
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!
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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, Simplified Chinese, Korean, German, French, Spanish - Spain, Russian, Japanese, Italian, Dutch, Polish, Portuguese - Portugal +7 more
Engagement
Hours played at review time, across 59 reviews with recorded playtime.
Reviews
Themes across 59 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
крутая игруха,сап серому , затянуть может
great game
holy comfy
tres tres sympa et difficile
I held off on getting this for a long time due to the surprising amount of negative recent reviews. And after finally pulling the trigger, I can say that it has little to do with the actual game quality itself but due to people's expectations of the genre and Steam's binary rating system. It's a expertly made game by a seasoned indie dev. But what I think is people's main sticking point is if you need a Roguelike to have abilities or builds that removes all difficulty. This game doesn't have that, you need to always play with strategy and that can make it harder to "win". But runs aren't that long to begin with so it's not like Darkest Dungeon 2 where losing a run is like losing a day, you restart and can win pretty quick. I saw a similar response to the game Pereelous (which I also love), when a Roguelike battler doesn't have broken unlocks you'll get a lot of people disliking it on that accord rather than on the merit of the gameplay itself. For me, I prefer my roguelikes to be more progression based and I don't need the ability to make game breaking builds. The base gameplay is genuinely fun and unique that it's keeping me very engrossed. What makes it stand out is that your dice work more like power power/ability points rather than rolls. You mix and match abilities that require different dice numbers for various effects and play them in turn based combat. In a lot of ways it's closer to a deck builder than it is a dice game. As well, Dicey Dungeons contextualizing everything in a fun narrative framework and requiring beating runs with various characters to unlock more things is great for me. Each new dice character offers a different type of abilities to make them distinct and there's writing and interactions with the whole gameshow in hell setting. But for many, they are looking for something more like Balatro, Cloverpit, or even Slay the Spire you won't get that here. Don't get me wrong, it shares a lot of elements with its contemporaries, but its roguelike elements are more part of the strategy rather than the ultimate goal.
Truly one of the greats. I've played this game twice before on switch already, and it was just as good during my third playthough here on my PC. There are quite a few deckbuilding rogue-like games, but Dicey Dungeons stands out because it does themed levels instead of just making you redo the exact same challenge with bigger numbers each runthrough. So you get the fun randomization of a rogue-like while still getting tailored levels. Could not recommend this game more. I'd pay $100 for this game and would still say its a great deal.
This game is fun to play between tasks or even for a couple hours at a time. I've really enjoyed using it as a break from working on other things through out the day. It uses so little memory I can have it minimized and pull it up during breaks. Roll a dice and see if you can beat Lady Luck.
Pretty good, easy to get into. Had a fun little time with this, nothing crazy though
A fun game to pass the time! Runs are pretty quick (~30 mins, depending on luck), and the variety of playstyles always made each game feel unique. I definitely had favorites in the character list (am I alone a Computer and Witch lover?), but the addition of challenges kept me switching out constantly. And that definitely made the final challenge run a lot, lot easier (got it second try). I saw online that people disliked the fact that you need a minimum of 30 runs (it'll deffo be more than that) to get the credits roll, but I personally loved the time I spent playing, because it meant the final challenge was a lot easier since I knew what each enemy's move set was. The music is also a standout here, and the comedy as well, but I will say that there were definitely a few times that I got a little sick of fighting the same enemies with the same move sets over and over. Regardless, as a roguelike lover, Dicey Dungeons was a blast to play through.
Fun stuff, but some of the higher difficulty episodes on higher difficulty classes feel rough.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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