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Clumsy Bear Studio
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Recent community posts
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
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
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
Big Update for Hungry Horrors – A Huge Overhaul Based on Your Feedback!
We’ve been hard at work improving Hungry Horrors, and this update brings massive changes to the game. Most of these improvements come directly from the Itch.io community, who played the game and shared their feedback. Your input has been invaluable, and we’re excited to show you what’s new!
👉 Play the latest update here: https://clumsy-bear-studio.itch.io/hungry-horrors
What is Hungry Horrors?
Hungry Horrors is a roguelite deckbuilder with pixel art and folklore-inspired monsters, where you feed creatures instead of fighting them. Your goal is to build a powerful deck of dishes, manage resources wisely, and survive encounters with legendary beings from British and Irish mythology.
Key Features:
🃏 Deckbuilding with a twist – Use food strategically to manage hunger and counter enemy abilities.
👹 Unique folklore-inspired monsters – Face creatures like the Redcap, Black Annis, and Grendel.
🍽️ Cooking meets strategy – Plan your menu carefully, as different monsters crave different meals.
🏰 Roguelite progression – Each run brings new challenges, with buffs and relics to shape your strategy.
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What’s New in This Update?
Thanks to your feedback, we’ve made major changes to improve gameplay, balance, and depth.
✅ Overhauled deckbuilding mechanics – The core system has been reworked for better strategy and synergy.
✅ New card mechanics – Expanded the variety of effects, interactions, and tactical options.
✅ Added NPCs – Meet new characters that shape your journey in unexpected ways.
✅ New room types – Nooks, quests, and a new shop add more variety and choices to every run.
These improvements are heavily shaped by feedback from the Itch.io community, and we’d love to hear what you think. Your thoughts help shape the future of Hungry Horrors, so let us know what works, what doesn’t, and what you’d like to see next.
📢 Try the update and share your feedback here: https://clumsy-bear-studio.itch.io/hungry-horrors
Thank you so much for playing our game and for taking time to send us feedback.
It would be good to know what graphics card and browser you are using. We had some issues with performance, which hopefully will be addressed in the new patch coming in a couple of days.
When it comes to full-screen closing, we will look into it. The game was always intended to be downloadable and the web version is more of a bonus that we added and need to make sure we can optimise controllers and performance for it better.
Thank you
Thank you so much for the suggestions, let me address them one by one
1. yes, we had lots of ideas around it.... but it is currently on the "nice to have list", so one day hopefully we will get there
2. This is kinda what artefacts are for... we just need to make sure with a storyline or quests to put emphasis on them
3. Could you elaborate on this? I'm not sure if I fully get it, but it sounds intriguing!
We are excited to share that Hungry Horrors is now playable in your browser on itch.io! 🎉 You can also download the game for PC, Mac, and Linux, giving you more ways to jump in and start feeding folklore.
What is Hungry Horrors?
Hungry Horrors is a pixel art deckbuilder where you feed monsters from British and Irish folklore. You play as a captured princess, trapped in a cursed realm, where your only chance of survival is keeping the horrors fed. Each creature has its own preferences, and not all of them will be easy to please.
Success is not just about giving them what they want. Some monsters need persuasion. Stack flavour bonuses, experiment with different combinations, and uncover the darkly humorous world of Hungry Horrors.
We Need Your Feedback!
We have introduced changes to game mechanics, improved performance, and fixed a range of bugs, and we are looking for more feedback to help shape the game.
Hungry Horrors is still in early development, and your feedback is crucial to making it better. Whether you play in your browser or download it, we would love to hear your thoughts. What works, what could be improved, and what would you like to see next?
Thank you so much!
This is really helpful. Most of the deckbuilders on the top are done with much bigger budgets than ours (which is self-funded from savings), and many still go with pixel art. So I might follow this and see what happens.
Die in the Dungeon is actually a great example, as they have pixel art given here and key-art illustrations on Steam.
I think I will need to keep testing and see if CTR goes up... personally I know that what I find eye-catching rarely translate to the itch or steam game audience, so will just have to follow lead of others here.
Hi everybody,
A few days ago, we launched our first itch page for our first game, Hungry Horrors.
https://clumsy-bear-studio.itch.io/hungry-horrors
I have read a lot of marketing advice about Steam and how to set up a Steam page, but I cannot find the same for Itch. While there is a lot of advice about setting up your profile page, I am more interested in a game page, especially a cover image.
Our game is a colourful pixel art roguelite deck builder based in a mythological world where you need to feed monsters from British and Irish legends traditional food before they reach you and feed on you!
The general advice for Steam is to get professionally done key-art, but I feel like on Itch, more people choose cover images that showcase their game graphics.
So now I don't really know if we should use a key-art image or gif or make a cover image from pixel art.
Any advice would be greatly appreciated.
Also, feel free to advise on any other part of our Itch page. This is our first, and we would love to get feedback.
Thank you