
A turn-based dungeon crawler where your only way of attacking the enemy is by rolling dice. Roll dice to damage enemy cards to FOLD. Inspired by classic Solitaire, in a top-down table and enemies made out of cards, try to beat the dungeon with 35 unique classes. Build your deck, kill monsters.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.43/day in the week to Sep 8 → 0.29/day in the week after.
About
Dice & Fold is a game that combines the strategic depth of turn-based dungeon crawlers with the thrill of chance inherent in dice games. Players unfold cards to face the creature cards and try to beat the card and fold it. Reminiscent of classic table-top RPGs and Solitaire, the game adds a simple layer of strategy.
The core mechanic of the game revolves around dice rolling. Players engage in combat by rolling a dice, with the outcome directly influencing the strength of their attacks. The higher the roll, the more damage inflicted on the enemies.
You must strategize the best use of their dice rolls to maximize damage and control the battlefield, while also anticipating the counterattacks from monster cards at the end of each turn. The game offers a compelling risk-reward system, challenging players to balance aggressive tactics against the need for self-preservation.
Adding to the complexity, the game features 35+ distinct classes, each with unique abilities and playstyles. This diversity allows for varied approaches to beating the dungeon, encouraging replayability and experimentation.
With the generative dungeon system, filled with unexpected challenges and rewards. As the player you will choose the enemy to fold or companions you like to combine with your hero skill synergy.
Between stages, players have the opportunity to choose items. These upgrades range from enhancing dice rolls and bolstering class abilities to gaining new effects that can turn the tide in challenging encounters.
If a player is defeated, the game doesn’t end in frustration. Instead, players are rewarded with meta upgrades and currencies that can be used to strengthen their character for subsequent runs. This progressive system ensures a continual sense of advancement and achievement, even in defeat.
With its blend of strategy, chance, and RPG elements, Dice & Fold offers an engaging and ever-evolving gameplay experience that appeals to both fans of dungeon crawlers and players who enjoy the unpredictability of dice-based games. Its unique combination of mechanics, and expansive upgrade system, offers a lot of replayability and fun!
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Important Note: Dice & Fold will be doing a full release, but we will keep the content of the game updated with new items, new heroes and companions. Keep an eye on the new content updates.

Engagement
Reviews
Themes across 80 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I’ve played for a couple of hours, it is missing the essential roguelike element where losing still feels like progress, it’s too random. The art style is fun but there are better roguelikes available.
I really want to like this game, but I find myself only playing it when I genuinely have nothing else to do. It's way too luck-based to be rewarding, because when you inevitably do win a run, it doesn't feel like you actually won through any skill of your own. I truly don't even believe it's 100% luck based. Monsters can have exact dice values that you need to meet to beat, such as 2 threes and it won't accept anything else. I've gone a dozen turns in a row before where an enemy needed a one exactly to beat, and I rolled four dice per turn, and got several of every number EXCEPT one. It was the second to last round of the run, and because I couldn't get a single one in almost 50 dice rolls, I lost the entire run, with an amazing kit and a great companion. Buy it on sale if you want an hour's worth of fun I guess, but after that, you're gonna find that you're just as annoyed as everyone else
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 0.71/day in the week to Jul 26 → 0.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Portuguese - Portugal*, Russian*, Simplified Chinese*, Spanish - Latin America* +2 more
Hours played at review time, across 80 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's fun, but other than the gameplay and character art, it feels unfinished and poorly designed even after 2+ years of updates. It has many obvious and easy to fix UI problems. I recommend it, but only if you get it very discounted. · Character select is a very long horizontal strip that you have to slowly scroll. · The scroll wheel is inverted in the character select screen. Instead of down to advance like every other piece of software ever, it's up to advance. · Unlocks are random, which is fine, but they are linked to "hero rarity"; you can't see that information in the character select screen and have to go to the codex to see it for no reason. · Main gameplay screen lacks all the info you might want. · There are almost no keybinds and playing with mouse only gets tiring. · Controller cursor movement is painfull. · There are a lot of passive items but the inventory is a simple list that gives you no stats or percentages. · Buggy interactions with the dice and cards. Coin drops can cover dice and you can't move them if they are in the area when they drop. All kind of bugs when the enemy cards are folded (they don't switch sides when hovering; dead enemies stay side up). Dropping the dice in the slots feels hard?, and there is some kind of protection from slotting them when they are dropped very close to the area that makes you unable to do it unless you drop them somewhere else before and try again. It's incredibly annoying and happens all the time. Things I would like to see improved: · Make the character select a proper grid with tabs / filters / categories splitting the selection by expansion. · Character select needs to show hero rarity. There is NO reason not to include the small icon that the codex shows in a corner of the cards! · Permanently show turns until the Dungeon Master arrives or at the very least give an option to show it. Again, no reason not to. · Add keybinds to the core gameplay to reduce mouse movement needed: hover the cursor over a die and press 1-6 to move it to the +1 gold slots. Add other keys that do the same for the bag slots. Add customizable keybind settings. · Add an option to move the cursor like it's a mouse when using a controller or do something else to improve the experience. · If there is some logic to the dice bag auto fill, make it visible somewhere. Give an option to make it proximity / color / higher number based. · Completely rework the inventory: Add % stats somewhere. Also, item names are not more important than effects; do something about that. · Not necessary because it's not something useful at all, but the log could also be improved; it's not easy to read. Swap some of the text for icons. Making the order go downwards instead of the inverse would be more intuitive. Also reset the scroll when you open and close it. · The tutorial pop-up every time you click the trinkets category in the codex is annoying and unnecessary. Make it one time only and add a help button in the corner. · Remove the weird proximity protection for the dice drop. It only makes it hard to drop them in the spaces. A small extra buffer zone around the spaces would also be a nice addition to make the die easier to manipulate. · Codex has too many little problems to list, but at the very least make the lore text not scroll half a line of text per mouse scroll down. · Fix all the common UI bugs.
At the beggining game seems fun but after few runs it start to be monotonous, also completing this game for 100% achievements require not healthy amount of grinding. Overall game is fun but for first 10hourse after that there is not enjoyment while playing.
This game feels unfinished. The wording for items and abilities is irregular and unintuitive, death and victory screens feel like they haven't changed since playtest, the animations are lackluster, and overall there is not much strategic depth. A lot of other reviews are complaining about the game being 100% RNG, which is silly since games of this genre are supposed to be random in many ways. Some high difficulty runs are going to be doomed from the start, that's just how it is. However, the core gameplay loop, if you want to beat these higher difficulties, is to try and find an enemy that only deals one damage per turn, then ruthlessly farm HP and gold off them. The first time I did this, I felt smart. Then I realized that any successful run will require you to do this over and over again. So the true RNG lies in running into the right enemies, and then once you do run into those enemies, spamming rolls over and over again to maximize your health and economy. Fun the first few times, extremely tedious after that. If you truly want a turn-your-brain-off roguelike to play after work, this is serviceable. But there are better options: Balatro, Slay the Spire, Slice & Dice, Across the Obelisk, etc, etc...
Wasn't quite sure whether to recommend this game or not, but a handful of reasons pushed me towards a light no: 1) It's one basic mechanic over and over with very little significant deviation. It's not a bad mechanic, but it's a little wimpy as the only mechanic. 2) No world-building or story at all, which makes it kind of feel like a mobile game (nothing wrong with that - I'm just playing this on my PC so it's not what I want). 3) I can't put my finger on why this turns me off, but the steam achievements for just every single unlocked character or item feels wrong. Not a bad game for what it is, but I think there are more interesting and developed games to spend this amount of time and money on.
制作组,你们是存心还是故意的,汉化做一半,主界面汉化了,人物和饰品简介没汉化,这是要留一点味道,我们才能知道自己玩的是外国游戏吗? 算了已经不想玩了,差评! 是我英语不好,我不配玩了(骗你的,看得懂也不玩)
They seriously inflated the perceived amount of content. There’s like a hundred character classes with essentially the only difference between them being an active ability. I’m not complaining about extra content—but the way it’s done is kind of absurd. Making the player go through all of these is disingenuous to how much content is actually there. You’ll be going through the same set of enemies and one of a few final bosses every time. If you’re a completionist, get ready for a slog, one that you may decide to not even make looking at the repetitive mountain path ahead. The abilities are neat, but would make more sense as items that you could collect, while creating just a few character classes that really change the gameplay. That way, the content would contribute to the game, adding to a more interesting item pool to help the content-barren runs, rather than making a ridiculous checklist. Pretty much every action in the game is obvious (e.g., place the big dice on the big enemy), leading to RNG being the main determinant for the outcome of a run. Someone on the developer’s Discord amazingly had 100%ed the game, something that would probably take 300+ hours of repetitive ♥♥♥♥♥♥♥♥. The developer’s only response was, “Huh, guess we need to make it more difficult.” You are not meant to ever complete this game. Even the game’s description on Steam is disingenuous: “try to beat the dungeon with 35 unique classes. Build your deck, kill monsters.” They have added a lot more than 35 since that was written, but I think updating it with the right number at this point would just call attention to how low quality they are. And “build your deck”? There is no deck building in this game. Also, for some reason to exit the game you have to go back through 2 identical main menus? I would prefer they just fix that instead of their next “free content update roadmap” adding even more characters. There is an exploit—still unfixed despite being known for years—where you can exit and re-enter the game (keep in mind you have to wait over a second for each of these actions, as the game takes that much time to save/load a set of 3 cards, a couple of dice, and whatever else might be there); the monsters will be reset but also your ability to roll another set of dice, and you will keep the state of your character, dice bag, health, bonus dice, etc., so you can do this repeatedly to farm health dice, gold, and fill your dice bag before taking on the monsters. So, roll 3 dice, try to make a complete set of 1-6 dice, spend 2+ seconds saving and loading the game, don’t accidentally click abandon run or prematurely click end turn, repeat. Even if you’re not using this exploit (which is virtually required for extreme mode unless you’re willing to lose hours based on luck), the optimal strategy is similar: kill all except the lowest damage enemy, then farm dice until you can make a complete 1-6 set to get the bonus coin, all so that you can afford a couple more unsatisfying, weak items at the shop. So, if rolling dice repeatedly to get a set of 6, while spending half the game time on loading screens, sounds fun, this might be the game for you. And then you have to do that for like 25 rounds, for 100 characters… Oh, and you have to play through 30 characters on normal mode before you can even start going through them on extreme. The art is pretty generic and the music consists of one track that just plays endlessly. This game does not respect your time; in fact, it thinks you’re stupid and your time is completely worthless.
Fun, light, straightforward, easy to learn, pretty replayable, even if somewhat repetitive. A lot of unlockables and achievements. Can easily be played in the background (no time pressure), requires just a mouse to play. BUT! Despite having had 5 content drops, the game is plagued with simple, silly, obvious things that negatively impact user experience, I'm sometimes wondering if anyone playtested this. * tutorials handled through in-game popups never clear. If you play Jack (the first character) on Extreme difficulty, after having beaten the game twice with every character, you will still receive tips about how the basic game mechanics work. On every run. * same as above: starting a run on Extreme will give you a popup about Extreme. Every time. And every "evil" character will ALWAYS give you a popup about them being evil. * to further subtract from "replay" experience, after a run is over you must always choose character again (which often means scrolling quite a ways) and reselect the trinkets. Clicking "Retry" should bring you back to the character & trinkets being selected; change or move up if you want, one-click restart otherwise. * being able to click on a slot and have dice move there automatically is a nice addition, since it saves a lot of dragging. But it only works for exact and total fields. Why can't it take any/even/odd/5+ values from the pool? Having more than one option is not an excuse, since totals work with that. * the undo option is cool, and given the above behavior especially (total can pick any random die to use) it's quite useful. Why then is the gold dice set excluded from this safety? * the slots are often janky in receiving the die (for some reason, particularly the 6 of gold dice set). You often need to try moving a die several times onto a slot before it is accepted. It's especially infuriating when a die lands perfectly on the slot, so you don't notice it not being consumed, end round and lose it due to lack of storage space. * getting into the shop with 20+ coins results in a deafening sound, since each coin plays its sound at the same time * items' tooltips are very moody: they will not show when other items are getting loaded, they will disappear when mouse is moved etc. Having the descriptions permanently displayed would be much more comfortable. * sometimes, an enemy will glitch out and stay plastered on the screen throughout following fights and shop stages. It cannot be interacted with and will disappear if game is reloaded. In conclusion: good game, you'll have fun, but the tiny frustrations quickly add up, so grinding the harder achievements is a pain.
Bought this for the summer sale, but this game is all RNG and very unbalanced.
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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