
Dice & Fold
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Dice & Fold
Dice & Fold blends turn-based dungeon combat with dice-driven chance and enemies represented by cards. Rolls determine attack strength, while you must also anticipate counterattacks and weigh aggression against survival. Distinct classes, item choices, and a generative dungeon shape each run. Steam player rating: 83% positive from 3,517 reviews. Release date: June 24, 2024. Supported interface languages: Simplified Chinese, Traditional Chinese, English, French, German, Spanish, Japanese, Korean, Polish, Portuguese-Brazil, Portuguese, Russian, Spanish-Latin America, and Turkish.
Credits
Lowest recorded in 36 months
$2.212026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | Yes |
| Traditional Chinese | Yes | Yes | Yes |
| English | Yes | Yes | Yes |
Show 11 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | Yes | Yes |
| German | Yes | Yes | Yes |
| Spanish | Yes | Yes | Yes |
| Japanese | Yes | Yes | Yes |
| Korean | Yes | Yes | Yes |
| Polish | Yes | Yes | Yes |
| Portuguese-Brazil | Yes | Yes | Yes |
| Portuguese | Yes | Yes | Yes |
| Russian | Yes | Yes | Yes |
| Spanish-Latin America | Yes | Yes | Yes |
| Turkish | Yes | Yes | Yes |
Steam PC edition data · 2026-11-02
02Before you buy
Language
The Steam PC version lists German among its interface languages, with German audio and subtitles also listed.
Play mode
Single-player is listed as a play mode.
03Frequently asked questions
How does combat work?
Dice rolls determine attack damage; higher rolls deal more damage.
What do items do?
Between stages, items can improve dice rolls, class abilities, or add other effects.
What happens when I lose?
Defeat rewards meta upgrades and currency that can strengthen characters in later runs.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
I’ve finished the game with all the available characters, haven’t unlocked everything but really not in the mood too. Haven’t played hard mode either but I’ll get into that as well. Overall, I think there’s a fun core idea here. I wanted to give it a full chance and I did, and I’m willing to come back to it later after updates to see if they’ve improved it. As it is, though, I don’t think I can recommend this game. I have a few points and I’ll list them in order of increasing importance. 1) The game is buggy. Maybe once every two games I’d experience a bug that required starting the game over. These could be relatively minor and they never killed any of my games, and they usually took the form of some enemy sticking on the screen after being defeated, or an enemy being defeated for no reason, or the game soft locking until restarted. It happened often enough it’s hard to overlook, and shows a lack of polish. 2) The user interface can be frustrating. For the most part its functional, but occasionally it is really bad. Sometimes buttons don’t click right, like the ‘reroll’ button in shops. Sometimes dice LOOK like they’re in a slot, but they aren’t, and when you click ‘end turn’ the dice just gets wasted. Scrolling through items and characters is really clunky and they aren’t presented in a friendly way. Sometimes trinkets I picked out didn’t actually work and I had to restart and try again. Pretty much every game I played eventually had some kind of UI related issue. 95% of it works fine but every time it didn’t, it just made the game feel amateurish. 3) Dishonest advertising. I do believe this game can, with effort, be made into something unique and fun. However the Steam page is deliberately deceptive and that leaves a sour taste in my mouth that makes this feel more like a cash grab. In the very first paragraph the game describes what sounds like an RPG experience, with ‘attacks’ and ‘damage’, but neither of those things are in the game! Each round is more like a puzzle, enemies do not have health and you do not have attacks. The store page continues by saying the game has ‘deckbuilding’- no, it doesn’t. There’s no cards you draw or play or organize. There’s a ‘deck’ of enemies, but that’s just aesthetic, and you have no control over it! There’s a ‘deck’ of items but those are just items! You can’t slap them on a card and call it a deck builder when there’s no actual deck interaction. There’s one ‘path’ and you don’t get ANY input in gameplay challenges past the very beginning where you pick a character. The store page compares it to Slay the Spire which is just embarrassing. This game is not like Slay the Spire at all, and that comes off like a way to try and goose sales by drawing a comparison to a popular and very well made game and genre. The thing is, the game’s core mechanics are good enough to stand on their own, but I guess that’s just not as sellable as slapping trendy indie game buzzwords on your store page to squeeze out what cash you can from fans of the genre. 4) The game incentivises really boring play. The loading tooltips even suggests this, so this isn’t just me being bad at the game or a personal opinion. There’s a well intentioned feature letting you ‘spend’ useless dice you roll to get gold, which is an important resource since the majority of the customization you do during gameplay comes from acquiring items which you need gold to do. I get this- it sucks having to waste turns in a game due to bad RNG. This means, though, you generally want to eliminate high priority threats early, then stall out each round for as long as possible to amass as much gold as possible. This is INCREDIBLY easy and safe to do, and the gameplay itself rewards this as the more dice you roll, the more likely you are to get bonuses like health and more dice in future rounds. This is hands down an incredibly tedious and unfun (but reliable and literally rewarding) way to play the game. I do not want to play ‘match the shape to the hole’ but with dice numbers over the course of several minutes while a 1 attack enemy plinks away at my 140 health character. I will not engage with hard mode for that reason- I don’t want to be required to use tactics that are incredibly dull and make me want to close the game and play something fun. The thing is, the game is FANTASTIC if you happen to get together the ability to end combat in a single round. Each round is the most fun on the first turn, and there’s a very (intrinsically) rewarding feeling when you can clear a stage in a single round. However this is almost always a bad idea in-game! You lose out on so much by finishing battles quickly that you’ll probably lose the game later on because you haven’t been snowballing resources. 5) Building off the previous point, the enemies themselves almost require massive stockpiling of resources because in the late game, there’s just a complete lack of variety. Enemies are defeated by matching dice you roll to their ‘slots’, which have conditions. Early game the conditions are like ‘roll a 2’ or ‘roll something greater than 3’, but in the later game enemies start just amassing large ‘countdown’ type slots you have to fill, so more like ‘roll enough dice to equal 30’. This requires having tons of high value dice to meet the criteria, which functionally almost always means if you’ve been blitzing through the game and don’t have a lot of good high value dice saved up, you’re screwed. It seems obvious to me that enemies should have MORE slots, rather than higher value slots, but with no way to actually change the dice you roll I understand why this isn’t the case. It wasn’t that uncommon for me to not roll a number I needed even with 7+ dice and that’s a REALLY bad feeling so I get why they didn’t want to set up more situations where that would occur. But most of the enemies and bosses are just dumb ‘roll high value dice as many times as possible’ challenges which is not interesting or engaging at all. There are some good enemies in here though! The devil, which requires three 1s, was great because it forced me to always consider keeping a 1 dice around instead of just stockpiling 6s. The reaper enemy was similar. There’s an enemy that doubles its attack each round that I wish had a more difficult clear requirement, because it was pretty spooky whenever it showed up but it was almost always trivial to get rid of. Sometimes I’d get an (expensive and rare) item that gave back a dice if I cleared certain enemies in a certain way, and that was refreshing enough to change up my priorities of how I approached battles. I wish there was more of that! Overall I really want to like this game and will change my review if/when these issues are addressed. As is, it just feels too ‘early access’ to me with the bugs and UI issues, and with how unfun it gets when playing. For a game about ‘risk and reward’ as the misleading store page explains, there just isn’t a lot worth the risk. Maybe that’s why there’s no demo!Show moreShow less
I would consider this an early access game, but the development is promising. There is a lot of content planned for the future, and the balance is being adjusted with each update. Assuming everything on the roadmap comes out okay, this may indeed prove worthwhile.Show moreShow less
while i thought the game was fun for a bit, i wouldn't recommend it to other people. it is just too poorly balanced and does not provide enough strategic depth to compensate for its randomness. some characters feel too stomp-heavy, but the majority of them feel underpowered. i reached my tipping point with the craftsman. it is nearly impossible to get to the later stages of the game on normal and up without good luck, and the game allows you no item slots for him. it is weird that the game decides for you how many item slots each character is allowed to have. it should be up to me how i want to support a character's playstyle. i get that it's to help with balance, but to me it's just showcasing the flaws in your gameplay by artificially handicapping heroes. it also seems weird that the game expects you to tank so many hits in the first few rounds (the boar is almost always in the first rounds, which deals unavoidable damage unless your character has a shield), even if you are not playing a character expected to heal, and if you take too many hits in the first rounds, you might as well start over. additionally, there are so few times where i actually completed the gold dice slots. there is little to no incentive to do so because, often, you have to choose whether that blue dice will go to folding a card, or tanking its damage just to fill one of many slots. and gold means nothing if you cannot live to use it. plus, so many of the items are basically useless unless you purchase them with other items or use them with a specific companion, which are all random. making gold hard to collect but easy to waste makes strategic gameplay difficult to pay off. these are just a few of many strange occurrences in this game that make it difficult to play, and its problem is that it puts so little of the game within your control, and so much of it up to random chance. and, this is a small thing, but dungeon crawler-type games usually boast a team of adventurers, so it feels weird to only allow two characters at a time? unfortunately, it is a game that depends so heavily on rng. but rng is not a substitute for gameplay.Show moreShow less
Very cool roguelike with a lot of characters to choose from (and seemingly more to come in free updates). Developers are also proactive with patches (bugs and balance) which is a good sign. Feature requests: - visualisation/explanation of coloured die and where they come from, their odds etc. The items that grant bonus red die, for example, are clear (+10%), but i have no idea what the base value is, thus making items with phrases like "triples" not very informative. I also have no idea what makes orange dice appear. - Please make Talismans activate from left to right. IF i combine the +15 hp and the Double HP talisman i should get the double after the +15 (if arranged correctly) resulting in 15 more HP than otherwise/current. These are minor 'complaints' though, game is really good and I expect it to get even better as more time is spent on it.Show moreShow less
There are very few meaningful decisions to make in this game. It SEEMS like there is a lot of customization and strategy, but after you play for a while you realize that the game almost plays itself.Show moreShow less
Cuties and gambling, love it!Show moreShow less
D&F is a rouge-like (featuring some unlockable content). The game is played over a series of battles in which you, and your one companion, attempt to defeat one or more monsters. Each turn-based battle takes place over a set number of rounds, powered by a roll of the dice. You will attempt to place these dice on the slots of yourself or your companion (activating the respective skills) or in your enemies' slots (killing them if all spots are filled). Within each battle, you will repeatedly roll your allotted number of dice until all enemies are dead, noting that after a set number of rolls, the DM appears who accelerates the damage you will take. You start each run with a set number of (unlockable) relics, providing passive or active powers, and one companion. Along the way, you may replace this companion, as well purchase additional items with money earned in battle. The other notable aspect of gameplay is the one gold piece that may be earned if you fill up the side bar with each of the 1-6 die values. Pros: ++ Runs are easy to get into. + Runs are pretty quick. Cons: --- There is no real dice manipulation. There are is %-chance for you to roll a special healing die, a damage-nerfing die or a wild-type die, but these offer little by way of tactical play. -- There aren't really any deep game mechanics here. Your main character is defined by their current hit-points and their one skill. - Items are largely bland. Early game you want $$-generating items. Late-game you simply buy whatever is available to overwhelm your foes with a mass of mostly mediocre items. - You can only have companion at a time. Obviously this is for balance reasons, but is still disappointing nevertheless. Beyond that, the companion(s) which provide a free item (or failing that, money) are vastly superior to battle-based characters, as you will want to snowball with items. Summary: I did finish every character on normal difficulty (noting that my time spent is inflated to due idle/open time). What is here is functional, but ultimately isn't too compelling. As many other negative reviews have stated, optimal play revolves around nuking all enemies but the weakest on Turn 1. Then while that enemy harmlessly plinks away at you, you fill out your gold bar, fish for healing dice, and load up for next turn. There is a wide array of characters for you to play, but this guiding strategy largely remains unchanged. This certainly isn't a bad game, and I am torn to give it a bad (binary) rating; but ultimately your time is likely better spent elsewhere. Overall: 4.5/10Show moreShow less
Really good game if you like the genre - a lot of playable characters, a lot of items and trinkets. I can definitely see the potential for it growing further and becoming even better if the devs will put as much attention and effort as so far. Well done guys, thanks for the really good game!Show moreShow less
So... there's the core of a good game here, make no mistake. The concept works, rolling dice and manipulating the numbers in clever ways to use your actions as efficiently as possible is fun, and that's been proven - the comparisons to games like Dicey Dungeons, Circadian Dice and One Deck Dungeon are obvious. But in practice, the mechanics for this one don't come together in a way that makes this game actually fun to play. You're given a lot of choice on how to use your dice in a turn - using them on enemies to Fold (defeat) them or spending them on your character's unique ability (and there are a whole lot of character to choose from!), same for your companion's ability. There's a row of six numbered slots on the right-- fill the whole row with dice and you gain extra currency to spend on valuable items between rounds. You can even save your dice for another turn in a three-slot tray so you don't waste rolls. However, you only get TWO dice per turn and that number barely increases over the course of a run. Standard enemies take one or two dice to kill, stronger enemies easily up to six-- any enemies you don't kill attack you for precious health. You can't recover easily, so you can't afford to leave enemies alive; you have to kill them as soon as possible. And that's where the problems start. Want to play an economic run and use the investment slots to earn coins? Well, you need at least three full turns of rolling dice for a single gold coin. That means three turns of getting hit and losing health, something you can't afford-- even rare healing options often cost multiple coins to buy. You can heal for free; dice (very) rarely turn red after rolling and you can spend them to recover health. But those dice aren't used to kill enemies, so choosing to heal yourself instead of attacking often isn't worth the trade-off. Do your hero or acompanion abilities help? Not always - while some are useful, most of the time they're only good in niche cases or again, not worth the trade-off. For example, spending 8 pips worth of dice to fill in a single enemy slot is nice, but often inefficient. Most stronger enemies have three slots, so filling in one doesn't do much unless it would've cost you vastly more otherwise. If you need to hit specific numbers, well, you can just save dice from previous turns anyway-- and again, those are dice not used on getting income, or recovering health... Companion abilities suffer the same problem; a lot of them are ludicrously expensive and using them effectively costs you health you can't spare. Not to mention your companion has health too and can die... and there's no sense not letting them do so since getting a second companion replaces the first, effectively turning them into extra health bars. Okay, but how about abusing the systems more? Leave a single, weak enemy alive and you can spend as many rolls as you want building up a strong tray and earning coins, right...? Well, no-- you only get eight rolls per fight. Any longer and an invincible enemy spawns to drain your health until you win. This includes rerolls, by the way; meaning any abilities that reroll dice or even roll extra ones count against your timer. Why use an ability that gives you one extra die if you can just take another turn instead? You're given no freedom to try and break the game like in many other roguelikes - there's systems in place to beat you down when you try. And then there's the things you actually spend your income on; all items, apart from being hard to afford, are passive. Your dice have a 5% higher chance of being red. If you roll doubles, you gain two silver coins (you need about twenty to buy anything decent). They're all so incredibly... boring. Almost no synergies to build towards, and the ones that are there are expensive to afford - because obviously, re-rolling the shop costs a gold coin, too. The more I played this game the more obvious it become that I'm not really making many choices at all; the optimal decisions are often obvious and straightforward, and annoyingly uninteresting. The game plays itself, basically. And it's a shame because the idea is sound, all the individual pieces for a great roguelike are there - they just don't fit together in a fun way. If you made it all the way through this review and you want other games that play with similar concepts (but do it far better in my opinion), here's some recommendations: Dicey Dungeons plays very similar to this game. Roll dice and spend them on abilities to attack enemies or defend, a la Slay the Spire. In this title your abilities change and evolve over the course of a run so you likewise get to evolve and change your strategy as you go. Looks mighty charming too, and has a great soundtrack. One Deck Dungeon is an adaptation of a boardgame that uses the same approach of playing dice directly on enemies or traps to defeat them. Enemy slots usually have requirements, and your abilities come into play by altering the dice to fit slots. The difference is that you roll a crapton more dice per round and get way more tools to alter your dice - every fight turns into a puzzle, which you get to play into by improving the tools you have in a run. Health and recovery becomes an actual resource you have to weigh, here. Poker Quest deserves an honorable mention for doing a similar concept but with playing cards instead; your equipment is fueled by certain combinations of cards, and you mess with your hands to get the biggest hits possible while still fitting into your equipment properly. A fun gimmick is that enemies use the same system you do, so you can mess with their attacks/cards to deny them the ability to attack you, too. Circadian Dice and Astrea: Six-Sided Oracles are probably the farthest removed but still play with dice; in these game the abilities you use are printed directly onto your dice, and you buy/draft new dice/abilities to change the different sides of your dice/add new dice to your pool entirely. Both entirely worth playing!Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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