
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
[h2]小丑牌+卡坦岛,全新的肉鸽玩法-《喂龙高手》首发体验[/h2] 《喂龙高手》(Feed the Scorchpot)是一款融合了小丑牌肉鸽玩法+卡坦岛版块扩张与资源获取的肉鸽游戏。我们需要满足贪得无厌巨龙的要求,在由六边形食材方块构成的小岛上建造村庄与码头,组织贸易从而收获资源。将资源烹饪成食物献祭给巨龙从而获得巨龙的庇护。如果无法满足巨龙的胃口则会迎来失败。 建筑总共分为四种 农庄:定期从临近地块获取食材,并获得金币 每建造两座农庄季度数加一 贸易站:从临近农庄获取调味,每年获得金币 每建造两个贸易站,食谱栏加一 神龛:提高周围建筑的食材与金币获取 每建造两个神龛,重骰次数加一 码头:临近地块获得加成,额外获取商品 每建造两点码头,骰子数加一 点数结算按照底材×调味×精华为最终结算,每一年巨龙的饥饿值都会暴涨。 而激活地块则需要由骰子掷出地块上的点数,地块上的点数可以通过工具改变或者添加,最多一个地块上可以有三个点数。 也就是我们底材的获取需要地块附近有相应的农庄,并且投掷骰子达成地块上的点数。 游戏中很多都要消耗食材来达到效果,商店中间的大轮盘可以提高出现相应食材的概率,大部分的食谱提供加成的条件也是消耗对应的食材。也就是说只有底材收获了对应的食材,食谱才会提供加成。有一些养成系的食谱效果很强。 玩法上《喂龙高手》还是颇具创新的,前期依靠食谱和贸易站提供的高额加成,可以轻松度过前期,但玩家如果过于放松,未能进行良好的布局和资源管理,则很快就会被苛刻的条件以及膨胀的饥饿值所压倒。不过一单发育起来,游戏就会非常爽,烹饪的食物会比饥饿值高出几倍的情况都会存在。 布局上围绕着两到三种食材进行构筑会比较好,我也曾试过围绕单一食材进行构筑,但食谱的触发条件,以及骰子是否能投掷出我们需要的点数,以及巨龙所施加的限制条件。融合了这些条件来游玩的话,就会发现很容易就会因为无法达到触发条件而崩盘 体验上游戏运气成分占比比较高,尤其是在第一年,运气差的情况下会被直接淘汰。在部分时候骰子投掷不出我们所需要的点数,并且肉鸽游戏本质上就是需要我们不停的投掷,有一次失败则会失败的体验属实不太好。每隔一段时间巨龙还会随机惩罚我们,烧毁地块,食谱,甚至拒绝接受某一种食材。大部分情况还好,但是烧毁建筑和食谱对于我们战局的影响就比较大了,很容易导致我们游戏直接失败。 综合来说《喂龙高手》(Feed the Scorchpot)玩法新颖,创新的将桌游与小丑牌玩法融合在了一起。为我们献上了一种全新的肉鸽玩法,虽然游戏还有一些需要改进的地方,但都是小问题,相信游戏首发后会很快进行完善,推荐喜欢的玩家入手尝试。
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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 414 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
竟然是卡坦岛肉鸽
好玩是挺好玩,但有很多不合理的地方。 小丑牌来说的话,有些小丑只是没那么好用但还是有用。这游戏而言大部分菜谱那就是没用,就是刷金币刷印章刷道具刷菜谱等级的菜谱有用,这些又基本要靠你试炼来解锁,试炼解锁又只能一个一个来。前期没卡组,试炼菜谱没解锁的情况打解锁卡组的就要sl刷开局。后面高难也是刷开局。 卡组我原先以为是可以有些ban位,ban掉垃圾,开局你不给资源也可以过,结果是给你额外的开局资源,那不还是要sl刷开局。 这游戏的刷新机制也很不合理,刷菜谱你要那个,一句游戏刷个几千块刷不出来。 最抽象的是解锁三级建筑莫名奇妙的要你有某个港口的升级选项才能解锁后面。然后这个升级选项你要刷新,高难本身钱就少,一回合只能刷个三四下,刷新钱每次都在涨,就这样高平率刷15年才给我刷到,然后就无双推掉了,就很没劲。 联动方面自己玩下来有些无敌组合,撑到50年也就是这。肉的有各种素材可以给后面的菜谱盖章自身等级,然后鱼的随机升级菜谱最多自身等级10倍,再加上复制道具,然后差啥补个啥菜谱,随便指数爆炸。复制道具主要是复制那个可以无视条件用菜谱的,后面几百级菜谱根本没素材。祝福殿给肉那个贴标签,然后标签数x等级个标签的鱼升级等级,直接所有菜谱升级满,用复制道具的复制四个下回合继续用,用汤块骰子来升级鱼的等级。 虽然很变态有爽感,但那些都是试炼解锁的菜谱,一开始根本没有。还有那个石匠港太抽象了,你可以花金币解锁,也可以花时间解锁,结果搞个靠运气解锁,运气不好一局白玩,卡主解锁不了三级建筑。
Die Mischung aus Siedler von Catan, Roguelike und Drachen ist perfekt. Suchtpotential ist vorhanden!
难得发瘟有感觉吗
一个骰子游戏最稳定且最有数值的流派是不投骰子,这是很合理的
太好玩啦,上手就是一个沉迷 酒馆月圆之类的我都爱刷刷流,第一次胡直接三座银行+神龛+跳过季度道具库库刷直接财富自由,刷刷随便上 几百B 音乐可以更新下,刷久了听的一直是同一个不太悠闲的单调旋律
Plays like a fun board game. Some of the achievements seem impossible but become quite doable once you unlock the other dragons which change the game in fun and interesting ways.
卡坦島跟道具系統創新玩法。
do you like catan? do you like rogue likes? if you answered yes, you will probably like this game. 10/10
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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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