
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
scratches the balatro itch perfectly
Drache macht "Gröööög" und Seeschlange geht weg.
good
Media

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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
This game is super fun! It takes catan, makes it a roguelike, and throws in a bunch of eclectic dragons, and you got this!
설명과 생긴것대로 그대로인 게임성인 카탄+발라트로를 섞어놓고 드래곤을 추가한 게임 갓겜과 갓겜을 섞어놔서 게임성 자체는 제법 괜찮다 맵운+템운+주사위운+드래곤 억까기 공존하다보니 좀 속터지는 경우가 나오는 느낌도 있지만 뭐 호흡이 짧은 주회성 로그라이트니 그럴수 있다고 보이는 정도 근데 그거랑 별개로 난이도가 쪼끔 어려운것 같은...
a fantastic roguelike, its a little hard to get started in a run but you are free to reset as needed, and it feels amazing when you get a run going
Super!
I never really liked poker anyway.
On which ♥♥♥♥♥♥♥ autistic scale you need to be, to come up with this progression system?! Like how many hours you need to give this game to finish all challenges, behind which is locked content?! I spend 17 hours in this game, I finished one ordeal, easiest one I could find, from like 40... Its not like realy hard challenges for someone who want to get extra from this game, but basic unlocks. You need too met conditions, like have build 3 buildings(late game ones that are hard to get, you need to roll them in shop) and then it gives you challenge you need to do, which you dont know beforehand even when you look into codex... So you miracuously met conditions, you are deep in late game so it is hard to feed the dragon and you need to do challenge for which you are not prepared. I met some random conditions without trying, and get to the challenge and didnt even attempt to finish it, because it was not doable in my current setup... Utter ♥♥♥♥♥♥♥♥, ****** ****, jesus christ this is infuriating... However... There is "Unlock all" in settings, so you can skip this and play with everything.... Otherwise I would give it negative review... *Sigh*... This being out of the way, core gameplay loop is really fun! You can experiment with many builds and ways to play. Only problems aree that you still rely on dice roling, which can turn nice run into nighmare when you roll really badly few season in row... Also it isnt much balanced, some recipes are powerful that you get really easy run, some are unsuable and hard to use... Same with dragons fury, it can be negligible, or it basically ends your run however goon you were doing, dont accept food type you are relying on too(which is necesearry in many builds), destroy building that bringed you most of score etc.
Great concept and really cool music! BUT I think the difficulty should be toned down a bit. You need to reroll your runs quite often just to get a decent start. I understand that this is part of the roguelite design, but I think a good roguelite should still give you a MORE reasonable chance of having a good run without having to restart over over over over over over over over over over over and over until you get the right run. Coming from someone who has never played board games before, the tutorial could also do a MUCH better job explaining that the sum of the dice on the left needs to match the numbers on the hex when placing things. Maybe add some brief Catan explanation as well. It took me long to understand it, and I had no idea what I was supposed to be doing. Not every player is a boardgame expert. The UI needs improvements. Maybe some red sfx/screen effect in the background that you are about to lose. Hovering over text needs to change color to red (like the Settings button) to make it more obvious that they’re clickable. Also, the Credits screen doesn't have an exit button. Figuring out how to leave the credits is infuriating. For QoL, it would be nice to have an option to have an Undo button before you confirm placements on the board. I lost a run once because I accidentally misclicked and dragged something into the wrong spot, and there was no way to undo that.
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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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