
Pack your bag with good tools, modify your character's dice, and reach the end of the story.
Modeled estimate, not a reported figure. How we estimate →
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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, Korean
Engagement
Hours played at review time, across 22 reviews with recorded playtime.
Reviews
Random mid-bosses that can one-shot you are not fun.
외계인의 친구가 되고 싶었을 뿐이야. 세상은 망했어!
난이도 조정이 굉장히 많이 필요한 게임. 발전의 여지는 보이지만 아직은 비주얼도 조작법도 게임 진행도 미숙하다. 앞으로 인터페이스 업데이트와 유저들의 말을 귀담아 들으면 점점 좋아질 듯.
몇몇 카드랑 특성이 유달리 좋아서 원툴로만 플레이하게 됩니다. 돈뿌리기빌드, 빈 카드 빌드, 콤보빌드 정도로만 돌아가면서 각나오는거 가게되네요. 다양한 빌드를 활용할 수 있도록 이벤트랑 특성이 추가되면 좋겠습니다.
How We Die is a compact but inventive deck-building roguelite developed by Doublsb Soft and published by PsychoFlux Entertainment, built around a clever fusion of card strategy, dice manipulation, and board-game-style progression. What immediately sets it apart is its unusual premise: during a tabletop RPG session, a group of players accidentally summon a real alien invasion, and when they wake up, they find themselves thrown into a world where their casual game has become a genuine fight for survival. This self-aware, tongue-in-cheek narrative foundation gives the game personality without overwhelming it with heavy storytelling. Instead, the premise acts as flavor—an amusing justification for its mixture of dice, cards, maps, and combat encounters—while the core of the experience remains grounded in strategic decision-making and run-based progression. The gameplay is structured around short, repeatable runs where you travel across compact maps filled with branching choices, enemy encounters, shops, upgrades, and special events. Each space on the map can alter your strategy in subtle or dramatic ways, and the pathing decisions you make influence not just what battles you’ll face, but what tools and modifiers you’ll have access to. At the center of this system lie the dice. Rather than serving simply as randomizers, they function as a primary resource: their faces can be upgraded, replaced, or fine-tuned to adjust your odds. This creates a satisfying meta-layer of strategy, as you’re not only constructing a deck of cards but actively reshaping the probability curve that determines your actions. It becomes a game about controlling chaos—building tools that reduce randomness while still embracing the unpredictability that drives the tension of each run. Combat encounters balance accessibility with tactical depth. Cards represent attacks, defenses, utilities, and special effects, and each requires dice rolls to activate. Better dice faces increase reliability; poorly tuned dice turn even strong cards into risky gambles. This interplay gives every card a dynamic quality, influenced as much by your build decisions as by moment-to-moment luck. Enemies escalate in complexity as the run progresses, introducing pressure that forces meaningful choices about which modifiers to prioritize and when to push forward versus when to retreat or conserve resources. The core loop succeeds because it is simple to grasp but rich enough to sustain multiple runs. It rewards careful planning, but it never allows the player to fully eliminate uncertainty—an intentional design choice that reinforces the game’s theme of accidental catastrophe. Visually, How We Die is modest but coherent. Its interface is clean, emphasizing clarity over spectacle, and the aesthetics lean toward functional minimalism. Cards, dice faces, icons, and map nodes are all easy to read, making the flow of information smooth even in tense situations. The alien-infested world is represented through stylized maps and event illustrations that reinforce the game’s mood without distracting from the mechanics. While not visually ambitious, the presentation is thoughtfully designed to support the gameplay systems, making it easy for players to focus on strategic choices rather than deciphering cluttered screens. The game’s biggest limitation comes from its small scale. The pool of cards, dice upgrades, modifiers, and events is serviceable but not extensive, which means that after a number of runs, patterns begin to repeat. The novelty of tuning dice faces and experimenting with card synergies holds strong for the first several hours, but the lack of a broader content variety may leave some players wanting more. The progression system is also familiar to genre veterans: repeated failure is expected, and the path to completing a full run often involves gradually unlocking permanent upgrades. While this structure is typical of roguelites, it also means players must be willing to embrace repetition and grinding. Those seeking expansive narrative arcs or large branching storylines may find the narrative framing too light and the gameplay progression too linear. Despite its limitations, How We Die succeeds in delivering a thoughtful and intriguing twist on the deck-building formula. Its dice modification system adds a refreshing layer of control over randomness, and its board-game-inspired structure makes every run feel like a self-contained challenge with tense decision points. The humor and light narrative framing give it personality without slowing the pace, and the strategic interplay between cards and dice is engaging enough to keep players returning for “just one more run.” It might not offer the sprawling variety of larger roguelites, but it compensates with focused design, clever mechanics, and an identity that feels distinct within the genre. As an indie offering, How We Die provides a satisfying strategic experience for players who enjoy probability manipulation, incremental progression, and run-based experimentation. It may not become a long-term obsession for everyone, but for those who appreciate deck builders with a twist and value clever mechanics over flashy production, it is a thoughtful and rewarding experience well worth exploring. Rating: 7/10
서울2033같은 인터렉티브 게임의 이야기를 선택하는 재미에 더해서 덱빌딩 로그라이크 게임의 내 덱을 정제해서 강해지는 재미도 추가한 게임입니다. 엔딩에 도달하기 위해 랜덤 인카운터를 뚫고 정해진 답변을 고를 필요 없이 타 덱빌딩 게임보다 간단한 수준의 효과를 가진 도구들을 잘 선택해나가면 되기 때문에 전체적으로 가볍게 즐길 수 있다는 생각이 듭니다. 다만 현재 버그가 조금 있는 것 같고 특히 전투에서 패배해도 진행되는 버그가 있는 것 같습니다.
존나재밌음
게임의 구조자체는 재밌지만 패치의 방향성이 플레이어블 쪽을 너프하고, 논플레이어블을 버프하는 방향으로 계속 되고 있는 상태이며 덱빌딩 게임임에도 한판의 플레이 길이가 짧고 중복파츠를 많이 얻어야 해서, 덱을 구성하는 것을 운에 크게 의존하게됩니다 발매 당일에는 킬링타임 게임으로 생각하고 해왔는데 현시점에선 킬링타임용 게임으로 구입하시면 많이 실망하실 확률이 높습니다
🎲주사위를 굴리고 굴리고 굴려서 결국 굴린다!🎲 기본적으로 소프트하게 즐기기도 좋고, 주사위를 강화해서 나만의 전략으로, 특이한 도구들로 전투하면서 목표를 달성하는 재미, 스토리와 함께 등장인물들과 직접 마주하는 듯한 선택지 덕분에 몰입감도 높았다. 게임의 룰과 인터페이스가 직관적으로 설계되어 있어 초보부터 숙련된 게이머까지 쉽게 접근할 수 있으리라 생각한다! "How We Die"는 독특한 스토리와 매력적인 플레이 요소로 가득 찬 게임입니다. 다양한 선택과 결과를 통해 플레이어는 끊임없이 새로운 경험을 하게 되며 이 게임은 분명 많은 사람들에게 강렬한 인상을 남길 것 입니다! 너무 재미있게 플레이했고, 다시 무한으로 주사위 굴리러 가겠습니다~~~😎✨
삽든 놈이랑은 싸우지 마..........
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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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