Feed the Scorchpot news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players36 · 5 October 2026 - 23:11:25 UTC
- SteamPulse tracked peak974
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review scoreNot available
- Total reviewsNot available
- Release dateAug 20, 2026
- DeveloperMoravian
- PublisherIndieformer
Company pages: Developer: MoravianPublisher: Indieformer
Feed the Scorchpot Steam news
Feed the Scorchpot news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Patch 1.021 - 14 September 2026
This is just a small hotfix, but due to changes in music compression, the update has to download some extra data. Sorry about that, but hopefully the music will sound even nicer now.Patch 1.021Fixed a graphical issue with the new value tooltips for recipes and dice from the last updateMusic tweaksMinor fixes
- Patch 1.02 Who Let the Dragons Out? - 13 September 2026
New update is here!I continue to work my way through all the feedback, do a little balancing, sit down to do more testing, fix a bug here and there... The usual post-launch stuff, but I'm really enjoying it.However, I didn't want to put out an update with just bug fixes and balancing changes, so I also added a few new QoL features.But I think the nicest addition is the new dragons that fly over the map. Previously, it was always the Baron hunting the sea snakes, which didn't make a lot of sense when playing with the other dragons. Well, now you can see all of them fiercely defending the island.1.02 CHANGELOGFeatures:Seven new small flying dragons that battle the seasnakesA small tooltip is now displayed next to recipes and dice that target a specific value (like Eintopf or Umami)Recipes in the tray should now keep the order in which they were activatedIn the non-existent secret minigame…
- Patch 1.01 Fine-tuning the Cookery - 3 September 2026
Two weeks since the release!I've received an enormous amount of great feedback and some bug reports (fortunately, not that many!). It's mind-boggling to see so many people having a blast feeding the Scorchpot.I've read through all the comments, reports, and discussions and jumped back to work. Update 1.01 is now live on Steam. I hopefully managed to solve most of the issues and bugs without creating new ones. I've also added some QoL improvements, like harvest calculations for each tile - you can now see the expected harvest from a tile in its tooltip. More QoL features and UI improvements are coming.The second thing I wanted to address was the early-game difficulty. A lot of new players were having a hard time getting a run started, which resulted in repeated restarts. That's no fun.So I tweaked the starting conditions a bit - most notably, the initial hunger is lower, so there should…
- First week - the dragon approves - 29 August 2026
It's been a little over a week since we launched Feed the Scorchpot. I'm over the moon that so many people have bought the game and are having a blast playing it. We've sold over 16,000 copies at the time of writing this. That's just an incredible number. Huge thanks to everyone - you can't imagine how much it all means to me (and really, to all of us involved!).So, what's ahead of us?I've gathered a lot of great feedback - good suggestions for QoL features, possible improvements to the balance, and some bug reports, though far fewer than I was afraid to find. Most of the complaints I've seen so far are about two things:Firstly: UI and UX. I admit, there's definitely room for improvement there. UX is an incredibly complex area, and I still have a lot to learn. I will continue improving it in the future.Secondly: some players find the game quite difficult. This was surprising to me, as I…
- The Dragon has come to claim his feast – Feed the Scorchpot is here - 20 August 2026
After 18 months of development, the day is finally here. It’s hard to believe I’m actually writing these words.Feed the Scorchpot is now officially available on Steam.Eight different dragons, ten difficulty levels, a whole deckbuilding system to customize your runs, deep meta-progression, and 40 challenging trophies to achieve. The dopamine feast is ready.Speaking of dopamine... Has anyone ever heard of Balatro? Well... we have secured a launch bundle with Jimbo. If you already own Balatro or want to buy both games, the Feed the Scorchpot x Balatro bundle is also available now. I couldn’t have wished for a better Day 1 collab! The Dragon meets Jimbo. Match made in heaven!I have to thank everyone who helped us bring this game to life – our amazing publishers, Josh and Clem; our partners at WhisperGames; the translators who spent hours rummaging through my terrible puns; our wonderful bet…
- Music is on fire, yo - 16 August 2026
Every indie dev faces the same challenge - you have to wear so many hats at the same time: programmer hat, artist hat, designer hat, marketing hat, and many more. My wife and I were lucky that we had most of these hats covered between the two of us. We gladly offloaded the marketing to our amazing publisher, but there was still one other hat that didn’t quite fit.Music was never my strong suit. In fact, I’m pretty sure I’m tone-deaf. I wouldn’t dream of actually composing music, but I found a decent shortcut. I took some of my favorite classical pieces (the great Antonín Dvořák, a Czech composer from the 19th century) and gave them a slight twist to fit our medieval-ish game about feeding a dragon. And it worked! Players seemed to enjoy the soundtrack.However, as development moved along and we realized just how much people actually enjoyed the game, we came to the conclusion that it des…
- Three Weeks Left - 29 July 2026
I have no idea where all the time went. It feels like only yesterday I came up with the idea of making a game about feeding a dragon, and now it's suddenly almost ready. There are only a few last tweaks and fixes left on my to-do list.I've been busy polishing everything into something I can truly be proud of.I've also built on the previous big addition - the Codex - and added Statistics and Trophies. You'll now be able to track your high scores, your progress, and all the absurd numbers you've thrown into the Scorchpot. The in-game trophies are linked to Steam Achievements, and there are 40 of them!I have to admit something: I don't really like easy achievements. Unlocking one should feel like an actual achievement. Because of that, quite a few of the trophies are challenging... and some are very challenging. Hopefully that will make the completionists among you happy!Another huge miles…
- The Dragon Has a Date - 23 June 2026
Alright, Steam Next Fest is over, and I'm quite happy with how we did. Our game attracted quite a few new players, and the reception was great! Seeing how much new players enjoyed the demo, I can't wait to show you the whole thing... which brings me to the release date!Feed the Scorchpot will officially launch on Steam on August 20th. Less than two months away!That's both scary and exciting. The game is pretty much done now. I've just finished the last big feature I wanted to add: an in-game codex where you can inspect all recipes, buildings, dice, and more. Now I can focus on making sure the game is bug-free and as polished as possible.The game will cost $15 USD, and we're considering a large launch discount of 35%, which would bring the price down to $9.75.Time to get back to work and make sure everything is ready. Cheers, everyone!
- Play the demo during Next Fest and Win a Launch Key! - 15 June 2026
The Dragon is hungry, and we want to see how you feed him. To celebrate Steam Next Fest, we're giving away 10 launch keys for Feed the Scorchpot.Here's how to grab one:Play the demo and reach at least year 20.Screenshot your end screen (any score counts). Big, small, gloriously terrible, we don't care. We just want to see you fed the dragon.Post your screenshot in one of these spots:Our Discord → #contestsComments under this postFeed the Scorchpot Community Hub right here on SteamPlaying the free demo is the whole entry!The prizeWe'll draw 10 winners at random from all valid entries. Every winner gets a free Steam key for the full game at launch.DeadlineGet your screenshot in before Steam Next Fest ends: Monday, June 22, 2026, 10:00 AM PT. Winners will be drawn shortly after and contacted directly (via Discord DM or your Steam Community profile), so keep an eye out and make sure we can…
- New Dice, New Features, and a Demo Update - 20 May 2026
Wow, it’s been a month since the last update. Time for another one.We’ve been busy, to say the least. A lot of planned features have now made their way into the game. I’m especially happy with the new rare dice, they change the gameplay quite a bit. Chiseling their faces to make them more consistent and reliable has turned out to be a really fun mechanic.The biggest feature I’m currently working on is the deckbuilding system. Players will be able to customize the starting conditions and special rulesets for their runs. This opens the door both for more relaxed gameplay and for some brutal challenges. It also creates opportunities for achievements tied to specific decks...I also want to once again thank our beta testers, who continue pushing the game to its limits. I’ve received a lot of great suggestions for improvements and tweaks, and they’ve made the game much nicer to play.We also w…
- New tutorial - 21 April 2026
Probably most surprising thing about making a game for me was how hard it is to make a good tutorial. I knew about many of the pitfalls of game dev, but introducing new players to the game has been quite a challenge.The old tutorial still managed to bring a lot people to the game, so it did it's job. But after a lot of feedback and watching new players learn the game live, I’ve decided to completely rework it to lower the barrier to entry as much as possible.Now it's done - dragon will ease you into the game and show you everything piece by piece. Hopefully it'll increase your chances to not get scorched.
- Let’s take this to another level: Kickstarter - 14 April 2026
I first came up with the idea for a board game-inspired roguelite last winter, but it wasn’t until April that I made it my main project. So, about a year… and I still have a hard time believing how far we’ve come. What a journey!Now the demo is out for everyone to try, and a dedicated community of testers is already sinking hours into finding new ways to feed the dragon. The game is here, and it won’t be long before we can release it. But I think we can take it to another level. I’d love to have the dragon actually speak, with all of his snarky comments fully voice-acted. I’d love an animated intro. I’d love to add additional challenges, unlockable dragon skins, and expand the soundtrack with a professional composer… so many possibilities.You probably see where this is going. So far, it’s just been my wife and me working on the game, juggling work, family time with our two kids, and lon…
- Big Demo Update - 9 April 2026
This update took a while, but it was worth it. There’s a lot of new stuff: new visuals, new sounds, quality-of-life improvements, balance changes, bug fixes, new dice, and more.Also good news for those who sank dozens of hours into the old demo: there are now three new seeds to play. The changes made the old seeds less fun than I would have liked, so I replaced them with new ones. Don’t worry, all achievements are still very achievable. Maybe more people will now dare to put pineapple on pizza...One thing that’s not included in this update is a new tutorial. That’s my main focus right now. We’ve received a lot of great feedback and have seen how players learn the game. The UI can be a bit overwhelming at first, so I want to make the tutorial as accessible as possible. I didn’t want to delay the entire update, so the tutorial will be improved as soon as I’m happy with it.That’s all for n…
- The Dragon Wants More - 10 March 2026
Demo Success – Thank You!It’s been over a month since the demo dropped, and I’m really happy with how it went. More than 3,500 people have played the demo so far, and some of you have sunk many, many hours into it. I’ve gathered a lot of great feedback and I’m already using it to improve the game.My plan is to release a big demo update later this spring, adding a lot of quality-of-life improvements before the June Next Fest. I also want to rotate the demo seeds so that even players who have already explored everything the demo has to offer will get new playthrough options.Kickstarter AheadEven before Next Fest, there’s another big milestone ahead: Kickstarter.We’re preparing to launch our campaign in mid-April, so roughly a month from now. We’ve put together a bunch of rewards for people who would like to support the game. Everyone who pledges will get a Steam key and unique in-game dic…
- First Demo Update (and a Dairy Question) - 5 February 2026
The Feed the Scorchpot demo has been live for over a week, and I’m really happy to see so many people playing and enjoying the game. Some players have already surpassed what I thought was possible in the demo. I even saw someone reach Year 46.In just a few days, we gathered a lot of great feedback, which gave me a much clearer idea of what to focus on next. There is always more accessibility work that can make the game easier to approach.I went back to the tutorial and addressed many of the issues new players were struggling with. I added new tooltips, clarified confusing elements, and fixed several bugs reported by players.The demo update is now live. I hope this helps more people have fun with the game.All of these changes are quick adjustments. There is still plenty of deeper work and balancing ahead.Thanks to everyone for playing, and don’t let the dragon go hungry!And one more thin…
- It’s your turn to cook for the dragon - 26 January 2026
I have been teasing the demo for a while, and the day is finally here. Surprisingly, right on schedule. You can jump in and play the game right now.Even though this is just a demo, it offers several hours of board-building gameplay. In the full release, each run will be generated from a random seed. For the demo, I hand-picked several seeds to showcase different gameplay scenarios, but you are still free to experiment and try different strategies to beat the available runs.The game runs great on Steam Deck, includes full controller support, features a built-in tutorial, and has ten achievements made specifically for the demo.What is not included in the demo?Additional building upgradesUnique diceRerolling for new recipes in shopA full roster of dragons, each with unique gameplayComplete difficulty progression, including truly demanding dragon appetitesThe full deckbuilding system that l…
- New year, new name - 12 January 2026
This update took a bit longer than intended, but there was a reason for it (apart from just taking a break over Christmas). Well… Dragon Fodder is no more!dramatic pauseYeah. As it turns out, out of all the names I could have picked for the game, I went with one that was already taken. Even though I researched the name before committing to it a year ago, I missed a point-and-click adventure currently in development under the same name. And, as it turns out, the developer of that game has the name trademarked.Fortunately, this happened early enough that it doesn’t really interfere with everything planned for 2026 (and there’s a lot!). So the team at Indieformer and I decided to treat this as an opportunity rather than a problem. We brainstormed a new title that fits the game and will hopefully avoid any similar issues in the future.So, for the first time ever, this is Feed the Scorchpot,…
- Gamefeel and polish might be the most important thing - 6 December 2025
This post will probably feel trivial to a lot of people, but for me, learning how to get a game to feel right was possibly the biggest “aha” moment in my gamedev journey. Before I delved into game development, I honestly didn’t think about games outside the context of which genres I liked, which visual styles appealed to me, and how many hours of gameplay they offered.Now I realize how much more it takes to make a game feel “right”. Well, obviously. It’s the little things that make or break a game, subtle animations of waves crashing against the hex tiles, the dragon wagging his tail as he watches you harvest and cook, all the tiny clicks, thunks, thuds, rustles, and clanks as the dice fall, board pieces fit into place, and recipes slide into the tray.I’ve been adding little details and polishing every aspect of gameplay for months now. It’s a lot of work for a solo dev, and it’s not al…
- Thinking about dragons - 8 November 2025
One of the reasons I picked up game dev was my years of being a dungeon master in Dungeons and Dragons. I always made my own campaigns, created entire worlds, and eventually our group even built an entirely new ruleset. After years of DMing I felt confident in my storytelling, crafting obscure and cryptic plots and weaving in philosophical, sociological, and psychological dilemmas.So I thought: let’s do this in a video game, right?My first game idea was exactly that. Luckily it took me only about three months to realize that the scope of a big narrative RPG was far beyond my limited game dev experience. So I scaled down, both in design and story.I needed an idea that was simple but still compelling. Something people recognize at a glance so the game can build identity around it, while still having enough nuance to avoid being boring.Who doesn’t like dragons? They’re a classic fantasy tr…
- F*ck! I wanted to go to sleep and instead I keep playing this! - 1 November 2025
When I first came up with the idea for Dragon Fodder, it was supposed to be a small game – just a few months of development before moving on to something bigger. I wanted to finish a smaller project before committing to a larger one. I sat down and designed the core mechanics in a few days. The first prototype was done over a weekend. That was back in February. The plan was to have the game on Steam by June and release it by the end of the year.What could go wrong, right?Well, nothing really went wrong. On the contrary – everything went amazing. Within a few months I had a playable game, and it was fun. So much fun. And thanks to my wonderful wife, Daniela, the art was looking fantastic. I was very strict about scope creep – I stuck to the design, swapped a few mechanics, added a few features here and there, but nothing out of proportion. The game was on the right track.Then one night i…
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 14 September 2026 | Patch 1.021 | 1843481262702803 |
| 2 | 21 April 2026 | New tutorial | 1830163047268598 |
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