Dice & Fold

A turn-based dungeon crawler where your only way of attacking the enemy is by rolling dice. Roll dice to damage enemy cards to FOLD. Inspired by classic Solitaire, in a top-down table and enemies made out of cards, try to beat the dungeon with 35 unique classes. Build your deck, kill monsters.

Dice & Fold is a card battler, dungeon crawler and roguelike deckbuilder game developed by Tinymice Entertainment and published by Rogue Duck Interactive and Gamersky Games.
Released on June 24th 2024 is available on Windows, MacOS and Linux in 14 languages: English, French, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese and Turkish.

It has received 2,660 reviews of which 2,297 were positive and 363 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 12.49€ on Steam.


The Steam community has classified Dice & Fold into these genres:

Media & Screenshots

Get an in-depth look at Dice & Fold through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Processor: Intel Pentium CPU G860
  • Memory: 300 MB RAM
  • Graphics: NVIDIA GeForce 840M
  • DirectX: Version 8.0
  • Storage: 300 MB available space
MacOS
  • OS: Mac OS X 10.6 or above
  • Processor: Intel 2 GHz
  • Memory: 1 GB RAM
  • Graphics: 1280x720 minimum resolution, OpenGL 2.0 Support, and recommended dedicated graphics card with 128 MB of RAM
  • Storage: 300 MB available space
  • Additional Notes: Works for Silicon Mac
Linux
  • OS: Ubuntu 12.04, SteamOS
  • Processor: 1.7 GHz Processor
  • Memory: 300 MB RAM
  • Graphics: NVIDIA GeForce 8 or higher, ATI X1600 or higher, or Intel HD 3000 or higher
  • Storage: 300 MB available space
  • Sound Card: OpenAL Compatible Sound Card

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Jan. 2025
A very decent game that's elevated by how many unlockable classes it has. You roll dice and place them into slots to defeat enemies or use abilities, then you shape your build with trinkets — that's it. Some trinkets are significantly better than others (looking at you, +1 die), and the game became relatively trivial on Normal quickly, but I still had enough fun with it to give it a thumbs up. And free content updates show a lot of goodwill from the developer, so kudos for that! (Hopefully the next update fixes the bugs — dice sometimes refuse to click into slots.)
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Sept. 2024
The best dice game! Very addictive and fun. Many different types of enemies/dice slots and heroes with different skills. Love that you can save dice, or have dice that heal/boost, etc.
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July 2024
DEAR DEVS, this is an open letter on how to improve your game. I really like the core loop of your game it's a blend of Poker Quest and Dicey Dungeons. It is highly addictive if a little frustrating. In this review, I will outline a few key adjustments to make it more fun. 1. Being a dice game the bulk of gameplay focuses on the manipulation of dice and pattern recognition. While that is here, the way inventory items and characters/familiars are structured you limit the player ability to manipulate the dice. Things are too random, but once the player figures even slight ways around that (via dice generation) you introduce the Dungeon Master. And if you figure out ways to consistently land your ability you cap it with a once a turn/stage lock on the ability. I.E. punishing the player for finding winning combos. I would argue your safety guards on keeping the game play loop fresh have backfired and instead made the game less fun. For Example: Why can't the executioner destroy every character in one foul mana induced swoop, that leaves him defenseless for the next fight? Why is my paladin only allowed to have one spell a fight rather than creating a doubles generator and satisfyingly tanking through every enemy. I would ask you take the brakes off the train and let the player run hog wild. 2. The Dungeon Master. Look, I understand there needs to be a reason not to let the player stand around forever to loot; However I would argue he comes out a little too quickly. Sometimes I'm just having a really hard time hitting a specific dice value on certain characters. Now this could be considered a failure of the build. If the build crafting wasn't so limited by the Structure of gear. Wherein, all things are a subtle often disconnected benefit rather than an interlocking series of pieces. The best way to fix this is to breakdown the use cases of your core mechanics. Once again, you are a turn based dice combat game. The actions are as follow, Resource allocation, risk assessment, Build Crafting, Order of use, and luck. The center right now is Resource Allocation and luck as most of the action centers around where you're putting your money and where the dice go when they go there. Additionally, it rarely matters the order in which you take foes out unless you are running damage reduction. There are hardly any ways to guarantee Special dice, values of dice, Enemy targets or really any form of interaction aside from when you kill an enemy. Which is fine, if you want to be mediocre, but I can sense a team that wants and can do more than that. So what I would do is allow the character to carry more abilities with wider use cases. Why not have relics that do something when the dice is destroyed? Why not have more items that guarantee certain dice under specific player planned scenarios. Why not give characters passive abilities that spec and can be specced into to support their active abilities. Give familiars less shallow upgrades. Go Deeper not wider. If you have read this far as a developer or as a fellow fan I would hope that this serves less as nagging rant and more of a constructive way to support a game I like. I encourage anyone to take anything or everything I have said and use it to make their game better.
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July 2024
Good game but way too easy even on the "extreme" difficulty. Every strategy seems to work. The trinkets are op, the character skills are op, the items are op. . .it's just too easy. They allow three trinkets on extreme difficulty and less trinkets on lower difficulties. It should probably be the other way around. Needs better balancing. When you say a difficulty is "soulslike", I expect to suffer. That just isn't the case. Fun though.
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June 2024
Played a lot of the demo, and the full game is more of the same. Good, fun little game, run length is perfect (you're not stuck for too long clearing one run), the variation added in the 1.0 release seems interesting at a quick revisit, but I'm not sure how much replayability there is. Game mechanics are quite similar to Dicey Dungeons, which leads me to a small criticism which I mentioned in the demo feedback, game progress isn't like Slay The Spire and item choice is not like Vampire Survivors, so the comparisons to those two games in the description is odd. Doesn't detract from it being a good game though.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates

Steam data 22 January 2025 17:06
SteamSpy data 16 January 2025 19:57
Steam price 22 January 2025 20:48
Steam reviews 21 January 2025 03:45
Dice & Fold
8.3
2,297
363
Online players
45
Developer
Tinymice Entertainment
Publisher
Rogue Duck Interactive, Gamersky Games
Release 24 Jun 2024
Platforms
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