
DICEOMANCER
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 DICEOMANCER
DICEOMANCER is a first-person roguelike deck-builder where a fishing trip turns into a dangerous adventure. Build a deck from nearly 500 cards and use dice to alter interface numbers, resolve D20 checks, and change enemy health, mana, card effects, or relic charges. Steam PC player rating: 95% positive from 4,791 reviews. Interface languages: Simplified Chinese, English, Spanish, Russian, Portuguese-Brazil, Spanish-Latin America, and Japanese. Released: October 9, 2024.
Credits
Lowest recorded in 36 months
$11.992025-06-27 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | Yes | — |
| English | Yes | Yes | — |
| Spanish | Yes | Yes | — |
Show 4 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Russian | Yes | Yes | — |
| Portuguese-Brazil | Yes | Yes | — |
| Spanish-Latin America | Yes | Yes | — |
| Japanese | Yes | Yes | — |
Steam PC edition data · 2026-10-27
02Before you buy
Interface languages
Steam PC lists English, Simplified Chinese, Traditional Chinese, Japanese, Korean, Russian, and French interface text. Full audio is not listed.
Single-player and saves
Steam PC supports single-player and Steam Cloud saves.
03Frequently asked questions
What kind of game is DICEOMANCER?
It is a roguelike deck-building game played from a first-person perspective.
How do dice affect play?
D20 checks determine outcomes in events and card effects, while some dice let you change numbers such as enemy health, mana, card effects, and relic charges.
How many classes can be built?
The description says six types of mana can be combined into six classes.
What is the art style?
The game uses hand-drawn backgrounds, enemies, and card effects.
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 feel kind of bad for giving this one a thumbs down because there's a lot of good design work and great presentation here, but it's also the ten billionth deckbuilder to copy ascensions from StS without really thinking them through and I just cannot ♥♥♥♥♥♥♥ handle playing 19 tutorial/easy mode runs per class anymore. It is more tutorial than anyone needs. And you know, maybe this is unfair. Maybe there's something clever that happens around ascension 15 or so. But I'll never find out because this game is easier to go infinite in than any other deckbuilder I've played and ascension 2 is the stock completely irrelevant "bosses have more health" so I will die of boredom long before then. Please stop doing this. Your game deserves better.Show moreShow less
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.Show moreShow less
I wanted to like this game, but it is just not balanced. Great art, interesting cards, interesting mechanics, but a deck builder that is lacking in balance and tightness is just a hard sell. The "one dice" is far too powerful and negates any challenge. However, not using it makes the challenge extremely difficult and is a self imposed limitation that feels strange. You're left adjusting your own challenge level through "one dice" uses and you feel like you're doing the work of balancing the game for itself. Devs, there is so much potential here. I spent a good amount of time sifting through it. My advice is to study how balanced STS and other great deck builders are. It's not just about cool cards and synergies, its about the game feeling like its walking this perfect line of challange and fairness. Since deck buidlers are so RNG and strategy determined, they have to be difficult enough to feel like you're overcoming something and fair enough to not feel artificially difficult, or you just get this sense that you are wasting your own time. Without this element of balance, deck builders just have no legs at all, I'm sorry. I'll be following and cheering for you in hopes that you get this crucial element of your game sorted, as I know it's probably difficult as hell to strike that balance, especially with all the cool mechanics you are trying to implement. Best of luck.Show moreShow less
This game has the ability to customize every mana color exactly to your liking, with a pre-set colorblind mode, but further allowing you to edit them with sliders. I love puzzle games, but always have problems with the colors in them, and this sort of simple change is AMAZING and I would love to see it more. 10/10 accessibility. On top of that, the game is super cute and fun. Go play it.Show moreShow less
I really want to like this game. I love the art style and overall presentation. Unfortunately, the key mechanic involving changes dice values is just not for me. You will see enemies with absurd health bars or crazy attack damage that require you to change the values. In the short time I played, I never really felt like my build mattered because all that I really needed to do was focus on changing dice values. Call me crazy, but I prefer breaking mechanics in a more conventional sense and not in such a literal way.Show moreShow less
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 ♥♥♥♥♥♥♥♥ 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.Show moreShow less
Something about this isn't very fun long-term. As advertised, there is a ton of build variety and a lot of ways to power yourself up, but it all ultimately revolves around the One Die mechanic given to you at the start of every run. In other words, you can immediately set up game-breaking combos if you so choose. This is supposed to be balanced by making the One Die a 1d4 that you can eventually upgrade into a d20, but some of the items / cards are balanced by having high numbers, so you can still break the game by rolling low and so starting low doesn't really keep it balanced. With that in mind, once you get used to the game it really becomes "what is the most broken thing i can reroll" and very little interfacing with the other mechanics. If you're okay with playing this for ~10 hours then moving on, then switch this to a thumbs up. If you want a roguelike that you can play for much longer, the thumbs down stays.Show moreShow less
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.Show moreShow less
This game suffers from the same issues as many similar games where "upgrades" actually make things worse because they are not well thought out. The addition of new cards options as you upgrade for new strategies only dilutes the card pool making it more difficult to build a deck around any particular strategy.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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