$14.99Hungry Horrors Feed the monsters or be dinner
A story-driven deckbuilder where you play a very reluctant princess feeding the folklore monsters of the British Isles. You cook real dishes like Toad in the Hole, chain salty, sweet and savoury flavours to fill their hunger, and grow your deck one recipe at a time.
Is Hungry Horrors worth it?
Hungry Horrors is worth it if…
- you like roguelike deckbuilders where synergies matter more than raw damage
- you want turn-based fights built around matching cravings and flavour chains
- you like funny writing, folklore and pixel art with lots of replay value
- you enjoy fishing, familiars and cookware that change how runs play
Screenshots
Cook dishes, chain flavours
Each fight is a meal. Every Horror has cravings, favourites and foods it despises, and your cards are traditional dishes with flavours like salty, sour, savoury, bitter and sweet. You play them in order so one flavour feeds the next craving, and the hunger total snowballs when the chain holds. Read Jenny Greenteeth or the Dullahan right and they leave full. Read them wrong and the princess becomes dessert. Seasoning cards changes their flavour and unlocks new abilities, so deckbuilder fans get the familiar puzzle of shaping a deck around the combos they want to pull off.
A deck that grows like a cookbook
You start small and collect ingredients on your travels to cook new dishes into your deck, from Cranachan and Yorkshire Pudding to Jellied Eels. Cookware bends the rules of each encounter, potions shift a fight in your favour, and rescued familiars follow you and sniff out more potions. Between fights you travel through woods, bogs and misty lochs, meet folkloric characters with quests, trade with merchants and unlock fishing for ingredients and loot. It is deckbuilding with a shopping list, and tweaking the list is half the fun.
A curse, a princess and many deaths
The kingdom has fallen under a ravenous curse, every creature of British and Irish folklore is hungry, and no prince is coming. So a princess whose hobbies are leisure, rest and sleep sets out to break it, complaining all the way. The writing stays light and funny, the pixel art stays colourful, and each Horror comes with notes on the legend behind it. The main campaign carries unlocked recipes, abilities and seasonings between runs, with Vanilla for the standard trip, Spicy mode for a harder one, and extra modifiers for deckbuilder fans who want to twist each run further.
Hungry Horrors questions?
How do fights actually work?
You play dish cards in turn-based encounters to satisfy a Horror's hunger. Each dish has a flavour, each Horror has cravings and hated flavours, and playing flavours in the right order builds chains that pile up fullness faster. Potions, cookware and familiars give you ways to keep a chain alive or recover when the draw goes badly.
What do you do between battles?
You pick a path through each region, talk to folkloric characters, take quests, trade with merchants and look for artefacts and cookware. You also gather ingredients, cook new recipes into your deck, season cards to change flavours, and unlock fishing to reel in ingredients and loot.
How do runs and progression work?
Vanilla is the standard experience, Spicy raises the heat, and modifiers like Culinary and Gourmet twist the rules further. There is also a shorter mode without permanent progression for a stricter roguelike trip.

















