
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
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 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!
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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
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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
基础建筑作为延伸建筑的根基刷出来的概率有些太低了,一局游戏的中期就很容易出现死都刷不出某一个基础建筑的情况。本身游戏中期金币又是重要资源,经常会因为刷不出某种建筑导致直接失败。建议高级建筑不要通过低级建筑升级,或者给基础建筑一个保底的购买选项。 另外游戏第一回合就半死不活的概率高的不合理,如果第一回合没有拿到贸易站或者倍率食谱,香料也不在海边的话一年就死的几率不低。感觉有些初期的成长曲线不太合理导致经常一年就重开,这并不是这类游戏健康的曲线设计
This is a solid game that scratches the number gets bigger and one more turn.
You can pet the dragon
A roguelike "deckbuilder" with gameplay very much Settlers of Catan. For those of you who don't know what that is, the relevant part is that you place buildings on the corners of hexagons, and the hexagons have randomly assigned dice rolls. The buildings then do things, potentially affected by the dice rolls, which you have some control over. Already sound complex? It gets even crazier. There's a wide variety of buildings with different bonuses, recipes that use resources and provide bonuses, single-use tools that can affect the board, your recipes and your buildings, and boss and dragon "modifiers", and that's only what I've seen so far. This is a game with a lot of love and thought, and no doubt thousands of hours of playtesting. It is also the kind of game that expects you to sit and think and deliberate, which is not necessarily my cup of tea. Nonetheless, it's been overall fun and hits the right brain-chemicals to bring me joy in this world. If it sounds like something you'd enjoy, I'd recommend it! It focuses a lot more on planning and thought and interacting pieces than most deckbuidling roguelikes, though.
One of those "I would be neutral if I could", but I chose to refund so guess that's a negative. The mechanics are neat, the setting is novel, and the gameplay progression feels both polished and intuitive. Also the voice acting and art are top notch, especially with the low bar so many games set these days. However, this is why I decided to refund: After stumbling with mechanics for a couple games I hit a really good combo. But I realized the entire process of building the combo felt very bland, and I wasn't proud or excited about it at all. Get economy, use economy to reroll for good T3 building, use economy to buff T3 building. There was no "oooo, I found this cool combo!" that a great engine game inspires me with when learning it for the first time. If I'm already bored with the combos I don't see myself putting in the hours. If I had to put my finger on why, it was the limited way that recipes, dice, and the board synergize. The most interesting mechanic for me was recipes, but upgrading them is incredibly expensive. They also didn't encourage specialization they way I expected? No "oh I have a dairy recipe, I should specialize in dairy tiles". So long as I got *any* dairy at all, it was operating at 100% efficiency even though my major food type was wheat. The few recipes that felt like they paired with specialization were 30% bonuses, which is nothing compared to other recipes that straight out multiply your entire score by X (essence recipes).
小丑牌 + 卡坦岛 + 龙 ,卡坦岛的核心保留的很好,像是作者第一次玩卡坦岛后直接上头,却找不到人陪他开局,干脆自己做了个版本hhh
商店那个菜谱三倍概率刷新感觉还是纯随机,建筑等级1-3级区分不明显。游戏前期没经济的时候,随机性太高,拿不到配套的食谱就纯坐牢。5个小时才过了第一关,局外成长开那个卡组根本没欲望去玩了。
A fun game with a small learning curve to get into, but a large one to really excel at. Don't worry, though, your first run is offered to be a tutorial run, in which it points out your basic buildings, card effects and game mechanics in the first five "years" or so of the run, then lets your off leash to go finish the run out however you like. not so much a handholding exercise as it is a gentle shove in the right direction. About the game - each dragon has an interesting mechanic that makes some runs intrinsically harder than others, and sometimes a run just refuses to get off the ground because RNG does not cooperate - and that's alright! With a quick reset timer, you can be back in the next game in a matter of seconds. Along that note, having a quick reset button on the game over screen would be a welcomed improvement! It's nice that the game also has an option for you to unlock everything whenever you'd like without needing to grind out progression - this allows you to get a feel for the different dragons and modes available from the jump to see whether or not this game fits you. Music is great, art is wonderfully stylized, and the dragons' snark is only mildly infuriating after the third missed dice roll in a row. Overall if you like roguelikes and deckbuilder type games, I'd say this is worth picking up. I can't wait to see what improvements they make moving forward.
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Active players
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Players by region
Where this game's players are, estimated from review languages.
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