
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
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.
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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
I played the demo for many many hours. Full version is even better if that was possible. works great on docked steam deck so far !
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
初见:这游戏怎么这么难啊。 后来:摇着轮椅唱着歌,因为轮椅太强导致差点翻车。 烹饪大学给酥肉土豆沙拉盖章,酥肉土豆沙拉给墨鱼墨汁盖章,墨鱼墨汁一口气把其他的食谱从几十级全拉到一百多,食材甚至不够启动。可怕吗,是的非常可怕。 现在:我们穷鬼卡组和金鱼籽大人真是太强了,刚刚碾过去的是无餍女皇吗,还以为是减速带呢。 —————— 小提示-成就里提到的各种卡组涉及隐藏规则,构筑满足最低要求了就会显示成对应卡组名称。以下为构筑方案参考,算是涉及隐藏内容的剧透: [spoiler] 1、皇家卡组:皇家拨款*5 (其实开局想要更多钱就应该带上点数1的建筑,1点数能在商店卖8金币,然后在商店补需要的建筑就行——可以带上“工会特权”降低刷新损耗,3张点数1的建筑能卖24金币呢;“皇家拨款”2点数5金币,25金币要10点数,差距太大了。不过这也可能算是漏洞吧,说不准以后会调整成带入的点数1建筑卖出价格为0,只能自用不能卖。) 2、穷鬼卡组:农民*3;家常便饭*1;且总点数不超过20 3、烹饪卡组:美食研究*2;(任意)食谱*1 4、铁匠卡组:工匠*1;(任意)工具*2;铸造仪式*1 5、伊甸卡组:甜美嘉奖*1;神圣创造*1、应许之地*1 6、基石卡组:(任意)建筑*3;测量学*1;林中空地*1 (居然不需要成就图片上的“砖石结构”而是要“林中空地”,难怪成就名叫“违章规划”。) 7、日晷卡组:历法修正*1、漫长夏天*3 8、汪洋卡组:渔夫*1;丰饶大海*1;丰饶祝福*1 (摸鱼卡组是真的轮椅,鲜鱼体系涵盖盖章、升级、底材、调味、精华,相当全面,甚至可以不考虑地块点数。) 9、珠宝卡组:宝石骰子*3;雕刻*1;骰子染料*1 (一面面雕也太费事了,可以买“幻想之选”,一次雕六面,然后滚筒染成彩色骰子;或者雕“小数”、“大数”骰子然后染色,修改的工作量也小。) 10、白骨卡组:白骨骰子*3,神圣预言*2 [/spoiler]
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
烹饪前没有数值预览。结算后也应该再给一个详细的数值列表
Obviously this game has a lot of influences, but it's actually pretty singular. It's got a steep learning curve (I died like 5 times before I won a basic run and I have a lot of experience with turn-based strategy/deckbuilding games), but once you get the hang of it, it feels like the perfect mix of chance and strategy. The aesthetics are great, too, especially if you're tired of games that are all about fighting and weapons, and the wicked sense of humor adds some interest, too. Lastly, there is SO much to unlock and so many different combos of dragons and difficulties to keep you interested; I'm 14 hours in and still feel like I've only scratched the surface.
The dragons are neat
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.
The comparisons of Catan and Balatro are not quite right . . . this game is 90% Balatro with the board game aesthetic of Catan. There is almost nothing about Catan other than the shape of the board and that the board has numbers on it that respond to dice. That aside, there is much to like about the game. The scaling potential in the game is pretty absurd. The potential for how to combo buildings and recipes is interesting. The game leans into the identity of there being a lot of ways to break the game, choose one and do the best you can to roll with it. I will say that it feels like there are 2 different games going on here though. . . the core game ends after 20 years. It is well-balanced around this and the run-time and experience feels very good. However, the achievements in the game and the real explosive potential happens after year 20. The game can go on quite a bit (there is an achievement to reach year 70) and many of the achievements in the game are going to be sought after and accomplished in the endless run. During endless, money stops becoming a problem and you start playing a much different game. The endless game mode is interesting for a few runs, but I find the first 20 years more interesting where scarcity and tradeoffs are more evident. It feels more like a roguelike where you are trying to pull a run together with what you have rather than operating on seemingly infinite resources to play out some obscene number generator. With all that being said, I recommend it for Balatro enthusiasts. Doing some great stuff, it is very fairly priced, and they've pulled together a very nice game as a result.
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