
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 412 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
难度太高了,没有爽点,你游宣发视频里的超大数字怕是要几十乃至上百上千把才能出 ,我以为A*B*C的三连乘数结算应该很容易达成,实际上是开局就在找优势地块点(3级资源)然后围绕三级资源选食谱或者特殊建筑,然后很扯淡的是开局只有十块钱,强制在食谱和特殊建筑二选一,二选一没问题但是很明显选哪个都不一定能前期好发育,如果我选食谱那么我就没有经济来源去获得金币收入,只有2农庄开局甚至到第三 第四年都不一定能买的起下一个资源;如果特殊建筑开局那么到第二第三年没有食谱乘数容易直接褒姒,所以我不明白你游作者到底有没有玩过游戏,连开局我都艰难过去那我玩什么呢,6小时仅胡了一把难度1,大量的SL开局,还有中期一直刷不到想要的食谱或者建筑类型,你游的build关联做的到底是什么玩意?如果连开局都优化不好的话,我认为这个游戏完全没有游玩的必要
Having a blast with this game so far. Sometimes I get a little tired of the "Balatro meets X" games, but this one feels special, and there's an amazing amount of depth and strategy with the Catan-inspired mechanics.
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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 413 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h2]龙会给自己烧(物理)菜,会把下巴抬起来给人摸,还会帮人干掉把船弄沉的坏龙,龙不浪费粮食,龙好。 [/h2] [strike](比较可惜的是屏幕上飞来飞去的龙始终都是标准模式的龙) [/strike] [h2]人经常性喂不饱龙,骰运也非常糟糕,人坏。 [/h2] [h2]结论:龙性恋狂喜。 [/h2] 在制作组调整了前期饥饿度后,我终于平稳的打通了饥火难度并凭借自己的力量(是的,设置里有全内容解锁功能,太贴心了,制作组简直和龙一样好)解锁了牌组构建功能(在这之前我的骰运差到打第二难度微饿都容易开局翻车,只能一个劲的咂舌)…一开始还好奇这游戏到底哪来的牌可以让我构建,难道是什么新玩法吗,点进去才发现居然是从零手搓更适合自己打法手感的初始搭配,对的对的对的,这可太对了( 游戏的玩法可以看作是卡坦岛的部分规则(饥火以上甚至加入了类似卡坦岛规则的数标7不产出资源的设定,反正不是凑出数标7就要扣掉一半食材就行hhh)与小丑牌的结算方式的结合,总之就是先通过骰子点数两两加和构成的数标来判定建筑物(主要是农庄)是否能进行资源收获,以及资源收获倍数,再结算其他建筑物可能带来的调味与精华收获,然后结算由玩家选择的能够满足触发条件的食谱,最后把食材(底材)、调味、精华三个数值分别乘以繁荣度之后再相乘(除精华外的其他两个数值都会向上取整),voilà,一顿营养均衡(真的均衡吗)的大锅炖就做好了。 在饥饿度调整之前,由于数值给的相当极限(看起来很难达到但实际上总能以一两点的优势连滚带爬的来到下一年),游戏在前期玩起来还是挺紧张的。不过,就像踩点会让人上瘾一样,踩点数过线其实也挺令人上瘾的,反正无论是平衡难度之前还是初步进行了难度平衡的现在,我都能玩得格外开心。(既然是六边形格子,那我一个农庄被三个神龛夹着也很正常吧.jpg) 总体来讲,在构筑能稳定运行的情况下(指可以相对稳定的拿到2倍和3倍的资源,合理放置了加成建筑,并拥有包括建筑与食谱在内的稳定调味/精华产出),想要达成游戏设定的20年目标并不难,毕竟从第21年开始才算是迎来了对本局构筑的真正考验。 数标乱七八糟的地块(耕犁:没啦~),让人有点担心屏幕右下角到底还能不能装得下的指数级攀升的饥饿度,因为没能天胡开局拿到可以给食谱升级的建筑或骰子(有什么话跟我的墨鱼墨汁说去罢)看起来随时都有可能暴毙的战局,30年我倒是打过了,50年预计将是另一场恶战,你怎么这么能吃啊,我亲爱的龙( 除此之外,游戏的中文本地化也做得很棒(龙会陪我聊天,龙好),因二级和三级建筑间的功能差异而衍生的不得不进行的取舍也是我比较喜欢的点,说得就是你,虽然可以升级但一旦被覆盖商店里的三级建筑就会直接消失的石匠港( 总之,好玩,喜欢,不知为何有种虽然很烧脑但还是莫名其妙就打出了超大数字的爽感,以及,龙性恋狂喜。 [h1][quote=] [table] [tr] [th] 欢迎关注 [url=https://store.steampowered.com/curator/7421824]双鱼星✪ω✪皇家飛机场[/url][/th] [/tr] [tr] [th] 也欢迎━(*`∀´*)ノ亻!各路大佬加群啦,群号在组页面 [/th] [/tr] [/table] [/quote][/h1]
"I'll give it a try," I said, before spending 7 hours playing it and wondering where the time went. Great board game/Catan aesthetic and a great roguelike! It's much easier to pick up and win in your first couple attempts than some other popular roguelikes (took me much longer to get the hang of games like Balatro), but it gets more challenging if you continue past the win condition and try to keep feeding the dragon for as long as you can and gets much more challenging as you climb the ascensions. Feels very cozy and low stress but has a lot more complexity than you'd think at first.
Un jeu à la DA incroyable qu'on a pas envie de lâcher, on met quelques parties a vraiment tout comprendre mais c'est très satisfaisant ! Je découvres les nouvelles difficultés de la release avec beaucoup de plaisir. [url=https://www.twitch.tv/layra_alixis]Layra_Alixis[/url] - [url=https://indiestogether.carrd.co]Indies Together[/url]
BE CAREFUL not to accidentally delete your progress in the settings - especially if you are achievement hunting. Unlocking the final achievement naturally depends on your game setup. This is my first Steam game recommendation. It is a cozy, enjoyable game - provided you stick to the core gameplay - with a beautiful aesthetic that is truly impressive. The only thing worth noting (which is understandable for a debut title) is the repetitive nature of successful recipe combinations; you tend to keep seeking out the same "winning" recipes that are extremely effective in both the early and late game. However, I understand the developers are working on new content, which I believe will certainly resolve this issue. The situation with buildings is much the same as with recipes. Even "classic" Tier 3 resources buildings (castles, monasteries, etc.) tend to fall by the wayside in favor of shrines - whether to multiply resource yields or for other strategic reasons, if only out of sheer practical necessity. I highly recommend this game : the "recipe" works perfectly !
卡坦岛+小丑牌。该说不说有点难。 美术有Pentiment那味儿(顺便一说,英文字体太帅了...),中世纪泥金装饰手抄本风,有品味。配音好评。 非常有风格特点的带有桌游元素的DBG。 看得出研发很努力了,细节一直有在调整。 推荐给桌游和策略卡牌爱好者,挺好的。 Catan meets Balatro. Great game, though can be quite challenging at times. Really appreciate the aesthetic style — it feels like a medieval manuscript, which reminds me of Pentiment. Also enjoy the voice-over. The overall design and gameplay truly stand out. You can tell the developers are working hard on this, consistently bringing improvements. Highly recommend it to fans of tabletop games and strategy card games alike.
Feed the Scorchpot is one of those rare few games that I found so immediately captivating, charming, and entertaining, that I decided to take the time to write a review just to help bolster the review numbers as this game makes its inevitably rise to Overwhelmingly Positive. If you're a fan of roguelikes, dice games, Catan, or strategy games in general - just get it. It's $15 and you're going to get at least that many hours out of it, though likely many more. Although the Catan and Balatro comparisons are numerous, Feed the Scorchpot does stand on its own. From a purely mechanical standpoint, sure, we can make a reductive comparison- recipes are similar to jokers in Balatro. Fodder is similar to chips. You roll dice rather than draw cards, go through a short gameplay loop of harvesting fodder and applying recipes, and then your score gets multiplied. Beat the "blind", and you live for another year. That said, Feed the Scorchpot does a lot of things differently, and it's obvious that a great deal of care went into designing, testing, and balancing this game. Tools and buildings provide a huge amount of synergy and strategy to the board, and there's a decent variety of dragons to choose from, each offering their own twist on the core rules of the game. The difficulty levels are also numerous, although one of my only criticisms of this game is the way Feed the Scorchpot approached difficulty. Difficulty is shared globally across dragons- meaning, you can beat the whole game with Baron, the standard dragon, before ever touching any other dragons. Since the dragons change the game rules so drastically, I would have preferred to have had to work my way back through the difficulty levels one dragon at a time. This is one thing Balatro did that I think Feed the Scorchpot should have borrowed - every deck in Balatro requires you to beat each stake, sequentially, which forces you to master the twist of each deck before ultimately defeating it on Gold Stake. Some dragons, arguably, present more favorable circumstances to the player than Baron does - meaning that if you're struggling to beat the highest difficulty level, you may have better luck with your favored alternative dragon. Again, there's a tradeoff here - you get less of a sense of progression and accomplishment, but it does ease the journey of 100-percenting the game. Some people might appreciate the flexibility, even if it does make each difficulty selection feel a bit hollow. Another small criticism I have is that once you get into late game, the board is likely packed with buildings creating all kinds of synergies and producing all kinds of things. This is fun, but visually it can be very difficult to determine what is going on. A small icon above each of the main type of building (farm, shrine, harbor, etc) would be very helpful here - perhaps with its level as well. A colorblind-friendly optional color-coded outline of the different building types would also help a lot. My minor quibbles about the difficulty sharing and cluttered board are easy enough to forgive with the rest of what Feed the Scorchpot has to offer. The art direction and aesthetic choices are, frankly, delightful. There's a sense of a medieval art style, but at the same time it reminds me of the old Flash games of yore - just a very, very polished version. The music is also quite good, striking a balance between providing general ambiance and, occasionally, upping the tempo to a more frantic, energetic moment. I expect that a lot of people will find themselves playing Feed the Scorchpot with the music disabled while they watch something on a second monitor, but it's nice to know that if you prefer to immerse yourself in one experience at a time, Feed the Scorchpot will keep your senses engaged. Overall, I wouldn't be surprised if Feed the Scorchpot winds up in a lot of people's all-time list of favorite games that they return to periodically for years. It's definitely not for everyone - you have to have a certain appreciation for "make the number go up" to really get a lot of flavor (pun intended) out of this game. For those to whom it calls, however, there is a lot to love here. Pros: incredibly engaging gameplay loop will keep you coming back for more until you blearily realize it's two in the morning. Art, music, style, and concept. "Number go up" feels good. Cons: The pacing feels a little off with the global difficulty sharing system. I also would have liked to see a little more visual contrast between building types. Once the board is busy, it can be quite difficult to tell what your buildings are unless you've memorized the art for each building.
Feed the Scorchpot is the perfect blend of Catan and Balatro, with its gameplay depth truly worth any initial learning curve during the tutorial phase. You're able to pull on multiple levers to keep the dragon fed as his hunger increases each year like placing down buildings (or upgrading existing buildings) and buying new recipes (or combining multiple recipes together) until the exponential cravings can no longer be sated!
The fact my first session was 6 hours straight is just more evidence for how amazing this game is. It's one of the first truly high quality "dragon games" that dragon lovers, such as myself, can play. With Feed the Scorchpot, dragons aren't necessarily "evil" or something you fight. Instead, your island kingdom strikes up a deal with a dragon. For friendship, and for protection. However, you must survive 20 years and offer up food to the dragon. If you don't feed the dragon enough, they will DESTROY your kingdom! It's quite challenging, and you're going to have one hell of a time trying to find a fun build to truly get working. You roll dice, and then the results are added up in a strange way I'm still trying to get used to. Then, whatever you roll is will determine which hexagonal tiles will get harvested. There is a different resource for each tile, and different "marks" you have to hit with your dice rolls to harvest them. It's randomized as well, all of this. You aren't going to always be able to hit every tile you want, making it as much about luck as it is about planning. You can choose to retain a dice, then continue rolling the other dice, and so on. In order to harvest from tiles, you need to build some lowly, humble farms. Then you build them at the INTERSECTIONS of these tiles rather than ON those tiles! This means a building can be surrounded by at least 3 hex-shaped tiles at most. The farm will harvest resources from those tiles... IF you hit the marks on them with your dice rolls. However, the ocean around your island will always provide fresh fish, making the ocean feel kind of overpowered but also necessary for beginners. I'm still new to the game, so fish are a GODSEND resource. A lot of the addictive fun comes from synergies, just like Balatro. You can build adjacent buildings to said farms, adding multipliers called Flavor or Essence. Fodder is the basic raw output of your food ingredients, which the dragon WILL eat, but the real fun is also using recipes to enhance Flavor or Essence. Heck, recipes can be used to earn more money too. Ducats, as the money is called, which you can use to buy special items, more buildings, building upgrades, and even more kinds of dice that enhance things such as a particular resource nodes output. Building more also ensures that you get more chances to roll dice, increase recipe capacity, number of dice you can roll, and whatnot. When you hit the perfect synergy of buildings, resource types, and recipes, the game becomes a DOPAMINE NUKE I haven't felt since Balatro or the likes of Vampire Survivors! And hey, you also get to unlock different lovely dragons that change the game with different parameters. Even if you don't go as bonkers over dragons as I do, this is still an awesome new way to play a game of luck and planning. By the way... you can pet the dragon, play with their tail, and lift up their hand... like you are proposing to them?!
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