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Feed them full or die. Roguelite deckbuilder where you cook, explore, feed, loot, die, upgrade, and cook again.

A topic by Clumsy Bear Studio created Mar 21, 2025 Views: 396 Replies: 4
Viewing posts 1 to 5
(2 edits) (+2)

Hungry Horrors: A pixel art roguelite deckbuilder about folklore and food

Hi! I’m Jerzy, one half of Clumsy Bear Studio, and this is my first ever devlog.

We’ve been developing Hungry Horrors for almost a year now. Just over a month ago, we launched the demo here on Itch. Since then, thanks to the amazing feedback from this community, we’ve made a lot of changes. And we’re working on many more.

I thought it was a good time to start a devlog. A space to talk about what we’re doing, why we’re doing it, and where this strange little game is heading.

(trailers are made by me... and I'm not a professional, so any feedback is appreciated)

What is Hungry Horrors?

Hungry Horrors is a roguelite deckbuilder with a 2D pixel art aesthetic, where you feed creatures instead of fighting them. You take on the role of a princess trying to survive encounters with monsters by preparing the right dishes before they reach and devour her.

The game began as an attempt to squeeze a few genres together. We mixed the visual style of a 2D side scroller, the structure of turn-based card combat, and roguelite story progression. Then we stirred in a bit of gothic camp and British humour to keep it strange and playful.

What makes Hungry Horrors unique?

You don’t fight monsters with weapons. You feed them. Every encounter is about choosing the right dish at the right time.

All the monsters are taken directly from British and Irish folklore, with creatures like the Buggane, Redcap, and Black Annis appearing as you move through each biome.

Every dish in the game is based on real traditional food from across the British Isles, including things like Cranachan, Bara Brith, and Tatws Pum Munud.

The entire game is built around food as a strategy. You manage hunger levels, balance flavour effects, and use buffs like herbs, condiments, and utensils to turn the tide.

What’s in the latest update?

Patch 0.090 is our biggest update so far, and most of it came from feedback shared by players on Itch.

Here’s what’s new:

NPCs – New characters can now appear during your run. Some might help, some might offer you a choice, and others just add flavour to the world.

New room types – We’ve added Nooks, Quests, and a new Shop to give each run more variety and interesting decisions.

New card mechanics – Dishes now include new effects and interactions, giving more depth and tactical options during play.

Core card system rework – The way cards are used during encounters has changed significantly to make each turn more dynamic and rewarding.

What’s next?

We’re currently working on controller support to make the game playable on a wider range of devices.

After that, our focus will be on improving UI and UX, especially based on what we’ve learned by watching streamers play the game. Small things like clarity, pacing, and information flow can make a big difference.

The next patch should also bring a bit more flavour to the demo. More content, more surprises, and a better sense of the world. I won’t spoil anything yet, but it’s already in progress.

If you give the update a try, we’d love to hear your thoughts.

Every bit of feedback helps and plays a real role in shaping how Hungry Horrors grows.

Thanks for reading,

Jerzy

Clumsy Bear Studio


(+2)

Hello again from the Clumsy Bear kitchen!

It’s been a little while since our last update on Itch, and we wanted to catch you up on everything that’s happened.

After the last devlog, we focused all our energy on launching Hungry Horrors on Steam and Steam Deck for the London Games Festival. It was our first ever public expo, and we were determined to get it out in time — fixing bugs, balancing cards, polishing art, and testing across every platform we could. It was an intense few weeks.

Then came a string of disasters.


Just days before the launch, an earthquake hit the building we were staying in. We had to evacuate and move fast, setting up a new workspace in a flat that turned out to be full of cockroaches. Not ideal, but we kept going. And then, in the middle of it all, our main programmer Scott slipped and fractured his arm. No surgery was needed, but he was in a cast and unable to code for over six weeks.

Somehow, despite the chaos, we still made the Steam launch. If you’re curious how we pulled it off (and want to see photos of the mess), we wrote up the full story here:

👉 clumsybearstudio.com/blog/post-008-launching-our-first-steam-demo.html

Since then, we’ve been slowly getting back on track. One thing we didn’t want to neglect any longer was this version of the game. We always planned to publish Hungry Horrors on Itch as well, and we’re making sure it stays updated alongside Steam from now on.

A fresh patch is coming here very soon, with all the latest improvements.

Thanks for bearing with us. We really appreciate it.

Jerzy

(+2)

New Patch Update: Bug Fixes and Translations

As I mentioned before, April was mental, but in May, we finally managed to jump back into the game. And we did it! Here’s the new patch:

https://clumsy-bear-studio.itch.io/hungry-horrors

Based on feedback from Itch and Steam, we were able to fix a lot of issues. Most importantly, we’ve added translations.

I want to be very honest here. Right now, we don’t have the budget to pay for professional localisation. Since I’m Polish, I started with Polish myself. Then we decided to try Japanese and Chinese too, just to see if the fonts would even work. That turned into weeks of unexpected work, trying to find fonts that support multiple alphabets and still look decent in pixel art. It was way more work than we imagined, but exactly the kind of thing that’s better to test in a demo than in the final game.

The translations are a mix of Google Translate, various tools, friends, and wikis. Basically, anything free we could find. So yes, there are guaranteed weird issues.


Still, we’ve seen traffic coming from multiple regions that didn’t convert into players. We wanted to make sure people could at least try Hungry Horrors in their language, even if the translations are very rough for now.

If you spot any mistakes, please join our Discord or send feedback through the form.

We’re back in the game now and more updates are coming to Itch soon.

Jerzy

Hungry Horrors has officially been named Winner of the Indie Showcase 2025 at Develop:Brighton.

The award was selected by a panel of industry judges, and we’re absolutely thrilled. We’re a two-person team, putting all our time and energy into this game, so it means the world to see it recognised like this.

Huge thanks to the organisers and judges for the honour.

And to all of you who have played the demo, shared your thoughts, reported bugs, or followed our progress, thank you. Your feedback genuinely helps us make the game better, and that support plays a big part in moments like this.

We’re back at work now, focused on making sure the Early Access version is the best it can be. More updates soon.

If you haven’t tried the demo yet, it’s free to play on Itch.io

Thank you for being part of the journey.

Jerzy


Playtest is live

Hi everybody, we have a brand new update for Hungry Horrors!

We’ve just dropped a new playtest version: 0.0.97.

This is a different version from the demo you can play in the browser. It’s a download only. We made the playtest so we can literally test new ideas and get feedback from you. What do you like? What don’t you enjoy?

Playtests might be more buggy, have some performance issues, and need balancing. If you prefer a smoother experience, consider using the web or demo version. But if you want to help shape the future of our folkloristic deckbuilder, give the playtest a go.

This version includes:

    •    Cookware

Choose the cookware to buff your abilities on the run


    •    Seasoning

Add new abilities to the dishes, buff its stats and even change hunger

    •    Book of Taliesin

Collect scrolls and use them to boost your next run


    •    Seer and his Adder Stone

Test horrors‘ food preferences before encounter


    •    Plus lots of smaller updates and tweaks


And please rate us and drop feedback to help with our visibility!

Thanks you

Jerzy