
Dice Legends is a roguelike deckbuilder with RPG elements in which you become one of 3 heroes, use unique dice to activate cards, and unleash lethal combos to defeat hordes of enemies. Explore the world, collect epic loot, and uncover the mystery of the Last Human — the mage who changed the world!
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): 0/day in the week to Aug 18 → 0.43/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.
About
Dice Legends is a single-player roguelike from an indie team including the creative mind behind GWENT and Cyberpunk: Edgerunners, featuring original music by the composer from Balatro.
In the game, you embark on an adventure in a high fantasy world as one of three characters — each representing a distinct class that uses a different type of dice: d6, d8, or d12.
With every defeated monster, you acquire new cards enhancing your build and tactical possibilities. But crafting a deck is only one part of the fun — the unpredictable nature of rolling the dice must be managed and controlled with items, card combinations, and power-ups. Dice Legends is all about using your game knowledge, wits, and a touch of luck to find that game-breaking combo that feels sooo satisfying to play!

Roll a pool of dice each turn and draw cards from your deck. Next, use dice to activate cards and set up your defense, debuff the enemy, or deal as much damage as you can. The more card-dice synergies you discover, the more unstoppable — and satisfying! — your combos become.

Choose from three heroes who specialize in different dice:
Lion Paladin ARIE — wields the power of the d6 dice to unleash immense damage or shield himself against incoming attacks.
Crow Demon Summoner KURO — manipulates the d12 dice to conjure and command powerful familiars onto the battlefield.
Toad Assassin XIN — agile shadow magic user that taps into the power of the d8 dice to accumulate damage over time or deliver massive critical damage.
Enter a world where a magical cataclysm transformed all humans into terrifying beasts. Choose where to go and what to discover, as you travel across the map in search of clues that reveal the story. With each successfully cleared location, you will obtain build-defining weapons, armor, accessories, and more. Once you craft the ultimate gear-card combination, take down the final boss and become a Dice Legend!
160 hand-drawn cards offering multiple options for synergies and combos
50+ enemies with multiple skills to challenge your best decks
4 visually distinct worlds — each with its own set of monsters and challenges
3 Heroes with unique play styles and different deck-building mechanics
75+ items for your characters to equip or use in combat
The world and narrative conceived by GWENT and Cyberpunk: Edgerunners creator and writer of Witcher: Ronin and No\Name manga — Rafał Jaki
Original musical score by Balatro composer — LouisF
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
While i want to love this game it does have a few noticeable bugs. The last run I did I played the first 2 acts, then exited the game and started it up later... only to find that all the points I had put into strength agility and intellect had reset, despite having items that boosted them and practicing at the campsite. Sometimes items get stuck in strange places on the screen if moving them between the backpack and the slots. Another bug is that the main menu always has a continue option even if there is no active run.
I recommend this game, but with some pretty hefty caveats. They're big enough that I waffled a bit on the recommendation, but everything that makes me hesitant are things that could be fixed with time, and hopefully they do so. Also the bugs did not prevent me from getting ~10 hours of gameplay and that's already a decent deal for the current sale price ($14). +Positives +Art and theming are very strong, especially the art for the cards and the pixel art for the characters. +I like the difference in the way the characters feel due to the dice and base abilities, it does help to give a different feel for each. +The half card design is smart, essentially you draw 5 cards, but if you draw a half card another half card will be drawn to make a whole card slot. It's like adding card draw to cards but not as consistent, which is a good and interesting design. +Decent spread of designs for what roll each card needs based on the die type of the character, and each card can upgrade in two different ways, which is a design more deck builders are using and I really like personally. Most of the choices aren't game changing, but are significant choices. Do you choose two uses of the card as is or get a stronger single effect? Or you have to choose between more uses or the card becomes half size with the same effect. Lots of good things to think about. ?Mixed ?You can get alternative base powers for each character, which is cool, but the requirements to unlock them seem a bit too novel, IMO. Like 3 will be easy and one you'll have to purposely go for (for example, have 2k gold in a run at some point). So I'll beat a run, have 3/4 of the requirements to unlock the card, but the 4th requirement will be a much more niche situation that just doesn't come up as often or is harder to trigger multiple times per match. ?The characters aren't as unique as you might expect in their card base, and all of the equipment you can get (essentially relics) are the same across all of the characters. For example, the Lion paladin has a lot of the designs you'd expect, but he has has stuff like sacrificing health for doing damage or big defenses. Not only does that feel a bit out of place for what I expect from what appears to be a holy paladin, all 3 classes have this same mechanic. In other deck builders I've played it might vary by what resource you sacrifice to get the benefit, but here they all sacrifice health, and that is what I'd expect for the warlock, but even for the rogue it feels out of character. ?While I've definitely lost runs, the game overall is fairly easy to get into a broken build very quickly, and some of the buffs are two strong. For instance, there is a buff that just subtracts from all damage you take and it is permanent per battle. I had a paladin run where I was ignoring 25 damage from every damage source in the first 2-3 turns, and combined with armor not falling off in this game, it mostly trivialized it, especially because the cards where you sacrifice life to do more damage/armor actually do damage to you so are also mitigated by this buff. It's fun to be OP, but there doesn't seem to be ascension levels, so the game doesn't seem to have the ramp up that a lot of other games do. ?It uses the Slay the Spire standard of maps with nodes on different paths, but every map pathing is the same. It's reused for a reason, but it can add to the sense of staleness, because it's clear the map is an afterthought. -Negative -Consistent, wide ranging bugs, to such a degree it's kind of shocking they made it in to a shipping product. I haven't encountered any gamebreaking bugs that I'm aware of, but it's things like when you're selecting a card reward and pull up your deck to view it, one of the cards will float on top, blocking some of the cards. From what I can tell it's not a specific card or card slot, but there is always 1 that floats in this way. Also, there is like a shadow highlight on cards when you mouse over them, but some cards it just doesn't highlight. While that may seem just like a polish thing at first, I realized I wasn't sure if it meant the card couldn't be chosen, and it made me less sure that I did have the card highlighted. Also an annoyance is that eventually each regular and elite encounter becomes a choice of three options after you beat the first few bosses, and the two options besides the normal play are a tougher version with some bonus (upgraded cards, a second pack of cards, etc), and a non-fight option that varies from stat manipulation to paying to go to one of the shops. While you are picking the encounter, you are not able to look at the map, which can be very frustrating at points if you can't remember how soon the next shop is. -Enemies are arranged to the right of you, but when you hit one, they will rearrange their own order. However, this isn't a mechanic that I'm aware of and can lead to you hitting the wrong enemy if you're playing quickly, and they also seem to attack in the original left to right order that they start the turn in, which is just very confusing. -There simply isn't enough information displayed to the user in basically every situation. For instance, there is very rarely an indication of if a buff/debuff ticks down or is just permanent for the fight, so you have way more memory overhead remembering what everything does when making choices. Compounding this, when selecting card choices there is no way to look at the upgrades. This is especially bad since every card in this game upgrades in two separate ways! There's also a lack of consistency in the language of the buffs and debuffs. For instance, you can get a stack of Ignore Attack at the same time as you have a stack of Retaliate, the only difference between the two being that Retaliate reflects the damage back. The obvious question is what happens when you take damage while you have both? The answer is I think the least common sense one of you lose a stack of both buffs and the attack takes damage. These games already tend towards a lot of cognitive load of all of the effects interacting, but this game has some (to me) baffling choices of how those interactions resolve that amplifies the lack of clarity for a lot of the effects. There's even some issues with the consistency of how effects are worded, which have been very frustrating to me at times. Especially in weird cases like what happens if we both have stacks of Retaliate and one of us attacks. -There are some things that the game just straight up never explains. That sounds similar to the last point, but the last one is more like there's not enough information given. There are other examples of you just never being told about mechanics. For instance, there is a minimum deck size, so if you get a card reward, it normally lets you upgrade a card, remove a card, or duplicate a card, and at times it will tell you that you don't have enough cards to remove one, but never tells you what that threshold is. Adding to that confusion, you can remove below that limit at a shop. I've also started fights where I am debuffed and I have no idea why. I think it's that I chose to fight against a buffed enemy, but there's nothing in the description of the fight that says anything about me starting at a disadvantage and there's no animation of the enemy like getting a first strike to apply the debuff, and nothing on the enemy explaining that it might have that mechanic. Honestly this could be fixed with a wording change of the fight description if my theory is right, but there's just nothing as it currently stands. -This is related to the point above but is so egregious to me I'm giving it a separate call out: there are some enemies that resurrect when you kill them the first time and there is nothing that tells you that they're going to do so. It's not just one enemy, it's like 3 different ones that I'm aware of.
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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, Polish, Simplified Chinese, Ukrainian
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I want to love this game but it is just so poorly balanced and the enemies, especially bosses, feel like they've got barely any thought put into it. An infinitely scaling boss (last human) means a character that absolutely rolls through the content before him and can seemingly do well against the boss initially quite literally has no chance to defeat him because the damage negation, blocking and healing ramps up so quickly. Lots of cards that are not useful, stats that barely affect the run. Equipment is fun, but seems more powerful than anything else. I love the art and mood. I REALLY love the base mechanic idea of how you draw cards and put dice into them. This game has all the elements that could make it an all time banger but it just falls short because of the lackluster characters and the poor balance. It just doesn't FEEL good. I'll play the game again in a few months and update my review if it feels better.
In short, bad UI design and bugs ruins the experience. For UI, 1. You can't preview cards upgrade, and cards in this game have two upgrade version, which makes it even worse whenever you see a new card. 2. Despite the whole relic system revolves around the character having "Head", "Ring", "Weapon" etc. as equipment, there is no tags or description that tells you what type of relic that gets offered as reward. So you have to guess if a new equipment would replace your existing one just by guessing. They "usually" have similar shape for each type but why the puzzle when dev could just put a tag on, and sometimes a equipment could looks like it could fits in any slot. 3. Right clicking on a card reward in most games gives you details or the upgrade version, but in this game it would just assumes you want that card. Now you can't get it out of your deck anymore, nice. For bugs, 1. If you check map while choosing an elite fight reward, you lose the reward and goes straight into map. 2. If you start a new run without entering the map, the next time you continue the run you will start the run with 0 stat bonus. At this point, I simply can't persuade myself playing and discover more blind spots and bugs, most would be a simple fix if there is some kind of playtesting but yet it's not fixed or even noticed by the devs. The overall gameplay has it's potential. It's dicey dungeon + STS after all, how bad could it be with a solid baseline? Apparently pretty bad.
I'd like to tell you how cool this game is, but I can't. The *save* functionality doesn't work. It resets progress or corrupts the character in some way. This is unacceptable for a roguelike, especially when you consider a traditional roguelike (which are from last century) support saving and loading correctly.
Dice Legends takes the familiar foundations of a roguelike deckbuilder and gives them a clever identity by making dice just as important as the cards themselves. Rather than simply drawing a hand and spending a conventional energy resource, every turn requires rolling dice and deciding how their values should be assigned to available cards. This creates a satisfying mixture of planning, probability, and adaptation. Big Bite Games and Ad Luna are credited as the developers, with Ad Luna and Big Bite Games handling publishing duties. The concept sounds heavily dependent on luck at first, but the deeper mechanics are built around controlling randomness rather than merely accepting whatever the dice provide. Each turn begins with a pool of dice alongside cards drawn from the player's deck. Dice are then allocated to activate attacks, defensive abilities, debuffs, and more elaborate combinations. A poor roll can complicate an otherwise promising turn, yet equipment, power-ups, and card interactions provide ways to manipulate outcomes. This makes effective deck construction about more than collecting individually powerful cards. A strong build needs cards that cooperate with the hero's dice and equipment, allowing undesirable results to remain useful while making favorable rolls considerably more powerful. Finding a combination that turns several modest actions into an overwhelming sequence is easily one of the most rewarding aspects of the combat. The three playable heroes offer genuinely different approaches instead of functioning as minor variations of the same character. Arie is a Lion Paladin associated with d6 dice, specializing in powerful attacks and protective shields. Kuro is a Crow Demon Summoner using d12 dice and can bring familiars into battle, resulting in a more unusual style built around summoned assistance. Xin is a Toad Assassin who relies on d8 dice, shadow abilities, damage over time, and potentially enormous critical strikes. Because each hero uses a different type of die and has distinct deck-building mechanics, switching characters requires reconsidering which values, cards, and equipment combinations are desirable. Progression reinforces the experimental nature of the combat. Defeated monsters provide new cards that can reshape the direction of a run, while successfully completing locations rewards equipment such as weapons, armor, and accessories. With 160 hand-drawn cards and more than 75 items advertised, there is substantial room to search for unusual synergies. The best moments come when equipment and cards stop feeling like separate upgrades and instead become interconnected pieces of a larger strategy. Random acquisition naturally means that not every run develops equally well, but improvising around what is available is fundamental to the roguelike structure. Enemy encounters provide enough variety to encourage more than relentless offensive play. More than 50 enemies are spread throughout four visually distinct worlds, with different abilities requiring players to reconsider their priorities. Sometimes immediate damage is the sensible choice, while other situations encourage shielding, weakening an opponent, establishing damage-over-time effects, or preparing a stronger future turn. Since combat is turn-based, there is ample opportunity to examine the hand and available dice before committing to a sequence. This deliberate pacing suits the mechanics particularly well and rewards players who enjoy solving tactical problems. Exploration is presented through a world shaped by a magical catastrophe that transformed humans into frightening beasts. Players choose destinations while searching for clues surrounding the Last Human, a mysterious mage connected to the world's transformation. The premise gives purpose to the repeated encounters and progression without overwhelming the mechanical focus. The narrative concept from Rafał Jaki brings additional character to the setting, while the hand-drawn presentation helps the heroes, cards, creatures, and environments maintain a distinct fantasy personality. LouisF's original musical score is another notable part of the presentation and complements the methodical rhythm of the adventure. The main limitation is inseparable from the game's greatest strength. Dice introduce unpredictability, and even a carefully assembled strategy can occasionally be disrupted by inconvenient results. Players who dislike significant random elements in tactical games may find this frustrating. However, treating dice manipulation as part of deck building substantially reduces the feeling that victory is determined purely by chance. Learning to construct a flexible setup that can survive imperfect rolls becomes an important skill, and that progression in player knowledge provides much of the long-term satisfaction. Steam Deck compatibility is encouraging for portable play. The game is rated Playable rather than fully Verified. Its default graphics configuration performs well on the handheld, it runs successfully through SteamOS, and all functionality is accessible with the default controller configuration. The compromises are relatively minor but worth knowing: some text may appear small on the Deck's display, and the game can occasionally show mouse, keyboard, or non-Steam-Deck controller icons. Given its turn-based structure, it remains a particularly suitable style of game for shorter handheld sessions despite those interface imperfections. Overall, this is a thoughtful variation on the increasingly crowded roguelike deckbuilding genre. The interaction between cards, equipment, character mechanics, and different dice types gives battles a distinctive tactical flavor, while the three heroes provide enough mechanical contrast to make experimentation worthwhile. Randomness can occasionally produce frustrating situations, but the ability to manipulate and plan around probability prevents luck from completely dominating the experience. Its strongest achievement is making every die roll into a tactical problem rather than simply a random number. For players who enjoy deck construction, turn-based decision-making, discovering powerful synergies, and adapting strategies when plans go wrong, it offers an engaging and intelligently designed challenge. Rating: 8/10
I would give this a "meh" if I could. It isn't a bad game, but the gameplay is pretty limited and I had a pretty easy time going through it and finishing the game in the first few runs. Just felt... limited. YMMV - not a bad game. I like the dice mechanics. Maybe with some more content it would feel worth.
I don't know how I didn't notice this game before, as I adore card games in this style. It's a really cool story setting, I really liked the action game itself, the effects, and the fact that the game added a damage marker for enemies. separately, I want to say for the excellent pumping system as in RPGs, the difficulty levels do not increase dramatically
a very cool card game, with its own leveling, great animations and effects. most of all, I liked the very design style of the game, the mythological creatures and how the dialogues are staged, so that we can always choose the option we need when answering
It's a really cool game that's not just a Slay the Spire clone. Besides building your deck, you also build your character. You get gear to equip, and 3 stats that you can min/max over the course of a run. For these reasons and more, it offers more flexibility than most in this genre. The pixel art, animations, and sound effects are excellent. AND it features tabletop dice style stat checks which I always love to see. I'm not sure why more people aren't talking about this game. It's exactly what I was hoping for. It does have a few glitches related to save scumming, but they're easy enough to avoid.
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