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.
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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.
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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.
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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















