
Explore randomly generated card dungeons where you can only move Right and Down, use Dice to defeat mighty enemies, gather powerful artifacts, and learn new abilities! Will you be able to escape from the dungeon?
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 24 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
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Genres
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; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $11.99 | 118reviews | 83% | — | $32.1K |
| $3.59−70% | 92ratings | 83% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Unfortunately, I got bored of this halfway through my first run. The gameplay loop felt like a grind rather than a challenge, and some UI flaws (not being able to drag and drop dice) make things feel ever more tedious. I also strongly disagree with the gameplay choice to cap you at twelve artifacts and then not even let you discard them for new ones.
Troppo difficile, ci sono troppi nemici con pochi dadi e i nemici fanno troppi danni dal primo incontro.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America, Traditional Chinese
| $3.59−70% |
| — |
| — |
| — |
| 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.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really fun and addicting game. I plan on 100%ing it.
Fun and engaging dice-dungeon game which severely lacks an undo button.
Right and Down and Dice is a compact roguelike that demonstrates how restrictive rules can produce surprisingly deep strategy. Developed and published by mc2games, the game revolves around navigating procedurally generated card-based dungeons while obeying one crucial limitation: movement is restricted to traveling right or downward. There is no opportunity to backtrack after choosing a route, so even a seemingly harmless movement decision can determine what resources, enemies, shops, and other opportunities remain available later in the run. This transforms navigation into a strategic puzzle rather than a conventional form of dungeon exploration. The restricted movement system is effective because players can see enough of the dungeon to consider the consequences of different paths. Taking an attractive reward immediately may place the character on a dangerous route, while avoiding a difficult enemy could mean sacrificing access to something valuable. Shops, sacred shrines, artifacts, and encounters compete for attention, forcing the player to constantly compare immediate survival against longer-term advantages. Since each dungeon is randomly generated, memorizing a perfect route is not a reliable solution. Success instead depends on reading the current layout and making efficient decisions with whatever circumstances the run provides. Combat adds another layer through turn-based dice management. When encountering enemies, players roll dice and assign the resulting values according to the requirements of different targets and abilities. This makes every combat turn a small optimization problem. Dice can be committed toward defeating enemies, but they can also activate useful skills, including effects that restore health or provide additional dice. The player therefore has to decide whether a particular roll is best spent eliminating an immediate threat, strengthening the current turn, or supporting longer-term survival. Randomness naturally plays an important role, but the game does not reduce everything to blind luck. Poor rolls can certainly make encounters harder, yet intelligent allocation and careful preparation can reduce their impact. Enemies that survive the player's turn can retaliate or activate abilities, meaning careless allocation can quickly become costly. As difficulty increases, players need to think about probability rather than simply hoping for ideal numbers. This relationship between unpredictable rolls and deliberate resource management gives the combat system much of its appeal. Build development is another major component. More than 100 artifacts can be discovered and unlocked, providing a substantial number of possibilities for changing how a run develops. Individual artifacts may seem straightforward, but combinations between them, character abilities, and other bonuses can create considerably stronger strategies. Experimentation is encouraged because a setup that works exceptionally well under one set of conditions may perform poorly in another. Discovering useful interactions becomes part of the progression rather than simply increasing numerical statistics. There are also six unlockable heroes, each distinguished by different starting skills and artifacts. These variations provide meaningful reasons to alter established tactics. A strategy that feels natural with one hero may require significant adjustment with another, especially when their starting tools encourage different approaches to combat or resource management. The characters consequently function as alternative strategic frameworks rather than merely cosmetic choices, helping repeated runs maintain variety. The game includes 30 dungeons with progressively more demanding conditions and additional rules. These modifiers are important because they prevent increasing difficulty from being represented solely through tougher enemies. New restrictions can change which routes are desirable and which combinations are practical, forcing players to reconsider strategies that previously seemed dependable. Daily Mode further extends the replay value through randomized conditions, making it useful for players who enjoy returning regularly for a fresh challenge after completing much of the standard progression. Presentation is intentionally straightforward and strongly focused on readability. The card-oriented dungeon layout communicates the game's tabletop-inspired identity while keeping important information accessible during planning. Visual spectacle is not the primary attraction, and players expecting elaborate environments, cinematic storytelling, or action-heavy animation will find a comparatively restrained experience. The emphasis is instead placed on mechanical clarity, decision-making, numbers, positioning, and build interactions. This direction fits the design well because unnecessary visual complexity could easily interfere with the information players need to evaluate each move. The biggest potential drawback comes from the same systems that make the game distinctive. Being able to move only right and down can occasionally feel unforgiving because one poor decision may permanently eliminate a desirable route. Dice rolls introduce another source of uncertainty, and there will inevitably be situations where unfavorable results interfere with a carefully planned strategy. Repeated runs also share the same fundamental structure, so players who require constant mechanical reinvention may eventually notice repetition. The large artifact pool, multiple heroes, dungeon modifiers, and randomized layouts nevertheless provide enough variation to keep experimentation interesting for players who enjoy optimizing builds. On Steam Deck, Right and Down and Dice is classified as Playable rather than Verified. It can be played on the handheld with the default controller configuration, and its relatively lightweight, turn-based design is naturally suitable for portable sessions. The primary compromises concern interface usability, including some text that may appear small on the Deck's screen and occasional interface prompts that may reference controls other than the Steam Deck's native inputs. These issues prevent an entirely seamless handheld experience, but they do not fundamentally interfere with playing the game. Right and Down and Dice ultimately succeeds by extracting considerable strategic depth from deliberately simple foundations. Route selection, dice allocation, artifacts, character abilities, enemy behavior, and procedural generation continually interact to create decisions that matter. Its appeal comes less from spectacle and more from understanding systems, evaluating probabilities, and turning an uncertain collection of resources into a successful run. For players who appreciate roguelikes, turn-based tactical puzzles, dice mechanics, and repeated build experimentation, it offers a focused experience with substantially more depth than its minimalist concept initially suggests. Rating: 8/10
주사위 운빨이 있긴한데 이런저런 보정으로 극복할만함. 보상같은것도 밸런스 잘 잡힌 느낌. 추천합니다.
Il gioco è un roguelike in cui si sconfiggono i nemici tramite la manipolazione di una riserva di dadi a disposizione di ogni personaggio. Ci sono diversi personaggi e ognuno ha una propria lista di abilità differente tra cui poter scegliere. Ho trovato queste abilità originali e divertenti. Anche i dungeon in cui si affrontano i nemici presentano difficoltà aggiuntive differenti in base al personaggio con cui si gioca. Una run dure circa 45 minuti ma si può sospenderla, mantenendo i salvataggi, all’inizio di ogni dungeon. Ho finito il gioco in 50 ore circa ma non ho provato la modalità giornaliera. Secondo me il gioco ha un livello di difficoltà semplice (spesso ho finito le run al primo tentativo). Qualche artefatto e qualche benedizione sono troppo forti e sarebbero da togliere per rendere le run più sfidanti. Ho trovato il gioco stimolante e appagante. Al prezzo a cui viene venduto lo consiglio caldamente in particolare se siete amanti dei giochi in cui la meccanica principale consiste nel manipolare i dadi. The game is a roguelike in which you defeat enemies by manipulating a pool of dice available to each character. There are several characters, and each has their own list of different skills to choose from. I found these skills original and fun. The dungeons where you battle enemies also have additional difficulty levels that vary depending on the character you play as. A run lasts about 45 minutes, but you can pause it, keeping your save data, at the beginning of each dungeon. I finished the game in about 50 hours but haven't tried the daily mode. In my opinion, the game has an easy difficulty level (I often finished runs on the first try). Some artifacts and blessings are too strong and should be removed to make the runs more challenging. In my opinion the game is challenging and rewarding. At the price, I strongly recommend it, especially if you enjoy games where the main mechanic is dice manipulation.
게임이 보기보다 어렵습니다 뭔가 보상도 적고 난이도가 어려워요...
At the moment it's my favorite dice game! Roll different color dice, place them on the enemies. Use spells to alter your dice (50+ random spells!). Buy artifacts of blessings to gain an edge. Battle to level 12 and fight a boss. You can really use artifacts to get a nice setup to get the engine rolling! Simple game for a quick boost :-)
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Players by region
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