱的是,道具池的刷新功能还是购买刷新道具实现的。我知道这是为了抑制倒转的可能,但实际操作上太不方便了,特别是地形改造竟然是随机二选一,复制树标收益很大我可以理解,刷新道具这么难却在奇怪地方卡玩家。三级商店还只认石匠港,不知道有没有特殊含义,明明那么多二级港口,甚至玩家升级覆盖了石匠港商店还会掉级。 而作为分数目标的烹饪环节,乘算的数据就相对更多。不仅有底材,调味,精华之类根据建筑食谱获得基本数值,繁荣度作为游戏容易忽视但独立乘算的一环,将分数增加拔高了一个新的台阶。而且这种乘算不仅体现在最终结算上,甚至深入到每一个环节,像神龛的基础效果是让周围食材金币都翻倍,食谱不仅能触发一次,而是通过叠加印章一次性爆发。繁荣度只能通过省出来的回合数增加,但依旧有建筑可以倍速加快增长。游戏数值快速增长是乐趣来源,但只要理解规则,各方面都提升一点,乘算起来就是惊人的数值,20年的胜利标准似乎太短了?在发育起来但还没有爽够的阶段。 而且制作组貌似是故意的,因为在进入无尽阶段以后,才会刷出各种解锁新食谱建筑的任务,就是在逼人玩无尽。而且在这个时候,玩家手上已经有了大量足够的金币,才用资本对领地重新进行更新改造,因为前期只能走一步看一步,建筑根本没有办法效果最大化,比如城堡作为农庄要周围建有农庄才能收割,前期建设的时候都是神龛贸易站农庄轮流建设。还有一些需要特定摆放才能针对性生效的三级建筑。游戏胜利的目标和内容上感觉就是脱节的。 作为轻语发行,游戏汉化的质量很高,极具趣味,特别是食谱中各种梗。初期游戏体验非常棒,但解锁卡组后感觉有点公式化,成长性的东西不来根本滚不动。游戏开局难度过大,开局骰不好要直接重开,在最近的更新后有所改善。建议多增加一些成长性食谱,为了区分度设计导致太依赖超模怪了。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
卡坦島+產出差異+各式道具,升級建築 非常好玩,是個殺時間的好遊戲
食谱和巨龙画风好看,可以撸龙,龙性恋狂喜。玩法上也不会枯燥
Really fun, the people calling it balatro x catan are right in the best way
Catan + Balatro = Feed the Scorchpot = Addiction x2
卡坦島,好玩:P
運Game 但...再億局就好
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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.
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