Database

Feed the Scorchpot Buildings Guide & Database

Learn how Farmsteads, Trade Posts, Harbors and Shrines shape your engine, what upgrades change, and why adjacency matters more than isolated building value.

Feed the Scorchpot settlement with farmsteads, trade posts and shrines screenshot
Officially confirmedThe publisher confirms 50+ buildings; category behavior is cross-checked with launch/tutorial footage, while old exact values stay labeled.

Buildings are the engine, not decoration

The publisher confirms 50+ buildings. They sit at intersections on the hex board, so placement determines which tiles and neighboring structures a building can influence. The tutorial explicitly teaches that adjacency is central to the game.

The four foundation families

Farmsteads

Farmsteads turn active neighboring tiles into ingredients and are part of the progression path toward more seasons. They are the base of most economies because recipes cannot fire without ingredients.

Trade Posts

Trade posts convert nearby farm development into cooking value and income in the tutorial. Building more of this family is also associated with additional recipe capacity in supplied footage.

Harbors / Docks

Harbors live on the coast, draw different bonuses from adjacent tile types, open more tool access, and are part of the path toward extra dice capacity. Placement is unusually sensitive because coastal production can help or ruin composition-restricted builds.

Shrines

Shrines amplify adjacent production/economy in tutorial footage and are tied to additional dice-roll capacity. The strongest shrine is usually the one touching your most valuable cluster, not the one placed in isolation.

Tier upgrades

Full-game footage shows higher-tier buildings replacing/upgrading lower-tier family members rather than being freely placed anywhere. Specialized farmsteads can become extremely strong for one ingredient type, but that specialization can be useless if your recipe plan pivots away from it.

Old-version warning: beta footage contains exact yields and costs. Those numbers are useful for understanding design, but they must be checked against the current Codex before becoming database facts.

Adjacency checklist

Before placing a building, check:

  1. Which three tiles can it touch?
  2. Which Marks activate those tiles?
  3. Which neighboring buildings can amplify or exploit it?
  4. Does the location block a future harbor/shrine/trade-post cluster?
  5. Does the placement accidentally add an ingredient that breaks a recipe restriction?

Do not fill every slot immediately

Building slots are a constraint. A cheap building that contributes nothing to the current engine can prevent a more important tier upgrade or adjacency piece later. Buying capacity and synergy generally beats filling space for its own sake.

See Building Milestones for capacity unlocks and the focused pages for Farmsteads, Trade Posts, Harbors and Shrines.

Sources and evidence