
Tactical dice-rolling roguelike combat. Take control of 5 heroes, each with their own unique dice. Fight your way through 20 levels of monsters and try to take on the final boss. If you lose a single fight you have to start over so be careful (and lucky!).
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
About
Slice & Dice is a tactical dice battle roguelike.
Take control of 5 heroes, each with their own unique dice. Fight your way through 20 levels of monsters and try to take on the final boss. If you lose a single fight you have to start over so be careful/lucky!
Gameplay
- 3D dice physics, choose which dice to reroll
- Simple turn-based combat
- Level up a hero or gain an item after each fight
- Randomly-generated encounters
- Ridiculous combos
- Undo actions as much as you like
- Each turn is like a mini-puzzle
Features
- 128 hero classes (+99999?)
- 73 monsters
- 473 items
- Too many modes
- ∞ curses
- Weird modding
- Online leaderboards
- Steam achievements
Credits
- Created by tann (it took ~7 years)
- Pixel art by a3um
- Music by Ziggurath, Aleksander Zabłocki, Louigi Verona, Cold Sanctum, Ro'sø, Andrew Goodwin
- Trailer by Everdraed
I plan to not participate in any sales/deals/bundles. No AI was used to make this game.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam + Google Play
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99 | 2.6Kreviews | 97% | — | $490.9K |
| Free | 23.3Kratings | 94% | — | $6M |
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.
Engagement
Reviews
Themes across 84 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I only have 6 hours on this game because I have already played unhealthy amounts of it on my phone it's so peak, and Zaggurath cooked so hard with the music.
Bought and played this game 3 times over, from itch to mobile to steam. Continues to be one of my favorite roguelikes, literally endless replayability.
Played countless hours of this - absolutely love it. Tons or replayability, almost impossible achievements which are fun to try for - couldnt ask for more.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Languages: English, French, Italian, Spanish - Spain, Portuguese - Brazil, Russian
Hours played at review time, across 84 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Gambling is fun. Killing things with gambling is funner. DnD with excessive gambling is peak.
Excellent game, would absolutely recommand ! About 700 hours in (and some more on the mobile version) and I still play it regularly without getting bored of it. Lots of combos, the strategy aspect is great, and all the gamemodes are interesting in their own ways
Criminally underrated roguelike, doesn't deserve to be as obscure as it is. Fun and unique gameplay and a flexible in-game supported modding via textmod. I love not only the game itself but the stuff people have made with it via textmod. And due to the flexible difficulty options you can play this game anywhere from hyper casually like me to nightmarishly difficult. And that's cool!
本质是一个风险管理游戏,甚至可以很确切的一点是,并不存在随机运气一说。 就扪心自问一下,你们日常生活中有没有那么一两天,会有一连串倒霉事件无缘无故地全发生在自己身上? 就是那种霉到你都开始怀疑人生,为什么偏偏选中的是自己?身边人却无事发生平静度日。 如果真有过这种体验的兄弟,那你就能理解这游戏为什么会没有随机运气了。 因为这个游戏内置了elo,或者说是有战力评分机制。 人话翻译过来就是,过关战损越低、过关轮数越少,甚至是自闭到那种戏法ftk。 那么接下来你会碰到的一连串关卡会是纯膈应人,针对到没边,阴过阴阳人的天克关卡。 所以最优对策可能还是战术装唐,或者尽可能地避免自己构筑过于单一化。 除非下一关就是20关要通关了,否则还是建议不要过早暴露自己最终构筑的意图。 因为这游戏的动态难度,一方面是视乎你会碰到什么定制针对关卡,另一方面则是直接从骰子上动手脚。 除非你的骰子都是6个骰面完全一致的,否则你有机会遭遇到连续的1/6、1/3、1/2呈叠加态的极端小事件。 这从概率上来说就已经完全不合理了,你没可能会在1/3、1/2投出mana骰面的概率下,连续投了3轮一共9次是完全获取不到一点mana的。 所以这种锤到不能再实锤的小动作,同时也会作用到BOSS的骰子上。 它们均有可能连续4、5轮都投出完全一样的骰面,且目标始终锁定玩家的同一个角色(无锁头词缀的骰面)。 虽然以上说了这么多缺点,但是这游戏却没有彻底把解题答案抹除掉。 它的底层逻辑相当于,你所面对的所有关卡,即便是天克关卡也是有解的。 但过程可能会是究极折磨,死剩1、2个角色,或者是轮次熬了十几轮,甚至是进关卡前要先调一下装备。 不然一进天克关发现是无解的,准备写小作文差评给上,却没意识到战前预览怪物骰面,可能正是这关的唯一解(调装备或选奖励装备)。 因此,总结下来,这游戏你越玩就越容易发现玩的其实并不是实时策略,而是风险管理和专注力。 你下一关每轮会投出来的骰面,实际已经在你确定好配装进入关卡时,就把所有可能出现的结果都生成完成了。 另外也希望你们能明白一个道理,最优解≠零战损。 所谓的最优解指的是,每关积累下来的战损,并不妨碍你最终通关游戏,即便过程可能是究极折磨。 至于折磨程度,纯粹视乎你队伍构筑的成型速度,以及每场战斗完结时战力评分。 那么越是极端的构筑,它们的抗压能力是越弱不禁风的。 这也是内外网玩家对特异化的角色、物品评价时,都有着高度统一的Big sad共识。 以上均是由血与泪的实践得出的结果,它们不是不强,只是特别容易被针对,被迫害成残疾人,才不得已主动规避。 最后所谓的风险管理,有些关卡它们确实可能只提供了唯一解,如果触觉不够灵敏错过了,那确实也会误以为是死种无解。 我体感下来唯一解应该是elo的最高惩罚机制,需要你在前面连续积累足够高的战力评分才有可能遭遇到。 一般情况下,每关还是提供了一定的容错,让你可能在错过一两次骰面结果后,还余存了一丝过关的机会。 那么说到容错,纯粹就视乎每个人的游戏风格了。 虽然主流玩法一般都是以攻哈为主,优先把怪物解决了就不需要考虑防御与治疗的问题。 但是,攻哈不代表推崇极端的攻杀策略,在崩盘之际还在多次赌1/6、1/3、1/2的概率,摇出决定性的伤害骰面结束战斗。 如果始终抱有着左下角的2/2重掷次数一定要用完的执念,那么只能说这游戏你是玩不长久的。 对于游戏内elo机制有一定触觉体验的老玩家,他们是会根据当下的人员伤亡情况,评估结束战斗所需的轮次作出对策。 简单来说,如果红(死亡提示)一个非核心角色,我个人可能会选择继续赌这轮能结束。 但是如果红两个甚至是多个,那么当下首要任务,反而是尽可能地保证足够多的角色存活。 因为一般你能遇到这种情况,都是系统给你做了局在骰子上做了手脚,导致你结束战斗的期望轮次出现了严重偏离。 这种情况出现的目的,就是为了评估你前面到底是靠“狗运”莽过来的,还是有一定策略知道何时该进何时该退。 这种评估它一般不是在一关内就完成的,通常它需要多个连续关卡来进行评估。 所以你在游玩中最直观的感受就是,明明前面3、4轮能结束的战斗,现在都要拖到7、8轮才能结束。 对面怪物也没有显著增强过,而且自己也没剑走偏锋玩小众体系,理应不会被elo制裁。 但实则你一旦发现多个骰子,死活都投不出你想要的其中一个面,那么此时你就该有心理准备打拉锯战了。 反正这游戏,在剥开“随机”、“肉鸽”这层皮后,你就自然能清楚其中的险恶。 一切都是由天意的大手在支配着,包括你的进阶转职或随机转职,装备是否兑换或分解,甚至是道具奖励。 它们均是有存在陷阱的风险,动机还是纯粹评估目前这套构筑是源于你的游戏理解,还是源于狗运与莽夫。 不过要说最难受的,还得是被迫转一个你不想转的职业,拿一个评级很低的装备,去应对眼下的特定关卡(不这么干就过不了)。 那么这游戏玩到最后,其实是在玩什么?相信你们看完以上之后自然会有答案。 你们每一步可能会出现的操作,以及后续牵连的种种相关,系统其实早就已经提前演练好了。 你可能以为自己一直是在运气或策略底下凭借自主意识游玩游戏,其实都只是在系统预设好的一堆选项中,拼凑出一个可能出现在容错之内的答案。换句话说,就是在做阅读材料的完形填空。 [spoiler]玩之前不能提前想好这盘准备玩什么,而是系统给什么我玩什么,完全硬凹不了一点[/spoiler] [spoiler]elo机制一般只在极端开局时会有正面收益,譬如4猫。那么随机生成的进阶职业,其实都是由通关结果,反向倒推出骰面数值以及能力来生成的。反正你再怎么乱玩都会有解,因为骰子可以动手脚提前控制结果[/spoiler]
its good
类似小队叠BUFF做选择的电子桌游,手机玩更舒服,本身内容就不少,还能随机组合词条生成随机怪物、英雄、道具等内容,也能在网上复制别人做的模板游玩
I genuinely don't understand how the gameplay loop is supposed to be fun. Maybe dice builders just aren't for me.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | $2.99 | |
| $1K | 4 | 100% | $9.99 | |
| — | 0 | — | — | |
| $20.8K | 60 | 68% | $12.99 | |
| $17.9K | 50 | 62% | $11.99 | |
| $130 | 3 | 67% | $1.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $491K | 2.8K | 79% | $8.99 | |
| $490.6K | 945 | 75% | $15.99 | |
| $491.2K | 5.8K | 62% | $4.99 | |
| $490.6K | 1.6K | 79% | $14.99 | |
| $491.4K | 4.6K | 99% | $4.99 | |
| $490.4K | 973 | 78% | $24.99 |