Difficulty ladder observed in full-game footage
A supplied full-game session shows ten appetite tiers:
- Peckish
- Yearning
- Craving
- Gnawing
- Famished
- Ravenous
- Voracious
- Devouring
- Overwhelming
- Insatiable
Video-tested: the names come from a post-run difficulty screen. We have not independently captured every tier’s current modifier text, so this guide does not fabricate a complete modifier table.
What changes at higher difficulty
The same footage gives a concrete Gnawing example: attacks happen more often, building-limit growth is less generous, and recipes cost more to activate. That shows difficulty can squeeze several systems at once rather than simply multiplying the hunger number.
Strategy adjustments that follow safely
- Value consistency over high-ceiling greed when attacks are more frequent.
- Capacity that would be “nice to have” on Peckish can become essential when building growth is constrained.
- Recipe activation reliability matters more if costs rise.
- Keep recovery tools and spare money because a scorched core tile is harder to absorb.
What still needs verification
Before publishing an exact tier-by-tier table, the deployment/content agent should capture the current selection screen for all ten tiers after launch. Old beta/demo values should not be copied forward.
Sources and evidence
- Feed the Scorchpot publisher press kit — current official facts and feature counts.
- Feed the Scorchpot on Steam — current store and release information.
- Our evidence policy and supplied gameplay sources — includes version caveats for demo and beta footage.
