
Become a giant walking dice, explore dungeons and defy Lady Luck in this dice powered roguelike! Now featuring "Reunion", a free DLC with six brand-new episodes!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.29/day in the week to Aug 14 → 7.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About


Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam + Google Play only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 11.9Kreviews | 89% | — | $3.8M |
| $4.99 | 1.9Kratings | 84% | — | $834K | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 935 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
its not really got any depth. everything feels too samey
Addictive game loop, fantastic music and stellar art. Combat system feels deep and rive with optimisation. Truly an indie gem.
Firm no from me. There are a few things someone could chose to rate a game on, but for me this game was frustrating and not fun. I like the art style and the game concept seemed solid but in practice it hardly felt like I was playing this game at all. I'm glad this game found a community but the full asking price for this is actually ridiculous for what you get. Deck builders and dice games are all built around randomness, I think the difference between a good and bad game in the genre is when the mechanics allow you to fight against the randomness in some way. When done well you can end up with situations where you get terrible rolls but still rip victory from the jaws of defeat. This game gives you double the randomness but absolutely no way to deal with it, in the end you fell like you have no control at all. The first randomness is the dice obviously. The dice that can be used in any given piece of equipment are limited, some only take odds, others only evens, some will take dice less than 3, others can only take a 6 and nothing else. This seems like it could add strategy but it has 2 scenarios. First you get a decent roll, this will have you toss good dice into good equipment and continue down the line until you're dropping the garbage into whatever is left. This actually means most fights play the same. The other scenario you roll complete garbage and some of your gear can't even be used on a given turn. On witch (generally considered the worst character) I ended up with 2 spells that required even dice and 1 spell to re-roll a die and rolled 5 odd dice. I then used the spell that let me re-roll only to roll another odd. This meant my turn was basically forfeit and I just had to move on and soak a free hit from the enemy. The second randomness is the gear you get. Aside from starting gear most gear comes from chests, you'll also get some pre-determined gear options at specific level ups. Most characters can wear 3-6 pieces of gear (6 slots, some gear takes 2 slots). Since you start with maybe 2 pieces this means you're first 2 floors or so will just be you grabbing whatever the chests decide to drop with no strategy to be had. Later on you can swap for other drops you get or you can buy gear from the store but the store only offers 3 options not all of which will be gear. There is also a trader that sucks and will offer you some of the worst trades in existence, and a weaponsmith that will offer you an upgrade to a single weapon. This all leads you feeling like you're not making a build so much as trying to assemble trash into an operating combat style. With 6 slots you're probably not going to manage to find any real synergy between items, combined with some items being pretty bad, most heals and armor options not even countering one turn of what the enemy will do to you, and the fact that enemies have custom builds that DO have synergy. There's just no feeling of control. Further on the lack of control, the enemies are random but you'll find the same ones constantly. Their gear is set and will usually leave them completely hosing you in attrition fights so I found the best option was to just go all out on damage. There's even a screen shot on the store page of the loud bird which will dodge your attacks, disable your special, and weaken 2 of your gear items and will roll well enough to do it basically every turn. There's also an illusion of choice for the maps, some enemies are on paths that you don't necessarily need to go down. Except you 100% need to fight every enemy. There are just enough enemies in one run to reach the level cap, if you skip even a single enemy you won't level up right before the last boss which risks you going in with missing hp. The game is balanced around level ups giving full heals as well, you'll just be slowly ground down by fights, you just need to make sure it's slow enough that you hit your next level up before you die. The last issue I'll mention is the status effects. Enemies can really stack these on you and you can barely use them at all. Shock locks a gear piece and requires a die to remove, for you this really chunks away your survival/damage, but enemies will roll enough dice that I've almost never seen it change the way they attack. Ice will lower the highest dice roll to a 1, but for some enemies this can actually help them use their gear. Weakness lowers gear effectiveness and can even add restrictions (for example a piece that normally requires any even die may only take a 6 when weakened) but most of the time the enemies would just roll what was needed to bypass this anyway. I don't think players can apply silence, enemies just get it to lock you out of your limitbreak. The only conditions I've found consistently do well against enemies is lock (stops them from using the dice at all) and poison (does damage every turn). Poison ignores block which is another reason I found trying to block damage or heal not worth it. Actually a nice little bonus, I'd lost a few runs in a row using Robot because I was just getting trash rolls, so I looked up a video on tips for using him, and the video I found had the guy explaining how to use him well die on the second floor. It's all just so luck dependent I couldn't even be bothered to play it through.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Korean, German, French, Spanish - Spain, Russian, Japanese, Italian, Dutch, Polish, Portuguese - Portugal +7 more
| $14.99 |
| 300ratings |
| 89% |
| — |
| not modelled |
| $7.49−50% | 76ratings | 88% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 939 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's relatively fun for the first few games because you're experiencing the variety of characters for the first time, and they all feel very distinct. But after that, it quickly becomes repetitive and boring. A lot of enemies reuse the same attacks and you often end up sticking to the same strategy because most of the "different" moves are just bad Genuinely an ass game. 2/1
Игра замечательная. Рисовка приятная, музыка отличная, геймплей увлекательный и ооочень разнообразный, за счет уникальных правил в почти каждом забеге
玩女巫比玩Super Hexagon还折磨
非酋玩就是坐牢,欧皇玩就是享受,建议买之前先想想自己运气好不好。 如果感觉坐牢,建议开游戏里自带的休闲模式。
I have really wanted to like this game, but as far as deck building rogue-likes go it sort of just end up feeling more lacking in a couple of things. Firstly lets go over the good: The game has a lot of character and charm, that much I cannot deny as while it does choose to be more comedic about its approach it is very upbeat and whimsical. The music and art are quite good, and plays well into the charm above. The class gimmicks are enjoyable, I do think every class plays different in ways I do find quite fun and is interesting enough to make them feel different. Now my main gripe: I find it difficult to enjoy this game casually, at least when trying to do the episodes. You collect tools, upgrade them, and fight various monsters, if you try to sort of play this with the intention to relax on low energy and not spend too much time thinking you may end up picking a couple tools, use them for every monster, and in that case the game becomes sort of rng hell because you hope you get the dice you need, while also dealing with the enemies gimmicks and debuffs. On the other side of the spectrum I also dont enjoy this game as a mental challenge, because if I keep a list of the monsters open to know their tools before I fight them, swap my tools out to counter said monster, it ends up feeling too easy and becomes dull. Now i will say I did get this game during its sale, which for the price I paid during the sale I don't mind, I generally have a mental calculation on how much time I wanna spend on a game per dollar I paid for it and for the sale it passed that. However for full price? I'm not saying you *wont* get your money worth, but there are other deck builders on the market, who while granted are a bit more expensive than this game, but end up giving you far far more hours of replay ability than this does. TLDR; it may mainly be a me thing, but casually the game feels way too rng heavy and gets frustrating, yet unchallenging if you do spend that extra bit of energy to play it with strategy and focus.
In the past, I spent a good chunk of time going through and beating all the scenarios for the base game before uninstalling it. Since then, a few DLC packs came out, so I wanted to return to the game and see what was new. Underneath that interest, though, was a feeling of hesitation, even dread. Why? Well, it turns out this game never made me feel especially satisfied in the first place. Dicey Dungeons is a weird hybrid of a game, mixing dice-based puzzles with RNG-based builds (ala Slay the Spire). What this means is that every level is a self-contained puzzle that you need to solve. There are specific rules in place for you to work out, and typically there's one "optimal" answer that the player is meant to find. These answers are typically obvious, but actually getting them to work can feel like... well, work. While certain elements of a level are consistent, like the rules specific to that level and starting equipment, what you pick up along the way and the specific enemies you encounter are randomized to some degree. This means that you can run into unfortunate situations where you are forced into a loss state. Many will decry this as a "skill issue", but this stands out because the game either feels overly easy or punishing at any point in time. Most runs either felt like I was destined to win and it was only a matter of trudging through the level, or you reach a point where surviving feels hopeless and you know you've lost before it happens. In a handful of cases, the opponent I was fighting happened to roll perfectly and crush me because of their insane luck, which can feel just as bad. But that's the other thing; outside of rules that modify dice rolls, you are at the whim of whether or not you roll in ways that satisfy your engine. This often encourages players to build broad sets of skills that will allow you to have consistency, unless the scenario guarantees particular rolls. But that randomness coupled with the aforementioned RNG of the levels can work together to make situations feel frustrating. There are some highlights within; each character has a final level in which starting equipment is variable and the rules of the level build gradually as you fight through each stage. This highlights some of the better elements of the game, with players being able to freely customize their builds based on the character they are playing and explore the space of the character. But you have to fight through at least 4 of the other levels assigned to that character to reach that point, and by then you're often sick of playing that character. Overall, this game never made me feel good; either I was annoyed by my bad luck or impatient to get to the end of the level so I can grind through the next. I think there's a lot of silliness and charm contained within, but it's weighed down by the gameplay that left me feeling hollow rather than excited to continue.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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