
Defend your tabletop RPG character sheet from invading pixel enemies. Find matches in your tray of dice to power attacks to clear the evil from your shelf full of campaign books. Extremely frantic match-3 RPG puzzle meets action-strategy tower defence. Sort of. NOT a relaxing game!
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
I suddenly understand my mothers crippling addiction to candy crush
What a unique and fun game! Should be more well known! Also worth mentioning the lovely pen-and-ink art style of scenes and items.
Tabletop dungeons and dragons meets match 3 (also has futuristic story setting). Game has real time pause so you can plan moves/combos and has co op. Has endless mode. Only thing it seems to be lacking is steam achievements in regards to things like "Beat (insert campaign here) on difficulty X" or "Beat (insert campaign here) with out using pause". Also does not seem to be any option to rebind keys from what i can tell in game options (if it is their, i am definitely not seeing it). You use keys 1-5 and the f keys f1-f5. F keys for spells and 1-5 for weapons. Game is labeled as having controller support, but from what ive played of it so far, you 100% want to use the mouse. This is not the type of game for a controller. The story is a bit lacking in terms of the amount of text (wish they added another paragraph or 2 to it) but what is their, i found to be decent and enjoyable to read. Now is it worth the default price in my opinion? Whelp, for us canadian's its 12.99 before taxes, with taxes your looking at 14.50 roughly. As with any game, comes down to if your able to get 1 hour of gameplay/fun for each 1 dollar spent. So far, from how much i am enjoying it and the fact it has an endless mode, i believe i will get my moneys worth. So far, my 1.8 hours ive clocked in is after having done the tutorial and the first campaign story and thats with fiddling with the controls and a bit of idle time as well looking for certain pieces of info. So its a safe bet you will find out if the game is for you well before you reach the 2 hour refund time limit. Thus making it a safe investment in that regard. Not much more to say really, vid's on store page and pics shows you the core of the game play. Overall, i give the game a thumbs up. Both casuals and hardcore gamers can enjoy this in my opinion since you can choose to use real time pause or not and their is a difficulty meter setting as well for a more intense or laid back experience (the meter ranges from 1-11 with 8 being the default difficulty setting) and the steam achievements can be earned by all with out much trouble it seems. The only real gripe i have, is that i cant pick dwarf for every single medieval fantasy based story >.<. Thats pretty much it, all i got left to say is, Rock and Stone brother/Long live bruenor battlehammer and the gutbuster brigade! Bwahahahaha! Edit: Fair warning for those that choose to play through the game on the hardest setting. You can get through pretty much all but the last campaign without converting diamonds for gold (i was able to do it, its very very doable). But come the last campaign, the word "extreme" that is put in brackets, is put in their by the dev for a reason (unless your playing it on id say, 8 or less, in which case ignore this warning). Its no joke on 11 difficulty setting. And lastly, endless mode and dice mode dont "save" when you quit, so once you start, be sure you got the time to do it till you die.
https://youtu.be/f3dipQSS5FI While there may be a few too many systems spinning at once the match-3 rogue-like tower defense does work better than expected.
Super fun, the coop is great, absolutely worth the price tag.
one of my favourite games, highly recommended
This game feels like a rough draft of a game, which wasn't properly fine-tuned before they just created "more" of it. The match 3 is some of the worst feeling I've played in a long while, the action-tower-defence feels pretty darn mediocre (it's mostly 1 time attacks not actual "towers"). The sound-effects are sharp and anoying and it all feels zoomed out and ugly. The dnd seems to be style over substance really. You're "platform" is a dnd sheet. Visually extremely boring. As someone who actually likes match-3, tower defence games and dnd, I did not enjoy this. IMO I'm suprised so many apparently do.
CrossOver: Roll For Initiative is an ambitious genre mash-up that takes the language and rituals of tabletop role-playing games and collides them head-on with fast, real-time puzzle mechanics. Developed by Gaterooze, Ink in collaboration with MicroProse Software and published by MicroProse, the game immediately signals that it is not interested in playing things safe. Instead, it builds an experience that feels like a chaotic tabletop session brought to life, where dice, character sheets, enemies, and player decisions all compete for attention at once. The central idea is both clever and unusual. Players begin by creating a tabletop-style character, choosing from different races, classes, and stat distributions in a way that mirrors traditional pen-and-paper RPGs. That character sheet then becomes the literal battlefield. Enemies invade the sheet itself, attacking stats, armor slots, and character components, while players must fend them off by matching dice in a puzzle grid. Each successful match generates resources that translate directly into attacks, spells, items, or defensive actions, creating a constant feedback loop between puzzle performance and combat effectiveness. This fusion of match-three puzzle gameplay with real-time tactical defense is where CrossOver most strongly defines its identity. Matching dice is not simply about clearing tiles for points; it is the lifeline that powers every action. Larger or smarter matches unlock stronger abilities, while inefficient play quickly leaves players overwhelmed by enemies chewing through their character sheet. The result is a frantic multitasking experience where players must juggle puzzle optimization, enemy prioritization, and long-term survival simultaneously. It can feel exhilarating when everything clicks, but it also demands intense focus and quick decision-making. Progression systems help give structure to this chaos. As players advance through campaigns, they earn gold, gems, and unlocks that persist between runs. Shops allow for the purchase of weapons, armor, and mercenaries that offer passive or active bonuses, while new races and classes introduce fresh playstyles and strategic considerations. These RPG layers give the game a roguelike flavor, encouraging experimentation and replayability rather than a single linear path through the content. Each run feels like a build in progress, shaped by both preparation and moment-to-moment performance. Narrative elements are presented in a playful, self-aware way that leans into the tabletop theme. Campaigns are framed as “books,” and between encounters players are often presented with branching story choices reminiscent of classic choose-your-own-adventure books. These moments do not dominate the experience, but they add flavor and context, reinforcing the idea that this is a living tabletop scenario spiraling out of control rather than a conventional fantasy epic. The tone is lighthearted and clever, embracing the absurdity of its premise. Content variety is one of the game’s strengths. Campaigns span multiple thematic modules, blending fantasy and science-fiction elements, and there are well over a hundred levels to tackle. Beyond standard campaigns, the game includes endless modes, challenge runs, and leaderboard-driven play for those who enjoy refining strategies and competing for high scores. Cooperative play further expands the experience, allowing two players to split responsibilities—one focusing on dice matching while the other manages combat decisions—which can significantly reduce cognitive overload and turn the chaos into a more coordinated effort. Visually, CrossOver adopts a pixel-art style that deliberately evokes old-school RPG aesthetics and character sheets. Dice trays, stat blocks, and enemies are all rendered in a way that feels intentionally busy, reinforcing the sense that multiple systems are colliding at once. While this aesthetic fits the theme, it can also contribute to visual clutter, especially during intense encounters where puzzle elements and enemies demand simultaneous attention. The interface is functional but dense, reflecting the game’s complexity rather than hiding it. The most divisive aspect of CrossOver is its pacing and mental load. Because puzzle matching and combat happen in real time without true pauses, the game can feel overwhelming, particularly for new players. Each system works well on its own, but together they create constant pressure that leaves little room for reflection or long-term planning mid-battle. Some players will thrive on this intensity, enjoying the challenge of mastering multiple mechanics at once, while others may find it exhausting or disjointed, wishing for clearer separation between puzzle and strategy phases. Despite these challenges, CrossOver: Roll For Initiative stands out precisely because of its willingness to experiment. It does not aim to be a relaxing puzzle game or a traditional RPG, but something louder, stranger, and more demanding. For players who enjoy hybrid mechanics, tabletop references, and high-intensity gameplay that rewards multitasking and adaptability, it offers a genuinely distinctive experience. While it may not appeal to everyone, its creativity, depth, and refusal to conform make it a memorable and bold entry in the indie space, especially for those looking for something far outside standard genre boundaries. Rating: 7/10
[H1] イニシアティブロールを振れ! [/H1] 夜中にTRPGのキャラクターシートを書いていたら、ポータルからちっちゃいモンスターが現れてシートを攻撃しはじめた。やっつけなきゃ! ・・・という、何かを飲みすぎたような設定のゲームだが、意外と良くできている。 雑に説明すると、タワーディフェンスとマッチ3パズルの悪魔合体である。 ファンタジー編とSF編の2つがあり、武器や種族の設定は異なるものの基本ルールは同じ。 まあ、元ネタはD&Dとトラベラーであろう。 1回のキャンペーンは複数回の戦闘から構成されており、それぞれの戦闘も複数ウェーブから成るので、この部分はタワーディフェンスの感覚に近い。 戦闘の合間にちょっとしたイベントのようなものはあるが、あくまで突き出し程度の内容なので、要はすべての敵をぶっ倒すことがキャンペーンクリアの条件となる。 ちなみに、各ウェーブでポータルから出現した敵は、トコトコと歩いてキャラクターシート上に書かれたステータスの数値や装備品などを手あたり次第に攻撃してくる。 そのまま放っておくとステータスが下がり、装備がぶっ壊れ、ヒットポイントが削られていくので、魔法や武器攻撃でやっつけていくわけだ。 よくよく考えなくてもシュールな光景である。 やめて! アホになって魔法が効かなくなるからINTをかじらないで! 攻撃には武器や魔法の種類に合わせたコストが必要なのだが、なんとそのコストをマッチ3パズルで獲得する方式となっている。 たとえば「2d4」のダメージを出す武器攻撃であれば、1回の攻撃につき4面体ダイスが2個必要なのだが、4~20面体までの各種ダイスが敷き詰められたマッチ3パズルで4面体ダイスを消すと、消した分をコストとして獲得できるようになっている。 当然ながらスキルに対応していないダイスを獲得しても何の役にも立たないので、必死で4面体を探しては消していくわけだ。 戦闘のクリア報酬で新たな武器や魔法を獲得すると、使用できるダイスの幅も広がるのだが、欲しい装備やスキルが落ちるとは限らないし、職業によっては持てる数にも限りがある。 そう、本作ではキャンペーンの開始時にキャラメイクを行い、種族と職業を決め、ステータス値をロールするのだ。 ステータスによる補正はそれなりに大きく、職業によって初期装備が異なるので、キャラメイクはなかなかに楽しい。 80年代の黎明期にドはまりしたTRPG老人会のオッサンには、特にオススメしたい。 [table] [tr] [th]言語依存度[/th] [th]★★★☆☆[/th] [/tr] [tr] [td]難易度[/td] [td]★★★☆☆[/td] [/tr] [tr] [td]新和赤箱度[/td] [td]★★★★☆[/td] [/tr] [/table]
This game is a blast! Lower the difficulty to learn the game. Learn your weapons and spell hot keys as you go, before battle, note which are vulnerable to weapons and which are vulnerable to magic, but don't stress about it -- as you play and throw stuff at mobs, you'll see the damage numbers and you'll learn what you're good at. Keep an eye on waves and enemies left, build up lots of dice matches early, the last waves just blast with everything you got until you get down to 1 guy. Ideally, he's picking at some high number you don't care about while you make tons of matches and rake in the gold for battle. If you're not seeing matches, blast things for a while -- particularly anything near your HP, XP, or gold.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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