DICEOMANCER

DICEOMANCER is a roguelike deck-building game. Though you long for a peaceful life, you're forced to embark on an adventure. In this world of swords, magic, and guns, make good use of your dice and deck to find a way back to tranquility! What can the dice be used for? To change... anything.

DICEOMANCER is a strategy, card game and card battler game developed by 超厚皮猪猪 Ultra Piggy Studio and published by Gamera Games.
Released on October 09th 2024 is available only on Windows in 6 languages: English, Simplified Chinese, Spanish - Spain, Russian, Portuguese - Brazil and Spanish - Latin America.

It has received 3,796 reviews of which 3,698 were positive and 98 were negative resulting in an impressive rating of 9.4 out of 10. 😍

The game is currently priced at 14.79€ on Steam.


The Steam community has classified DICEOMANCER into these genres:

Media & Screenshots

Get an in-depth look at DICEOMANCER 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 or higher
  • Processor: Intel Core i5
  • Memory: 16 GB RAM
  • Graphics: NVIDIA GeForce GTX 1050 / AMD Radeon RX 560
  • Storage: 16 GB available space

Reviews

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

Dec. 2024
Pros: * Its very fun to discover new ways how to "break the game", some are obvious, others not so much * unique art-style with most (if not all) cards having custom animations * unique "one die" mechanic allowing for plenty of fun ways to break the game * at least in English very clear and concise card description - so far i haven't really had a moment where a card behaved in any way other than expected given relatively easy descriptions Cons: * compared to slay the spire, the difficulty curve of ascension seems rather flat. To be clear at the time of writing this i haven't yet played up to ascension 20, i'm grinding all classes up to ascension 5 right now. * i'm not sure how well the game will hold up in replayability given its less of a challenge compared to many other games in this kind of genre, but hey i've played for 50 hours and so far it has been plenty fun Potential for Improvement: * first class modding support would be nice * more enemy variety * an endless mode would be fun, often i feel like the moment where i "broke" the game, i'm almost at the endboss already, which is sensible, but sometimes it would be fun to further explore where the deck could go to if given a few more encounters. * [EDIT: Forgot to mention this] Having lots of cards on your hand is really annoying to handle, here the UI definitely needs to be improved somehow, especially given how often you somehow manage to draw a lot of cards... ** larger or more expensive tech-tree - i think i've unlocked the whole tech tree after maybe 10 or so rounds. ** have some kind of use for left over upgrade points. i think i have like 1500 points, and can't do anything with them since the tech-tree is done. ** allow for separate profiles in game - it might be nice to start the game with an tech-tree reset, but i don't want to lose my ascension progression etc for it - yes i know technically i could edit the save-file to accomplish this, but it feels cheaty Small stuff: * some UI elements are a bit clunky, the following examples are not huge issues, but definitely could be improved with relative ease: ** if you want to check what a card upgrades to, you right click on it and it opens the compendium - but the compendium displays 8 cards at a time so you have to find the one you were interested in yourself in that selection ** the compendium, deck view and event views (i.e. card removal or upgrades) could use some ways to filter the cards (e.g. by colors and keywords) - its particularly annoying to search for curses/maladies in a large deck when you're in the card removal event. * loading screens are uncapped in FPS, even if an FPS limit is configured (or at least the initial one is). I don't need 1400 FPS while waiting for the game to load.. Conclusion: If you like deck builder games, this one is a clear recommendation in my opinion, definitely worth your time and money.
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Nov. 2024
An absolutely legendary game that I would recommend to anyone who likes deck-building games. One of the main mechanics is cheating, and you have to use that REALLY wisely in order to get anywhere because the game is sorta tough compared to most of the rest of roguelike deckbuilders on a whole. I also love that you can go backward on the map if you really want to, which is something that I haven't seen implemented by any other roguelike yet that I've played. I also LOVE the artwork. The game feels so peaceful throughout too. Honestly, it is so original and so inspiring and SUCH a breath of fresh air in this category. Truly well done! I'd love to see some more content for it in the future too!
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Nov. 2024
I don't know how they managed it, but this game, in my opinion, is either on the same level or higher than Slay the Spire. It's a deckbuilder with a huge level of depth. A core game mechanic is cheating - you can change any number on the screen to the result of a dice roll (which you can improve as you progress in your run, or leave it at its lowest base level which is a d6). ANY number. Current enemy HP, your current/max HP, item charges, ascension levels (does not actually let you skip ascensions), money, difficulty checks, even god damn card numbers, ANY number. Changing card numbers, however, causes something called the purple fog to progress. Whenever it encompasses a tile on the map that tile becomes unstable and going there, if it's been made unstable for longer than a turn or two, usually gets you an event that takes away max HP or does damage. Enemies become stronger in the fog, but you also get way better rewards. Some cards and events are locked behind the fog, and some of those are stupidly fun for synergies. My favorite is probably the Sharknado on a Builder or Pro. Classes all feel distinct and have (mostly, a few cards are shared) unique decks and mechanics. Nobody feels like an afterthought. Some classes are way stronger than others, though. The game does use energy from Slay the Spire, but with a Brutal Orchestra twist - that energy is now colored. Different colors are required for different cards, and you can pull off all sorts of shenanigans with your deck. For example, one of the hybrid classes, Pro, gets a blue mana whenever they spend a red mana and vice versa, once a turn. They are all about generating combos as the class is kind of all about martial arts, but with a bit of Jackie Chan themed martial arts thrown in there (one of the cards is a lever action shotgun, there's a card with a ladder on it that lets you do more damage under certain circumstances, that kind of stuff). Incredible game. Highly recommend it to anyone who enjoyed Slay the Spire.
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Oct. 2024
Diceomancer is to Slay the Spire as David Bowie is to the Beatles: it takes an incredible established style and pays homage to it while simultaneously elevating and expanding upon it. Across all platforms I've spent 1000+ hours in StS, and even after only 10 hours, I'm pretty confident in saying that I think Diceomancer is more fun. Don't get me wrong, StS is still incredible and you definitely should play it too. But what Diceomancer has achieved is something I didn't think was possible: not just holding a candle to its inspiration but actually surpassing it.
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Oct. 2024
Hands down the best deckbuilder of 2024. I have already 10 hours into the game and I can see myself sinking more hours into it. The game has a very peculiar gameplay mechanic that sets it aside from the other games in the genre: cheating. In Diceomancer you have a special magical artifact called "The One Dice" (yes, I know dice is the plural, just roll with it). This magic relic allows you to manipulate the fabric of reality. in practise this means that you can simply reroll any number in the game. This starts out simple by rerolling enemy HP or damage for your cards but as you learn the ropes of the game and get a better understanding what actually counts as a number in this game you realize how absolutely broken this artifact is. Reroll HP, your own hand, your money, your mana, shop prices battle rewards and so much more. So what is the drawback, surely such a powerful artifact must have some punishment, right? Yes and no. There is practically no downside on using the dice at least not immediately. You can use the dice as much as you want. You have technically limited charges for your dice but you can simply reroll this too. But there is a thing called the purple mist. This mist is the result of the fabric of reality unraveling due to your manipulation. As gameplay mechnaic this means you have to travel faster than the purple mist or bad things happen to you. You can compare this to FTLs rebel fleet mechanic because it's essentially the same. The player can travel on the map back and dorth liek he wants but the purple mist always gets closer. Using your dice on cards will permanently change them but also make them "distorted". Playing these distorted cards speeds up the purple mist. This means the player cannot change evry card in his deck to something op and has to decide carefully which cards he wants to manipulate with his dice. There are other good design decisions that make the dice not a complete game winner. Enemies have multiple HP bars and you can only manipulate one per dice charge. One thing that makes this really fun however is the mana mechanic. Too many deckbuilders try to copy Slay the Spires energy mechanic and don't try to innovate something new. Diceomancer has instead a mana mechanic, you get three colorless mana each turn and you can discard cards in your hand to change the color of the mana to the one of the card. Cards have various mana requirements, some can have colorless mana, some have coloroed mana and some have a mix of multiple colors. Mana is not lost at the end of the round but you have a limit on how much mana you can hold, which gives the game a unique resource management mechanic that's closer to Magic the Gathering than it is to Slay the Spire. The same color system is also used for your character class. Your character starts with three different colors on each run and depending on what colors you pick you get a different starting class with their own card pool, relics and special abilities. The game is incredibly fun to play even without using the dice mechanic you can just enjoy the deckbuilding and mana mechanics but the dice adds so much more value to an already good game and turns the experience in one of the best I ever had. There are only a handful of issuesI have. The first one is, the text on some cards is incredibly small to read. This is mainly an issue oon cards with lots of texts. The second is that the meta progression is a little bit weird. After your runs you get upgrade points that you can invest into an upgrade tree. This unlocks new cards, relics and even new mechanics. It's the main way of progression but it kinda feels out of place. Maybe that's just me.
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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.

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Last Updates

Steam data 16 January 2025 01:04
SteamSpy data 21 January 2025 11:18
Steam price 22 January 2025 20:18
Steam reviews 21 January 2025 12:07
DICEOMANCER
9.4
3,698
98
Online players
305
Developer
超厚皮猪猪 Ultra Piggy Studio
Publisher
Gamera Games
Release 09 Oct 2024
Platforms