
Wield magical dice and build a team of powerful Chimeras to stop a mysterious evil in this tactical roguelite adventure. As a Chimera Summoner, recruit and create your perfect team of mythical beasts and command them to victory using unique dice mechanics.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Dicefolk is a tactical roguelite game based on customizable dice and monster-catching mechanics. On your adventure as a Chimera Summoner, you'll meet dozens of unique and powerful creatures that you can recruit to create the perfect team.
Embark on a thrilling quest to save humanity from the grasp of an evil sorcerer. Build a team from over 100 unique, hand-drawn Chimera to suit your playstyle. Unlock all the talismans to uncover the mystical secrets behind the Chimeras’ existence.
With a large variety of Chimeras to befriend and command, you'll need to strategize and adapt your playstyle to suit each battle. From tough tanks to speedy attackers, each Chimera brings a unique set of abilities to the table. Your tactical choices will determine your success in battle!
It’s all up to you! Customize your dice for maximum influence over your Chimeras’ attacks and abilities. Control the order in which battles play out and choose when parties take action. Dicefolk defies RNG and gives you unprecedented influence on the roll of the dice!
Each playthrough offers its own rewards, and the Chimeras you encounter in one run can be entirely different than those you find in another. With different Chimeras comes different strategies to assemble your team for the perfect run!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes 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 | 866reviews | 89% | — | $391.3K |
| $14.99 | — | — | — | 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.
Engagement
Reviews
Themes across 138 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Disclaimer: I've played exactly one full run of this game. That experience led me to have almost no desire to continue playing, but maybe take this review with a grain of salt. On the other hand, I've spent thousands of hours playing dozens of roguelikes, so if that means anything, you can also consider when taking my opinions into account. This is a well-made game. The designs and animations are charming. From strictly technical and surface perspectives, the individual aspects of this game are all fine. Even good, in most cases. The issues with Dicefolk come from the way the individual elements come together (or fail to); the far less tangible qualities that are critical to a good play experience: It fails in theme and feel. Theme is the easier and simpler of those to start with, so to say it outright, Dicefolk has the visible identity and nominal look of a creature battler/creature collector game. Of course, it's a roguelike, so one naturally understands that their team of creatures is going to be different every run, but instead of otherwise leaning into that identity (giving you lots of ways to train, upgrade, and improve your creatures), instead every creature is an interchangeable part of a game machine, and a core game mechanic constantly has you permanently throwing away earlier creatures in favor of ones you get later. This feels absolutely terrible. There's nothing specifically [i]wrong[/i] with it from a purely mechanical perspective, but the game actively discourages building emotional ties with your party of monsters fighting for you, and instead treats them like pieces of a machine you're meant to look at with cold isolation. On top of that, while the creatures are visually nice and well-animated, their designs leave a great deal to be desired when compared to industry leaders like Pokemon or Palworld. They lack features that give them a strongly-defined identity, and this issue actually carries over from visuals into mechanics. Many decisions feel like, "Would you like Creature A with 5 Attack and 28 Health, or Creature B with 6 attack and 25 Health? Their passives are vaguely different and neither one is useful to your current build." There just are not enough stats to give creatures meaningful distinction the way you would want. The other place Dicefolk fails is in feel. There is a world of difference between a decision that [i]is[/i] impactful and a decision that [i]feels[/i] impactful. Whether people like or not, decisions that feel impactful are far more important for making a game feel good than decisions that actually are impactful. Ideally, decisions the player makes would be both, but when in doubt, it's more important for them to genuinely feel important than to be important. As you no doubt already see where I'm going with this, Dicefolk is absolutely lacking in decisions that feel meaningful. You can already see it from the way I described choosing between one creature or another. While it's certainly true that many of these decisions can be significant in building a strong party, they rarely feel like this. The fact that the game gives the player an immense amount of control (backtracking within each area map, revisiting shops, etc.) only reinforces this. You leave a shop in Slay the Spire or Balatro, and it's gone for good. In Dicefolk, you can just sit on that decision until later if your current party is already strong enough, and make a better decision later. The game starts off painfully easy in the first run, and while I have no doubt that will appeal to many, it doesn't appeal to me in the slightest. I think, in general, a well-designed roguelike should have enough depth that it can start off very gently (giving everyone an easy way to get started) but should still provide room for challenge and thought within the first run. I just did not feel any resistance from the game. Maybe I was lucky; maybe I had amazing RNG and I'll never know, but I didn't even take damage in the last 33% of the run. The game looks pleasant and has no immediately obvious issues just from a quick look at a screenshot or a trailer, but it fails as a creature battler, makes all your decisions feel horrifically bland, and lacks any semblance of teeth as a roguelike. I take no joy in leaving this review, but I don't recommend it at all.
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Languages: English, French, German, Russian, Simplified Chinese, Spanish - Latin America, Japanese, Korean, Traditional Chinese, Portuguese - Brazil
Hours played at review time, across 138 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Dicefolk is a great roguelike game based on collecting unique pets and going through 3 worlds to finally beat the last boss. Its both fun and super addictive with lots of content and progression unlocked just by playing it. Its one of those games that just keeps on giving new stuff all the time. The formula is, grabbing 3 pets (every pet with their own unique ability & possible upgraded version) from your own class (up to 6 classes with their own set of pets & dices) and with the help of items (over 100 unique artifacts) that the pets can equip, the game has an infinite amount of cool fun synergies and combos to find & enjoy. Then fighting other pets with your dices vs enemy dices, giving you different abitlites & attacks each turn. Artwork is wonderful, animations great too, music relaxing in the backround. Best thing in these games is creating a whole new synergy, with pets, items and abilities work well and then just enjoy the wombo combos you throw on the enemies & Dicefolk does that alot! So grab your dices, feed your pets and don't miss out on this unique super fun roguelike game! 🎲 Easy recommend! Ps: There was alot of digital pets and cute animals hurt while playing this game. https://steamcommunity.com/sharedfiles/filedetails/?id=3726884776
[h1]𝕀𝕞𝕒𝕘𝕚𝕟𝕖 𝕪𝕠𝕦 𝕔𝕒𝕥𝕔𝕙 𝕄𝕖𝕨𝕥𝕨𝕠 𝕒𝕗𝕥𝕖𝕣 𝟙𝟠 𝕥𝕣𝕚𝕖𝕤, 𝕘𝕒𝕞𝕖'𝕤 𝕤𝕒𝕧𝕖𝕕, 𝕪𝕠𝕦 𝕕𝕚𝕖.. 𝕓𝕦𝕥 𝕟𝕠𝕨 𝕪𝕠𝕦'𝕕 𝕙𝕒𝕧𝕖 𝕥𝕠 𝕕𝕠 𝕚𝕥 𝕒𝕝𝕝 𝕠𝕧𝕖𝕣 𝕒𝕘𝕒𝕚𝕟 𝕝𝕠𝕝[/h1] Let me just start by saying this: When you slap two labels "Roguelike" and "Monster collector" together, it never ends well. To simplify, monster collecting requires ample time, retries for "shiny" looking beasts, different builds and strategies with your already collected monsters and so and so forth, think Pokemon... Roguelike means you're starting over every twenty minutes or so... How does it work? It simply doesn't. I went into Dicefolk expecting a fresh take on the creature-collecting formula, and the first hour gave me hope. The dice manipulation mechanic is a neat concept, and the presentation has its own charm. Unfortunately, that initial excitement faded much faster than I expected. The biggest issue for me was how repetitive everything became. Encounters started feeling too similar, and I never found myself making particularly interesting decisions from one run to the next. The RNG plays a huge role in whether you'd have a smooth build, or go so far only to die to a few "normal" mobs with better dice throws. The game's artwork is great, don't get me wrong, but the gameplay is the least appealing thing about this game. To put it simply, you can control both your party of monsters and the enemy's, the turn ends when all actions have been exhausted. Your actions are conducted through dice, you get three (at first) and the enemy gets three, from a pool of many other dice... such as attack, range attack, quick attack, defend, buff etc... In that regard, the turtorial is very extensive. The weakest monster you'd encouter would just roll a double buff dice, and an attack dice when you'd roll a taunt dice and an attack dice, the enemy monster buffs up, then attacks any of your bulky monsters and they're THROUGH. I can see why some players enjoy this game still, but it simply wasn't for me. It feels like it's a game for the gambling type, you know, the ones who'd score the jackpot from the very first throw of the dice. I know my luck, I know that if I were to walk into a mineshaft that has been stable for a millenium, that's exactly the moment where it'd decide to cave in lmfao. [b]2/10[/b] game with ALL LUCK NO SKILL type of aesthetic.
Play Time: 94hrs Achievements: 45 of 49. 92% Date/Version: June 17th 2026 Rating: 8 ¾ out of 10 DiceFolk is a tactical, rotational dice battler of sorts, where you have dice, equipment, and other items that'll help you either win or lose a fight. The game play resolves around initially picking your starting “tribe/faction”, manipulating dice, traveling a little “world map”, moving your Chimera or enemy Chimera in a circular fasion, y (leader position), equipping items on your Chimeras, equipping 1 time use items onto your main character, events, and lastly but most importantly what Chimera's you decide to use. You'll face fun and yet challenging bosses. With multiple challenge modes, and multiple difficulty settings. NOTE! I played with the DLC from the onset, all information provided includes DLC content. (worth it) (Potential Spoilers) Chimera's: You have over 129 Chimera that you can play as and against, with 99% of them having a unique ability or passive. Each with a secondary form (shiny color style) that you may be able to obtain. please note I have not obtained all alternate color pallets so I'm assuming this to be true. Are they balanced no, but that's that just adds to the fun. These same Chimera you can obtain, you may also be facing. For achievement hunting it literally took me over 10 hours of game play just to get the 1 Chimera I needed to complete the Chimera compendium. You can obtain Chimera's via shrines, and the painters canvas.. Tribes/Factions: Each one will have their own unique Chimera's besides the final special Tribe of sorts... this you can encounter to have on your team all Chimera's from all the tribes/factions. Each Tribe/Faction will have it's own unique starting Dice pattern, and some times Mechanic. In addition these Tribes/Factions will specialize in particular mechanics that may work with your dice. It's a super fun mechanic and allows for some fantastic unique gameplay. There are 7 tribes/factions in total. Equitable items: With over 263 items that you can equip, or store for later use, sell, or trade in for another random item you'll have plenty of combinations you can make with your Chimera's and with the other items. Again are they balanced, no but sometimes you can find some super broken builds you wouldn't expect with items you wouldn't think of being useful. Most times your Chimera will start off with 1 item slot, this can be increased to 5 slots per Chimera. Some items will break if your Chimera is KO'd, and other items you can never remove from your Chimera. Items usually can be swapped between your inventory, or other Chimera's. Dice Actions: There are 62 unique actions (on dice) that you can utalize. These dice determine your “hero's” actions and Chimera's actions. Example: Shielding (block's 1 attack), AOE damage skill that is not considered an “attack”. AOE Attack skill, Healing, etc.. You may obtain additional actions via buying them or sometimes from winning fights. Especially the Elite fights. Hero Items: There are one time use hero items “tokens” and “dice” that you can purchase or may win from battles. Please note you do not win “dice” from battles. I have no idea how many unique “Tokens” and “Dice” there are but there's a nice amount. Effects; Add a debuff based on your Chimera Leader's attack strength. Do an 1 time AOE attack based on the current Chimera Leaders attack. Achievements: Some are rough, there's a reason several are only 1% achieved by the player base. Truly these require not only grinding, With a bit of RNG luck, as stated with the Chimera's it took over 10 hours to just witness my last Chimera I needed. I had beaten the game had the hardest difficulty, and beaten the final boss with all units within that “faction” I enjoyed this game a great deal. MUST BUY. PROS: Unique Tribes/Factions Unique Chimeras Nice Learning curve Unique Items Game Play Music NEUTRAL: Balance Art CONS:
There really isn't much to it. After three almost identical runs, I just quit.
Great UI, where everything has simple and clear hover text. The gameplay is interesting without being complicated and the battle system is unique while still being familiar. All of the systems work together nicely and makes the game smooth and fun to play.
Fun. Chill. Exciting.
cute little game but of course it's unbalanced and brings quite nothing new to the table..
7.5/10 + art style + combat system - story - shops need more choices or rerolls, 1st one being free - the artist who draws should give you a choice of 2 or 3 not just 1
Dicefolk combines deckbuilder and creature collector to create an interesting experience. At all times, the game makes you feel in complete control: battle is decided by dice rolls, but you decide order of actions (including for opponent). Similarly, uncovering the map is non-linear and you will always see certain nodes (shops, upgrade stations) each run. This prevents a lot of RNG from ruining runs and this aspect is commendable. Unfortunately, despite randomness in creature attributes, equipment you find, etc., all of the runs feel basically the same. I honestly can't put my finger on why but it's probably a combination of a lot of little things. I've completed ~10 runs in different game modes and they no longer feel engaging.
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