
Roll Dice. Get Dopamine. Roll is a highly replayable, deeply strategic, and ultra satisfying dicebuilding game!
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About
In Roll, you have 2500 rolls to collect as many points as possible. Roll your dice to gain points, spend your points to upgrade your dice, and repeat. Borrowing gameplay elements from strategy, clicker, and roguelike deckbuilder genres, Roll creates a perfect balance of relaxation with critical thinking.

Roll is designed first and foremost as a relaxing and meditative experience. Get lost in the puzzle as the satisfying sounds and effects melt away your worries. From the minimalistic UI to the slow peaceful music, everything was designed to create the perfect zen environment.
If that's not enough to convince you, perhaps one of the HUNDREDS of dice upgrades will. Roll is about much more than simply rolling dice! There are infinite combos and synergies to explore, numbers to multiply, infections to cure, and snakes to charm! Global leaderboards and weekly challenges ensure there is always something to come back for!
If you’re thinking about buying Roll please keep in mind that while I am super passionate about this game, I am a solo developer. This is not a triple A experience with 4k graphics. Instead, I offer a deep, satisfying experience inspired by roguelike mechanics. Get it for less than Mcdonald's.
Please don't hesitate to contact me if you have feedback, questions, or problems with the game. I’ll do my best to get back to you as quickly as possible and provide support if needed. Also let me know if you enjoyed the game, because that makes my day and motivates my future projects!
Relaxing and Deeply Satisfying Gameplay
Procedurally Generated Content for Extra Replayability
Personal and Global Highscores to Rub in Your Friends' Faces... err to Peacefully Challenge Yourself
Minimalist UI and Graphics
Something to Pickup Every Now and Then, When You Just Need to Slow Down and Breathe
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Intense Blood Pumping Gameplay
Loot Boxes
A Clicker Game that Requires You to Madly Click Until Your Hand Cramps
Guns, Violence, Gore
Cute Dialogue and An Emotional Story
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Not a puzzle game, no rating given. Writing a new review for this game since I think my original review didn't quite capture what I love so much about the game. Essentially, this is the idle-like game that ruined proper idle games for me. I grew up with flash games on coolmath and the like, and some of my favorite games around that time were the few idle games on those platforms. I was a kid, and I wasn't trying to unlock anything fast or anything - I just liked the massive interconnected gameplay systems they had to offer in comparison to the other games I tried (they also appealed to my math/programming-inclined brain). Fast-forward to when I first played Roll, which was my first proper Video Game™ that didn't directly come from my obsession with Baba Is You and similar games. A decent way into my first run, I thought back to my time playing those idle games on coolmath and thought to myself "...so like what was I actually doing?". As in, what was my goal. I didn't really have one - again, I sort of just fumbled around. And yet, I actually got decently far into every idle game I played around that time. Sure, I wasn't very fast, but why would that be something I care about? The reality is simply that for idle games, you can either try to optimize and get as far as possible as quickly as possible, [i]which itself takes time, importantly,[/i] or you can just wait, and that'll be that. In Roll, not so much. There's no time-based elements, and instead you have a limited number of rolls per run. If you want to get a decent score, which you need to do to get decently far in the upgrade progression, you need to optimize your strategy. Additionally, optimizing for score does not cost score, unlike in idle games, where optimizing for time itself costs time, so in my view, there's no incentive to do it. This realization eventually lead me to discover roguelikes, which have become my second-favorite game genre behind puzzle games. However, if this game counts as a roguelike (which in my opinion it should, since it plays exactly like one), to this day, this is by far my favorite roguelike, granted I haven't played many (I still need to get to Balatro...) The amount of optimization you can do here is massive, and you will need to do it if you want to get on the leaderboards. The amount of systems interacting with each other makes the game incredibly interesting, and there's actually multiple completely different ways to achieve the necessary level of growth, which is also nice. My only gripe is that some of the upgrades are frankly just useless, but that's it. I just ignore them when playing. Even if you generally don't like idle games, roguelikes or any of the other genres this game pulls from, I highly recommend playing this.
If you're in the middle of the Venn diagram of: * liking roguelikes * liking incremental games * knowing what a Venn diagram is then you'll surely have enjoyment from this game. At the beginning of a run, you're managing individual die faces, but later on.... well there is a search feature for your dice :D There are a bunch of games featuring die face management, that have fewer dice and make it harder to manage your dice. This game nails the most important UX element: visibility. You can see a zoomable blowout (i.e. the faces are unwrapped flat) of all of your dice, you see last roll info of your dice on hover, you see the top 3 dice and you have a search. There's even an undo feature for the shop. UI and UX are *chef's kiss*.
broke a weekly challenge and didnt even get top 500
画面和核心机制,看起来都极简,实际却很有深度的一款小肉鸽,17h 我才刚刚入门。 爽点主要有二,一是类似 挂机/增量 游戏,体验分数、骰子数极速变大的快感;二是肉鸽常见的构筑要素,寻找各种各样的配合。但在 Roll 里不需要忍受挂机的慢节奏,耗费巨量时间[strike]与电费[/strike],骰面、升级间的配合也非常丰富有趣。 资源管理是游戏玩法的核心,消耗 roll 数、购买顺序、商店刷新数、骰面池概率、商店均价是贯穿全局的要素。固定少量骰子的构筑相对简单, 做满相关骰面,刷到关键升级即可,如何稳定高效地完成这些前置条件,也需要不少测试和思考。而涉及 骰子/骰面 生成与销毁,骰子数大量且动态的构筑里,中后期的复杂度高得可怕。但也不必担心无法掌握,下局游戏只需做得好一点,体现在结果上就是成百上千倍的提升。 要说缺点,如果追求精细操作与极致优化,一局 2500 roll 的标准模式还是耗时太长了。此外本作没有肉鸽游戏常见的内容解锁的机制,一上来所有的骰面与升级都会出现,其中不少单看文字描述很难懂,物品池也十分庞大,难免会感到 overwhelmed。 本作有移动端版本,下载免费,不内购也能完整体验标准模式的玩法,不过玩 1089 骰的构筑会很卡很热。
Excellent little engine builder. High variance, to be sure, but several distinct strategies possible, and the numbers go up real good :P
Minimalist design which quickly explodes in complexity. There is plenty of strategy but it's not strictly necessary because there's no way to lose which is both refreshing but also feels a little pointless. Good game if you want a relaxing experience or to chase high scores.
Very relaxing and a good way to relieve stress
Roll is a numbers go up game, where you assemble and manage a large collection of dice. There's a limit to the number of rolls and they go by fast. Remember that your ending score is the points you have stored when the counter hits zero. There's some ridiculously large combos possible, and the distribution of the 246 Steam Achievements among players is weird as you'll probably attain several very rare ones on any given run.
Just a boring cookie clicker game.
this game got me through a third-degree sunscreen burn
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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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