
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
number go brrrrrr I often describe this as my "number go up dragon game." I downloaded the demo back in April and ended up sinking over 30 hours into the minimal "show the basics" 3-seed game. I was later invited onto beta testing where I sank 30 more hours. The game is incredibly addictive and scratches the same itch in my brain that Balatro did. It was easy to start a game and play for about 10-20 minutes, and then pick it up again the next day and play for hours. It surprises even me that I haven't tired of this game yet. There are so many different things that can change how a game goes, from different strategies rotating around a large number of recipes, to each level of dragon making the game play against you. Each kind of dragon forces you to think about it differently instead of using the same exact strategies every game. I have had such positive interactions with the community surrounding Feed the Scorchpot. The developer (and his incredible artist wife) have truly made a game worth being proud of, especially since he listened to many of our beta suggestions and even put a few little easter eggs in the game meant for our little inside jokes. And I know he will continue to take our feedback even past 1.0. I'm excited to see what else may come out of Moravian, and I'm honored to be along for the ride.
Media

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| $239.4K | 554 | 75% | $24.99 | |
| $239.5K | 303 | 87% | $17.49 | |
| $239.5K | 747 | 93% | $9.99 | |
| $239.3K | 638 | 81% | $12.89 | |
| $239.3K | 468 | 71% | $17.49 | |
| $239.7K | 686 | 86% | $9.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.1K | 14 | 79% | $7.99 | |
| $1.4K | 5 | 60% | $9.99 | |
| $0 | 9 | 100% | Free | |
| — | 0 | — | — | |
| $1K | 2 | 50% | $14.99 | |
| — | 0 | — | — |
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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| not modelled |
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
难度成长有大问题,开局需要无限SL,临时类的菜谱过多占用卡池,且并不会按照你当前收获的底材提供食谱,甚至怀疑菜谱刷新机制可能存在问题,说是三倍概率定向刷新实际体感跟全随机区别不大,如果无法快速在前三四年内获得稳定成长的菜谱本局就根本没希望通关了
This game is fun, but really hard. One slipup and you're *cooked*. Each failed run, you learn from how you failed.
These dragons have the greed they spoke about in the bible.
Neuvěřitelně chytlavé a zábavné. Na chvíli zkusíte a nemůžete přestat :). Na první pohled jednoduchý gameplay má hloubku. Moc baví.
Feed the Scorchpot je nebezpečne návyková kombinácia Catanu, Yahtzee a Balatra, zabalená do nádhernej ručne kreslenej stredovekej grafiky. Hra vás najprv očarí svojou útulnou atmosférou, no vzápätí vás nekompromisne preverí "spaľujúcou matematikou" pri kŕmení neustále hladného draka. Budovanie osady na hexagonálnej ploche, stratégia pri hádzaní kociek a najmä vytváranie šialených bodových komb pomocou receptov tu fungujú na jednotku s hviezdičkou. Každý podarený "kulinársky" experiment prináša obrovské množstvo satisfakcie. Zamrzí len nenastaviteľná obtiažnosť (neprístupnosť titulu pre všetkých), občasná prehnaná závislosť od náhody v obchode, chýbajúce súhrnné štatistiky príjmov v užívateľskom rozhraní, zakrývanie štatistík plameňom a časom sa opakujúci soundtrack, ktorému by pristalo viac skladieb. Ak však máte radi tabletop hry, roguelite stratégie, budovanie synergií a naháňanie vysokého skóre, toto je pre vás doslova "dračia" povinnosť, pri ktorej s radosťou "spálite" desiatky, ba stovky hodín.
Fun game
worth the time and the money just get it
Recommend
元がカタンなだけに相当な運ゲーなのでは?と思ったんだけど、サイコロ3つを4回(ゲームの進行によっては増える)振って、その過程で出目を選ぶ為運ゲー感は低い。チュートリアルが親切。 食料の数×風味(スパイス?)×エキス(レシピなどによって得られる付加価値?)=得点になるっぽい。 食料は読んで字の如く、サイコロの出目によって得られる、タイルに書かれた魚や肉や穀物、乳など。手に入れなければ料理は作れないが、採用できるレシピには限りがあるので、そのレシピに書かれた食料が手に入るタイルに隣接する場所に建築さえすればよいと思う。5〜9は確率にして出やすいので狙い目か。アイテムによってタイルにランダムに数字(マーク)を増やせたりするので、まずショップを覗いてみて、それがあれば使ってみると序盤の進め方が楽になるかもしれない。カタンだと海沿いは取引ができるが、このゲームだと毎ターン魚が手に入るようだ。 風味というのはスパイスのことだと思う。多分。タイルでいうと紫色がスパイスか。序盤では、スパイスを狙っても食料がなければ料理は作れないので必要ないかもしれないが、途中からはスパイスも取れるようにしていかないと得点が思ったように伸びない。でも正直後述のエキスの方が重要な気がする。 エキスというのはレシピに書かれた条件を満たすと付与されるらしい。サイコロの一個の出目が4である時とか、肉が食料に含まれてない、とか。これが結構得点を伸ばすのに重要らしい。達成で200点とか400点とかだったりするので、これがあるかないかで得点の伸び方が全然違う。レシピのレベルアップに従って得られるエキスも増えると思うので、レシピを買う時はよく吟味したい。 といったところで、ゲーム開始直後にはまずショップを見、クワだったか?タイルに数字を加えられるアイテムか、エキスの獲得が容易で、サイコロの出目が有利(5〜9)な材料で作れるレシピを購入すべきか。タイルの組み合わせが最悪でも諦めない。クワを使えばワンチャン。まあクワで追加される数字は体感で2〜4、10〜12の端が出やすい気がするが。それでもダメなら海沿いに建てて魚を獲得し、それを料理に使うといい。 このゲーム、結構楽しい。演出がそこまで派手ではないので、Balatroみたいな爽快感はないかもしれない。 気のせいか?と思ってたけど起動するたびに言語やら設定が元に戻る。ゲームの進行は保存されてるけど設定が保存されない。
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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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