
Steam news
Full Steam announcements and update articles for this title.
Welcome to Feastopia! Lately we've deployed the following updates to the game:
New Mode – Endless Mode: Unlocked after clearing Difficulty 3. Freely control the game difficulty by selecting your own challenge tags. In Endless Mode, Dango will not become enraged after the final cycle; instead, food offering requirements will keep increasing, putting your planning skills to the test.
Endless Mode: Added a "Full Casual Mode" option to Endless Mode. Players looking for a relaxed experience can now jump straight into a stress‑free, laid‑back time.New Additions:Added 10 new challenge achievements related to Endless Mode.
Added 6 new types of food.
Added 22 new Grace Powers.
Adjusted the Wrath Gauge penalty for each failed Dango offering cycle.
For Difficulties 16–20, the Wrath Gauge increase during the final cycle has been changed from +5/min to +4/min.
Adjusted the upper limit of the Red Hood's Contentment Gauge increase from +20 to +10.
Comprehensively reduced the Contentment Gauge requirement needed to clear Difficulties 11–20.
Comprehensively reduced the Contentment Gauge requirement for obtaining Blueprints in Difficulties 11–20.
Adjusted fire‑related probability values.
Reduced the area ratio required to trigger decorative building effects.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the game:
New Mechanics:
Added 10 new decorative buildings. Once the decorations reach a specified area ratio, you can freely choose from optional effects.
Changed the special node "Statistics Chart" to "Decorations". In the new version, the Statistics Chart can be used directly. After unlocking the Decorations node, "Decoration" type buildings can be constructed in the game.
Optimized the island generation method, reducing the probability of island corners being completely covered by water, and lowering the chance of dense spawning of special event objects on the map.
Optimized the Merchant Guild export stock control: when you cancel and select again, the previous value will be saved instead of resetting to zero.
Optimized the resource trend changes in the Statistics Chart: temporary one‑time increases or decreases are no longer counted.
Adjusted some text descriptions and translations.
Fixed incorrect descriptions regarding the source and usage of certain resources.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Long time no see~ Welcome back to the Feastopia!
We've made a series of adjustments and updates to the game, hoping to bring you an even better gameplay experience. Here are the detailed updates:
New Mechanisms:
Added 22 new Dango's Traits. Now, each time Dango grows, you can select a trait-specific ability.
Added Mist Events. Unlocking mist now has a chance to trigger a Mist Event.
Recipes will no longer be obtained through random drawing. Replaced by the Gourmet Codex. Recipes can now be acquired by increasing the number of Chefs, purchasing from the Merchant Guild, or supplying residents with food of a certain score. Consume them to unlock related culinary skills strategically according to your needs.
Merged the functions of the Storehouse and the Pantry. The Storehouse now stores all types of resources.
Optimized the building system. Removed the following buildings: Sawmill, Coal Yard, Smeltery, Gemcutter, Sand Yard, Renderry.
Streamlined resource types. Removed the following resources: Plank, Coal, Premium Gemstone, Maple Log, Steel, Gemstone.
Plank has been removed from construction materials and will be replaced by Log.
The Spicery is now an initial building.
Adjusted the maximum zoom distance. You can now zoom the camera out further using the scroll wheel.
Updated the Collection to reflect all new content and adjustments.
Rebalanced the number of Blueprints obtained from various sources.
Due to significant adjustments to resources, recipes, and buildings, correspondingly adjusted: prices of related collectibles, types and quantities of raw materials consumed in recipes, corresponding resource scores, related Grace Power effects, and related Dango effects.
Adjusted the export speed of resources at the Merchant Guild. Speed is now tied to resource rarity.
Comprehensively adjusted the impact of Happiness on the Contentment Gauge and the resource costs for Facility active effects.
Increased Dango's food score requirements for Difficulties 17–20.
Strengthened the effects of the following Atmosphere effects: Unmotivated, Saboteur, Slacking Off, Scorching Sun, Torrential Rain.
Casino: Resources required for maintenance and active skills changed from Gemstones and Premium Gemstones to Raw Stone and Jewelry.
The final stage can no longer be skipped.
Fixed an issue where pressing the spacebar to continue the game on the shop page could cause purchase and refresh buttons to malfunction.
Fixed an issue where forcefully restarting the game while it was running could potentially corrupt save files.
Fixed an issue where production could stall indefinitely if multiple outputs were queued but some input materials were missing.
Fixed an error that occurred when acquiring Glowing Road if the number of roads was greater than 0 but less than 5.
Fixed an error where the Order effect remained unchanged when the Opera Hall reversed Order.
Fixed an issue where the Mist Weather effect of increasing food quality persisted into a new game after the previous game ended.
Fixed a layering issue with prompt icons when prompts overlapped above two buildings.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the game:
Optimized the Merchant Guild trading interface. All operations are now integrated into the Import/Export screen, accessible via the shortcut button in the bottom-left corner.
Export limits for resources at the Merchant Guild can now be adjusted. Exports will automatically stop when the stock falls below the set limit.
The game will now default to a paused state at the start of a new game.
Fixed an efficiency bug occurring in foggy weather.
Fixed an issue where skills for the Church and Alchemy Hut had incorrect initial states.
Fixed a tooltip display error for resources on the starting effect selection screen.
Fixed an issue where building outputs in the Collection showed outdated resource versions.
Added a prompt below the Save & Exit button during the tutorial phase.
Adjusted values: Increased the Wrath Gauge penalty for task failure.
Fixed an issue where map generation occasionally failed to include a specific ore resource.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the game:
1. Added a toggle in Settings to skip Dango's offering animation.
2. Added a toggle in Settings to skip Dango's playtime animation.
3. Added an option to hide bonus information on the Population Info panel.
4. Icons and numbers on the Population Info panel will now change color when Happiness is too high/low, causing Contentment/Wrath Gauges to rise.
5. Food resource tooltips now display the corresponding food score.
6. Fixed incorrect effect values for the Large Potted Plant.
7. Fixed an issue where the "Sunspark Warmthe" effect did not disappear after boosting structure efficiency.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the game:
Added a toggle in Settings: "Hide Food Shortage Icons on Dwellings"
Fixed a display issue with population bonus tasks when the maximum is reached
Fixed a bug where the submit button state did not refresh after changing materials in the Wishlist
Fixed incorrect icons in the Land of Wish
Fixed a missing warning when the Renderry is not connected to a Food House
Fixed an issue with the Redcloak Congregation II selection when Blacksmith is present
Fixed the effect of the Merchant Guild item "Leeroy Jenkins' Bandana" – it now calculates total Contentment
Balance Change: Falcor’s Saddle – Dumdum movement speed (+5% → +20%), Sell Price (500 → 800)
Balance Change: Four Weather Vial collectibles – Weather probability (+30% → +40%)
Balance Change: Architecture Manual – Durability cap (+30% → +100%)
Balance Change: Large Potted Plant – Gold reward for completing tasks (+100 → +500)
Balance Change: Leeroy Jenkins' Bandana – Order change per Contentment (+0.5 → +0.2)
Balance Change: Smaug’s Fancy Pouch – Export resource value requirement (1000 → 3000)
Balance Change: Silver Balance Scale – Order gain (45 → 30)
Balance Change: Golden Balance Scale – Order gain (45 → 25)
Balance Change: Scrub Brush – Chef Happiness (+2 → +1)
Balance Change: Minor adjustment to Difficulty 10 modifier effect (-40% → -50%)
Balance Change: Contentment Gauge increase when Resident Happiness reaches thresholds (thresholds changed from 10/20/30 → 10/30/50)
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the game:
Increased the export speed for all low-tier raw materials at the Trade Guild (from 5s/item to 2s/item).
Reduced food consumption of villagers in Difficulty Levels 1–3.
Optimized the description of the Handicraft Shop blueprint to clearly state that it is a prerequisite building for the Church.
Fixed an issue where Dango did not return uneaten food if satisfaction criteria were not met.
Improved the sculpture animation of Dango after selecting "Continue Game".
Temporarily added support for certain special screen resolutions.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Heya all contractors!
How's your food empire doing? Ready to hear what better stuff we cooked up for you?
Endless Challenge: Wanna take on a Dango with a crazy big appetite? Can you do it?
Terrain Wonders: These special wonders are packed with incredible powers, and each terrain gets its own unique ones!
Decorative Buildings: Build a town that's yummy AND gorgeous! Oh, and some of these buildings have mystery effects too.
More Delicacies: Come cook up more amazing treats with us!
Got ideas? Hot takes? Complaints? Feel free to reach out to us at [email protected]! Every single thought from you means a lot to us.
Hope you're having an absolute blast playing! ✨
Hey brave contractors!
After over two years of hard work, Feastopia is finally out there! From the very first idea to what you see today, it's all thanks to you guys sticking with us. Now it's time to jump in and start building your own food empire. You ready?
Get It Now
Feastopia is here and ready to play! It's $13.99, but for the first two weeks we're giving you 10% off with just $12.59. Don't forget to grab it while the sale's on!
Want to go all in? We've got the Feastopia Supporter Package too. You get the game plus the official soundtrack. Really means a lot to us that you'd support us like this!
Special Bundle Deals
We've teamed up with some awesome games for bundle deals. And if you already own one, you get an extra 10% off the bundle. That's stacking discounts!
Feastopia + Alchemy Factory
Feastopia + Old Market Simulator
Thank You for Getting Us Here
We're deeply grateful for your support, patience, and feedback throughout Feastopia's development.
Your voices helped us refine our vision, improve our systems, and perfect every detail. The living, breathing culinary empire you see today exists because of you.
This is just the beginning. We're committed to ongoing updates and improvements after launch, with a detailed roadmap coming tomorrow.
We hope you find your own rhythm, strategy, and joy building your perfect town in Feastopia.
All brave contractors, the wait is almost over, and we're finally meeting!
Before launch, let us walk you through a quick Q&A to get you up to speed:
What kind of game is Feastopia?
A delightful food-themed business sim with roguelite mechanics. Build, cook, and conquer your way to culinary glory!
What's in the game?
Challenge 20 progressively tougher levels, then keep playing to develop your own culinary paradise at your own pace. Explore 5 unique maps and discover nearly 200 buildings, items, and power-ups. Plus, adorable Dango companions with different forms and abilities are ready to join your adventure!
What improvements have we made?
This version features a complete UI overhaul, smoother animations, better interaction design, and an enhanced compendium system. Everything flows so much more intuitively now!
What languages are supported?
Simplified Chinese, Traditional Chinese, Japanese, and English.
How long is the game?
Plan for 70 to 80 hours to experience everything. It's perfect for long-term play and trying out different strategies!
Launch Bonuses
For the first two weeks after release, grab Feastopia with a 10% discount! We're also offering bundle deals with other games, so you can save even more!
Thanks for your support! We'll see you on Steam on January 29th at 4:00 PM.
Let's embark on your Feastopia adventure together! 🍜✨
Greetings, Culinary Contractors! After two years of polish and iteration, Feastopia is finally ready to debut.
We're thrilled to announce the full release on January 29, 2026.
Feastopia is a roguelite simulation strategy game that fuses city building with progression mechanics. Built around food as its core pillar, our game features a rich cooking system and candy-colored, whimsical architecture, designed to make city management both engaging and endlessly varied.
During development, we focused on seamlessly weaving growth mechanics into city building. This inspired the creation of Dango, your new companion. This round, squishy, and lovable creature grows alongside your city. As you feed Dango different dishes, it evolves through unique growth stages and develops distinctive traits, granting various bonuses and making every run truly one-of-a-kind.
On January 29, the feast begins.
Welcome to Feastopia, and build your very own culinary kingdom.
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
Added multiple new theme tracks.
Added Traditional Chinese and Japanese language options in Settings.
Optimized text length display for certain English UI translations.
Added options to purchase Blueprints and Recipes at the Merchant Guild.
Adjusted the quantity of Blueprint and Recipe rewards from population milestones.
Added mouse wheel support and fill animations when delivering resources or offering food.
Added a quick "Locate Resource" button for the Gathering Hut and Mine on the building scroll.
Optimized the Fog of Exploration visual effects.
Improved the visual feedback for Dumdum resource transport.
Relocated the production ratio controls and added a "Apply to All Same Type" shortcut button.
Added red/green icon indicators for dwelling resource needs, showing current stock trends.
Improved the visual clarity of the effect area zoom button.
Clicking Dango's portrait at the top now directly centers the camera on its location.
Fixed an issue where road guide lines would disappear during construction.
Fixed incorrect information display for the Fire Ward.
Optimized the image display for Grace Power effects.
Improved the visual warning when the Wrath Gauge is nearly full.
Enhanced the visual presentation of the main menu.
Added Quality tier display to the food Archive.
Fixed occasional stalling issues for city creatures like Dumdums and ghosts.
For Wish Land starting effects, added icon displays to their detailed descriptions.
Optimized decorative tree display during construction; trees now hide within a certain radius.
Improved the visual layout of the starting Atmosphere Gauge effects list.
Enhanced the display when switching between game profiles.
Improved the page layout for purchasing items at the Merchant Guildhall.
Optimized the clarity of various effect icons.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
Added profile management on the main menu. You can now create up to 4 separate profiles.
Added a button in the building panel to highlight all buildings of the same type globally.
Added a Borderless Window option in the Settings.
Added new music tracks for various terrains, weather conditions, Dango's stages, near-defeat scenarios, Dango's enraged state, and when viewing illustrations!
Improved the visual display for Plantation annex plots.
Improved the visual display for Fishery Shack annex plots.
Provided more detailed descriptions for acquiring Blueprints and Recipes in the help section.
Added water ripple effects for maritime decorations.
Adjusted the mouse wheel scrolling sensitivity in various interfaces (Archive, Warehouse, Supply Menu, etc.).
Polished the visual effects for Dango's infant stage (smoother appearance).
Added a warning prompt when starting a new game with a previous session unfinished.
Fixed an issue where selecting certain Blueprints (e.g., Farm Upgrade, Lumber Camp Upgrade) wouldn't record their effects. Effects are now consistently displayed in the bottom-left corner.
Improved the visual warning when construction materials are insufficient on the building scroll.
Added a tooltip when hovering over buildings, indicating material shortages during construction.
Fixed a miscalculation with the Ghost King's effect.
Optimized the activation mechanics for Grumpy Monkey II.
Improved the tutorial guidance explaining that building more Dwellings/Cook's Quarters grants more Blueprints/Recipes.
Fixed a save error occurring in the tutorial.
Fixed an incorrect prompt about a boosted building being manually paused when no Warehouse is in range of a production building.
Fixed a display issue with the resource slider when submitting goods in the Exploration Event interface.
Increased the acquisition rate for Bananas.
Fixed an issue where Bananas wouldn't appear as an option in Exploration Events.
Updated various sound effects.
Fixed a bug where the "Need more food" prompt wouldn't reappear after pausing and then unpausing a selected food in the Supply Menu.
Changed the display order of Atmosphere Gauge effects.
Fixed an issue where submitting resources to clear the Fog of War required having more than the exact amount, instead of the exact amount.
Enhanced the sound effect when Dango inhales food.
Adjusted the camera perspective during Dango's actions to reduce UI obstruction.
Fixed an issue preventing some Atmosphere Gauge effects from activating.
Fixed an issue where some visual effects weren't reset properly upon starting a new game.
Improved the Recipe drawing display; the food's category (e.g., Staple, Main Course) is now directly visible.
Adjusted values and text descriptions for multiple effects.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Hello again, Contractors of the Gourmet Capital!
Hey everyone, I'm Reinhardt from White Star Studio.
After Feastopia entered full production, things like gameplay design and building concept art progressed quite smoothly. With the experience from our previous simulation game under our belts, we all expected the overall production cycle to be shorter. Initially, we even anticipated a release by the end of last year... but the reality is, we're still not quite done until now.
Aside from continuously adding new ideas and content to make the game more fun as development progressed, another major challenge was the game's UI, which underwent constant iteration and complete overhauls. We truly spent a significant amount of time on this.
So, why did this happen? Looking back now, I'd say the main issue was our insufficient grasp of the visual communication impact. Let me show you our first version of the UI. We used a wood grain and paper texture style to convey a rustic, European town feel. Back then, our focus was on the character Dango and the building designs, thinking the UI's primary role was just interaction and clean presentation.
(First Version UI Mockup)
However, when we implemented this UI into the game for testing, we found it looked a bit too plain. The reliance on mostly brown and white made it feel lifeless and somewhat disconnected from the game's various fantastical and whimsical buildings. So, we discussed with the art team about trying a different style. This time, we incorporated more metallic elements and used a bolder color palette, leading to a completely new second version.
(Second Version UI Mockup)
The second version was significantly different from the first. But even before implementation, other team members called for a stop. Everyone felt the extensive use of deep red made the overall game atmosphere feel oppressive and heavy. Furthermore, the metallic materials made the UI seem bulky. This was a lesson learned: we needed to redefine the UI's role in visual communication—it should help set the game's mood and expand upon the color schemes of the scenes and buildings. However, we still hadn't reached a solid consensus on how to achieve this effectively. So, we tried to optimize the first version again, incorporating some interactive improvements from the second design.
(Third Version UI Mockup)
What did we think of the third version? Well, we still found it stiff and lacking vitality. It just didn't feel lively enough and failed to integrate naturally with the vibrant game scenes and colorful buildings. By the time this third version was ready, it was nearly the end of 2024. We started to worry: if we couldn't find the right UI style, would we have to present a version we weren't even satisfied with to our players?
After much discussion, we decided to burn our boats and make a decisive move. We needed the courage to discard our previous work and boldly explore more vibrant colors, striving to make the visual effects livelier and more dynamic. Finally, our art team delivered under pressure! With limited time left, they created a version that immediately felt much more vivid to all of us—the draft was approved unanimously as soon as it was revealed!
(Fourth Version UI Mockup - The UI you see now!~)
This prolonged UI "tug-of-war" taught us an invaluable lesson: in a comprehensive art form like game development, no single element exists in isolation. The UI is not just a functional vessel; it's an extension of the game's world and a crucial guide for player immersion. We initially treated it as a "minimalist supporting actor," but that almost let it become the "weakest link" in the overall game atmosphere.
Looking back, those repeated revisions weren't wasted effort. It forced us out of our comfort zone and ultimately led us to a visual language that truly resonates in harmony with the game's content and style. We hope that when you all step into the Gourmet Capital in the future, you can feel this fantasy and harmony, delivered right from your fingertips to your eyes.If you have any feedback – share bugs, ideas, or culinary fantasies, welcome to join our community in the Feastopia Discord!
Hello everyone! Our game Feastopia is joining Steam Next Fest!
Since the demo launch, we've optimized gameplay based on player feedback—including building blueprint usability and staff allocation—while fixing bugs like unresponsive structures during movement and interface display issues.The latest update introduces a new roguelite: "Grace Power", along with fresh challenge levels! Come try the new roguelite experience during Steam Next Fest!If you have any feedback – share bugs, ideas, or culinary fantasies, welcome to join our community in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
Fixed incorrect Atmosphere Gauge calculation for the Gunpowder item.
Fixed the Football item effect not activating.
Fixed various miscalculations of the Atmosphere.
Fixed abnormal display issues when some facilities were connected to the Market or Alfresco Eatery.
Fixed Dango's eating animation incorrectly hiding nearby roads.
Fixed the Christmas Gift Box item effect not activating.
Fixed incorrect Wish Fruit settlement.
Fixed display issues for the Banana item in the Book.
Added a detailed effect description panel for Total Happiness calculation in the housing interface under the Happiness section.
Added detailed information display for resources on the resource panel.
Added a reminder in the tutorial for players who haven't selected a Wishlist.
Added a tutorial in Difficulty 1 for viewing Dango's behavior hints.
Fixed unmet building requirements for some Master Dwellings and Culinary Villa.
Optimized Dango's eating animation effects.
Added additional save points to the early-game tutorial.
Due to changes in the Wish Land, all previously spent Wish Fruit have been refunded.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
Fixed a bug where moving a building without placing it could make the UI unclickable.
Fixed an exploit in the Grace Power system allowing infinite refreshes by spamming the "Think Over" button.
Fixed a display error in statistics that incorrectly showed Wrath Gauge bonuses from Grace Power effects even when none were selected.
Fixed a visual issue with the button display after refreshing the Merchant Guildhall item.
Fixed a text display error for the Goldpaw in Difficulty 1.
Fixed an incorrect effect applied by the Red Headband item.
Fixed a game freeze caused by the Gem Platter item.
Fixed an issue related to the Banana item within the Grace Power.
Improved UI display effects in certain areas.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
1. Unlocked Difficulty 3 stages.
2. Added the "Grace Power" system.
3. Optimized the new player tutorial.
4. Improved text display effects in certain areas.
5. Optimized the content display in the Collection Book.
6. Fixed an issue where continuously hovering to build would allow constructing multiple Merchant Guildhalls despite sufficient materials.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
The default priority for buildings during Auto-Assignment is now set to 4.
Added tracking functionality and a dedicated panel for Mission and the Wishlist.
Adjusted the random weighting for Blueprint acquisition.
Optimized text descriptions for various in-game effects.
Fixed an issue caused by drag-and-drop operations on Gathering-type buildings.
Fixed a bug that prevented players from completing missions in the beginner's guide.
Optimized the English display in the beginner's guide.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Hello everyone, I’m Reinhart from WhiteStar Studio, producer of Thriving City: Song and Feastopia.
The conception of Feastopia came at a rather delicate time—right after the full release of Thriving City: Song. Around then, the whole studio was in a state of burnout. For our programmers and artists, it was the fatigue that came with over four years of continuous development on one project. But for me, it was more about hitting a creative block—I wasn’t sure how to move forward with game design.I’d come into the studio every day, open the Thriving City project files, and just feel lost. Even with all the feedback and suggestions from players, I had no idea where to even begin. It’s a tough spot for a game designer—even if you pause a project, what do you do next?Right in the middle of all that mental wrestling, my little one at home—who’s always clamoring for milk—suddenly inspired me: What if we blended nurturing elements into a city-builder to make urban planning more engaging?(Yep! That’s my kiddo! )
Once this new direction popped into my head, I couldn’t wait to bounce the idea off the rest of the team. Everyone loved it, and we started brainstorming more details together: a city forever locked in spring-like warmth, where weather shifts would affect operations rather than ruin the vibe; a food-based nurturing system allowing for tons of delicious dishes; architecture that looked good enough to eat—like something out of a candy-coated dream. In fact, once we aligned on Feastopia’s world, the name itself just clicked. It instantly felt like the perfect expression of the game’s heart.
But blending nurturing mechanics organically into city-building posed some real design challenges. And let’s be real—we couldn’t just have players raising an actual baby, right? So we expanded the lore. During brainstorming, we looked to Against the Storm for roguelite inspiration, and eventually shifted the “creature to nurture” toward our studio’s two chonky cats.(Our studio mascots—always cuddling! )
Around that time, our art team was experimenting with new styles. They soon realized that using realistic cats as the city’s central “creature” lacked fantasy appeal and limited architectural creativity. Since the new game revolved heavily around food, we took inspiration from mythical beasts like the Taotie and Behemoth—and that’s how we eventually arrived at Dango: a round, squishy, utterly adorable being!
(Early concept art of Dango! )
Watching my own child grow day by day also got me thinking about giving Dango distinct life stages. In Feastopia, Dango is very much like a child—behaving differently in its baby phase, and developing unique traits based on what you feed it. These traits then translate into different buffs affecting your city, forming part of the roguelite mechanics.
The more we developed Feastopia’s gameplay, the more hooked we became—and slowly, I found my rhythm again. Now, the whole team is pouring heart and soul into this new project. We’re in the final stages of development, constantly polishing the demo, and working hard to deliver a fresh, fun, and fascinating city-building experience!
If you have any feedback – share bugs, ideas, or culinary fantasies, welcome to join our community in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
Fixed a flickering issue with the pause button for resource supply in the Market.
Fixed display issues with resource count statistics.
Adjusted values for residents' food consumption.
Improved visual feedback for natural resources when placing Gathering Huts and Mines.
Added detailed tooltips to the Total Population display.
Reworked delivery logic and rewards for Population Reward Quests.
Adjusted completion logic and rewards for Exploration Events.
Reduced the resource cost to clear Fog of War.
Fixed incorrect text descriptions after completing certain quests.
Corrected erroneous reward values for Exploration Events.
Adjusted rewards for the Wishlist.
Optimized English translations and display effects across multiple UI elements.
Improved descriptions for various effect and button tooltips.
Tweaked effects and related values in the Land of Wish.
Adjusted the Atmosphere Gauge impact of various buildings.
Changed the starting quantities of the 3 Selectable Resources in the beginner setup.
Slightly tweaked the distribution weighting of natural resource nodes.
Reworked the base scoring of all resources; all resources now contribute to a category score.
Gathering Huts, Mines, Orchard Groves, and the Merchant Guildhall are now available as starting buildings.
Adjusted the consumption rate of resources required to maintain population. Upgrading dwellings will now slightly increase the consumption rate of lower-tier resources.
Adjusted the quality tiers of certain foods.
Temporarily removed Gold Bar, Paint, Rubber, Sheep Intestines, Alcohol, Poison Potion, Stationery, and Lavender from the game. Related production recipes, items, and facility functions have been redesigned.
Adjusted the acquisition logic for Blueprints.
Adjusted the acquisition logic for Recipes.
Adjusted the distribution weighting of Exploration Events.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Lately we've deployed the following updates to the demo:
Added population buffer mechanics: Population now gradually decreases over time when resources are insufficient (instead of instantly dropping to the target value).
Optimized auto-assignment logic: Workers are now prioritarily reallocated from lower-priority buildings.
Adjusted acquisition logic for Blueprints and Recipes.
Reworked food quality requirements for Dango’s feeding phases – now scales with growth stage.
Fixed animation layering issues where effect visuals persisted behind UI elements.
Fixed repeated appearance of identical Merchant Guildhall items in selection pools.
Reduced resource consumption when processing corpses at the Cemetery.
Lowered resource costs for clearing Fog.
Adjusted workforce tier requirements for population rewards.
Fixed incorrect effect triggers on specific items.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Welcome to Feastopia! Over the past three days since launch, we've deployed the following updates to the demo:
Optimized numeric display effects in the settings interface.
Enhanced visual presentation of the "Atmosphere" value on certain UI elements.
Improved quantity display logic for hospitals and cemeteries: now shown as Current Processing Count / Maximum Treatment Capacity (or Body Handling Capacity).
Fixed issues related to Blueprint drawing mechanics.
Resolved a bug limiting the maximum constructible Merchant Guilds. The cap will now scale up with Dango's growth stage.
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
In this lush and enigmatic fantasy realm, you will sign a covenant with an egg that cradles a budding divinity. By developing and running a dreamy, food-filled town to fend off natural and man-made disasters, you’ll initiate a truly unique god-rearing mission!
Along the way, you’ll build fairytale houses topped with delightful edible decorations, tend to a sweet and silly little deity, and savor a dash of roguelike spice—ensuring each adventure brings new flavors of fun.Look! Your residents have already grabbed their gleaming mini spatulas and forks, brimming with excitement! So hurry and set off on this delectable journey, conquering every challenge ahead with the power of food!Start Playing Now:
This demo includes (About 25% of full game content):
Tutorial + First 2 of 20 Challenge Stages
Sunlit Jungle Map (1 of 5 Biomes)
1 of Dango's 3 Evolutionary Forms
2 Exploration Event Types
First Floor of the Wishing Lands
58 Constructible Buildings
30 Guild Items
Join our community!
We crave your feedback – share bugs, ideas, or culinary fantasies in the Feastopia Discord!
Thank you all for your attention and participation in Feastopia's first playtest. Kindly remind that the playtest will be closed on August 8th.
Please click follow and wishlist the game for latest information.
Once again, thank you all!
Huge thanks to everyone who jumped into the Feastopia playtest! Your feedback means the world to us, and we’re hard at work making the game even more awesome based on what you’ve shared. During this playtest, we’ve been squashing bugs and tackling the most urgent stuff. Here’s what we’ve polished up and fixed in the latest update:
Tweaked how icons look for attached buildings
Made the fire station a starting building by default
Boosted the odds of getting blueprints for buildings tied to common materials for construction
Fixed a glitch where the livestock ranch blueprint wasn’t displaying right
Added clearer explanations for atmosphere debuff rules
Sorted out some icon text mix-ups
Fixed bugs with certain wishlist tasks showing incorrectly
Added helpful prompts when you’re about to build something
Resized attached buildings for the fisheries cabin
Fixed an issue where upgrading houses would spit back materials
Cleared up mistakes in food labels
Stopped blueprints from popping up more than once
Fixed mismatched beverages, icons, and fonts in the gourmet house
Now you can hit Esc to cancel pre-building, and hit it again to close the build menu
Tweaked how some blueprints unlock
Bumped up the resources needed to clear fog just a bit
Added a cool glow to icons for all attached buildings
Made the gourmet recipe UI look slicker
Increased the odds of getting blueprints for buildings that produce construction materials
Increased the common materials for construction needed for some basic buildings
Fixed a screen flash when opening the new level interface after the tutorial
Stopped the camera from going rogue when opening the wishlist while moving
Fixed the spacebar not pausing/resuming during road-building, demolish, repair, or move modes
Made sure the build menu updates resources in real-time so clicks work properly
Fixed an issue where the game would freeze and become unresponsive after Dango finished eating
Stopped Missions of the Cat God from resetting when you reload a save
Fixed data errors for Missions of the Cat God
Sorted out save file loading issues during lag
Fixed incorrect star rating color display on the top-right corner of food items
Cleaned up UI glitches after loading
Disabled blueprint refresh and “think again” button in the tutorial
Extended the max view distance
Added more wish fruits as a reward for clearing levels
Unified text for cucumbers and attached buildings across the game
All buildings that make materials for construction can now get blueprints at difficulty 1
Fixed icons not following attached buildings when you move them
Corrected info-display of Missions of the Cat God in the top-right corner
Fixed some cases where saves wouldn’t load
Stopped atmosphere debuff from bouncing around unexpectedly
Added Q/E keys for quick field-of-view changes
Set default volume (master, music, sound effects) to a comfy 50%
Game now auto-picks your system’s language
Beefed up the tutorial map to a 100x100 grid
Added smooth edge-of-screen mouse movement
Fixed the help bar getting cut off at certain resolutions
Added clear rules for picking starting buffs in the UI
Buildings go semi-transparent when you’re in demolish mode
Buildings that pause production now give super clear “on hold” notices
Thanks again for your support!
Hi, every players!
After a long period of development, we've finally completed a version we can share with everyone recently. After careful consideration, we have decided to invites every players to the first public playtest of Feastopia on July 22, 2025 on Steam, this is Feastopia’s first open test. We will happy to hear any sounds. Your feedback will shape its future. Be a pioneer and help us craft an amazing experience!
When: July 23, 2025 – August 8, 2025
Where: Click the “Playtest” button to join!
Have ideas or feedback? Please join our Community:
Discord: Feastopia Internal Testing (DM “Feastopia Playtest” to @Woods or @KuriharaYui)
We extend our gratitude to every player who has participated in testing and shared your valuable feedback with us:
Honorary Credit: All survey participants will be listed as Feastopia Honorary Founders in the Game!
Prizes: 5USD Steam Gift Card (for 5 winners only)
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Feastopia, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Feastopia statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.