
Tactical deckbuilding in bite-sized sessions. Launch dice to create magical chain reactions. Choose from distinct hero classes with unique abilities. Build synergies between dice, relics, and runes to defeat challenging bosses.
Modeled estimate, not a reported figure. How we estimate →
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About

Launch dice across enchanted battlefields where realistic physics meets ancient magic. Matching dice fuse into a more powerful one that seeks its equals, triggering devastating chain combos.
Plan each throw carefully - every dice placement can trigger massive combos that wipe out entire enemy waves or set up tactical future plays. Master both precise aiming and strategic prediction to unleash the full power of mystical dice fusion.

Pick from 8 unique classes, each with special dice and magical abilities. Every class offers multiple heroes with different starting combinations, ensuring each adventure feels completely different. With endless replayability for each unique hero classes. Level up, complete quests, and unlock rewards.
Spread deadly poison through enemy ranks as a Rogue, unleash lightning storms as a Mage, or absorb massive damage as a heavily armoured Warrior. Each class opens up entirely new tactical approaches and synergies.

Every location culminates in challenging battles against bosses, each with unique abilities that will test your strategy.
Some bosses summon additional minions, others manipulate the dice field, and the most dangerous can completely change combat rules. Adapt your dice collection and tactics to overcome each distinct threat.

Craft a powerful combination of dice, relics, and runes that work together to define your playstyle.
Collect magical dice through combat victories and shop purchases, discover game-changing relics that provide permanent enhancements, and gather tactical runes for battlefield manipulation. Visit ancient altars where you can risk your dice for upgrades, or play it safe and build your arsenal gradually. The synergy between your dice attacks, relic bonuses, and rune abilities creates devastating combinations and endless strategic possibilities.


Physics-based dice throwing with magical merge mechanics
8 hero classes with multiple characters each
Epic boss and mini-boss encounters with unique abilities
Diverse dice with special powers and abilities
Powerful relics and consumable runes for synergies
Procedural map generation with multiple encounter types
Progression system with unlocks and achievements

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Korean, Russian, Simplified Chinese, Traditional Chinese, Ukrainian
Engagement
Hours played at review time, across 52 reviews with recorded playtime.
Reviews
Themes across 52 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
Fun little game! It isn't suuuper deep but if I want a bit of quick satisfying fun It does the trick!
пусть он свою пушку в одно место засунет, г*нд*н *б*ныЙ, п*д*раси*а, с*Н Шл**хЫ А так добрая игра
I played the demo and I was hooked. I am so glad they added classic mode and a lot more achievements. Great for steam deck and PC play :)
I really enjoyed dice rune, lovely pixel art, fun music and an addictive gameplay that was great to zone out to. I quite easily stacked up the hours on this one, but I do have some thoughts. The sense of strategizing and player agency doesn't *really* come from the dice "battles" but instead the room/item/dice pick up choice & even then you options are quite limited. For a lot of runs, I found this to create a relaxing almost casual gaming experience, which was what I needed at the time. However due to the dice rolling side of things being so straight forward, after 30+ hours I started to wish for more dimension to the game play. Character abilities (not just special dice), new items/ methods to manipulate the die rolling zone, different sided dice? etc stuff like that Keep in mind, I only started to want more as I played more. If you're looking for a fun, engaging game to use for around 15-20 hours. I don't think you can go wrong with Dice Rune. I just think it has the potential to be more re-playable/ addictive, like other traditional-gaming inspired pixel games.
Кидаю кубики и кайфую!
buen jogo
The roguelite billards game I never knew I needed!
I know that it's part of the deal when playing a roguelite, but I still feel like the amount of random is just too high in this one. I'm usually one to scrunch my face when a reviewer says a game has too much luck, assuming they're probably just not great at the game, or that the luck is still otherwise appropriate once settled in. But on most runs of Rune Dice I feel like I really don't have anything to change for my next run. This [b][i]could[/i][/b] be fine in a roguelite, because a core positive of the subgenre is that you can count on little upgrades between runs to help you make meta progress as you go. But in this case it takes so long to level, and then has so little advantage. But worse and more importantly, the levels cap out too soon in my opinion. Another little idiosyncrasy is that while the game signals that higher numbers are better, they often aren't. Level up for higher numbered starting dice (which are mandatory). Spend much more gold for the higher numbered dice mid-run. "Upgrade" is the word used to raise the number on a die in your deck. Risk for higher dice at the threat of deleted dice in the magic circle spots. And yet, here you are with no way to combo lest you keep those boys low. Maybe that's just me, but it feels like sometimes the language of the game is trying to trick players into engaging in entire systems at their peril. You should be ignoring shiny things, silly. Just hold onto those boring blank white 1's. Just press "skip" when you get a reward. I'll choose "recommend" because if you play the game in just the right moderation with just the right amount of casual energy it works fine. If you start getting sweaty and frustrated though, it means it's time to try something that might support that intensity and precision.
Не рекомендовал бы эту игру, в начале затягивает, есть азарт, а потом понимаешь, что каждый герой считай одно и тоже, только немного видоизмененный. Становится скучно и больше не тянет.
I like the overall Concept of Rune Dice. The DnD Classes are fun and the Subclasses aswell. But the RnG especially if you Progress, seems way to punishing most of the times. You try a build and there are so many things that cant fall into place for it to be playable (I felt that most since the complete run through all maps is playable). Today i tryed 6 runs as Pyromancer. I saw 2 times a Firebuild relic (both times the same) and had 2 Runs were i didnt get any extra fire dice. Rerolling Relicdrops from bosses got me the same 6 Relics all over again. There should definitly be an option to ban relics for example. It shouldnt be punishing for your run to have progressed and have now so much relics in you pool that the ones you want never show up
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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