

Dicey Dungeons
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 Dicey Dungeons
In Dicey Dungeons, you become a walking die and battle through shifting dungeons. Dice rolls, equipment, and class-specific abilities make each fight a balance between planning and chance. The Steam PC version supports single-player. The Steam PC version has full controller support. The interface supports Simplified Chinese, Traditional Chinese, English, Korean, German, French, Spanish, Russian, Japanese, Italian, Dutch, Polish, Portuguese, Portuguese-Brazil, Turkish, and Arabic. Player rating: 88% from 10,472 reviews.
Credits
Lowest recorded in 36 months
$2.962026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 13 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Korean | Yes | — | — |
| German | Yes | — | — |
| French | Yes | — | — |
| Spanish | Yes | — | — |
| Russian | Yes | — | — |
| Japanese | Yes | — | — |
| Italian | Yes | — | — |
| Dutch | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Turkish | Yes | — | — |
| Arabic | Yes | — | — |
Steam PC edition data · 2026-10-20
02Before you buy
Modes and controls
Dicey Dungeons has six playable classes with distinct abilities and play styles. The Steam PC version supports single-player and full controller input.
Language and content
The interface is available in English, Chinese, and other listed languages. The description also identifies Reunion as a free DLC with six episodes.
03Frequently asked questions
What do you do in the game?
Play as one of six classes and combine dice rolls, equipment, and abilities to fight through procedurally generated dungeons.
Which characters can I play?
The classes are Warrior, Thief, Robot, Jester, Inventor, and Witch, each with a distinct play style.
Can I play solo?
Yes. The Steam PC version supports single-player.
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 read peoples negative reviews because of the "RNG"... it's dice. Dice are literally RNGShow moreShow less
UPDATE (Sep 13th): I haven't checked this review or the game for a while. Seeing as my review is one of the first negative reviews here, I'm going to edit it. Terry's game is fantastic, but I still won't recommend it. Specifically, I won't recommend it to myself; if I saw this review, I wouldn't have bought the game. It hasn't been worth its money. The reason I still won't recommend it is because the game is still repetitive and over once you unlock all characters. There is still no end game rewards that add cards to our deck or relics like in Slay The Spire. Challenges aren't the same, and though some responses have said that Challenges are the "upgrade" system, let me rephrase. I'm not always looking for a challenging way to play, but rather a new way to play. Imagine playing Binding of Isaac, and you get some damage upgrades and some fun things like that. But that's it, over and over again. One day, a run gives you Kamikazi and Pyromaniac. One is an active item that hurts you to hurt nearby enemies (via explosion) and the other prevents you from getting hurt by exploisions. Now you can run around and explode everything. A new way to play, but not because I started the game with a new character. Not because the Warrior has Venus Fly Trap. A new way to play because I got lucky and found a combo. Slay the Spire has those as well; playing a run with 0 costed costed cards... find the relic Unceasing Top allowing you to draw whenever you have no cards in your hand. You start cycling through the whole deck pretty quickly. A combo. Dicey Dungeons doesn't have readily available combos, though I see a lot of design space for it. IIRC (haven't played in a bit) there aren't any "Relics" or passive effects in DD. There should be a passive item or card given after every single fight as the point of Rogue-Lites are to grow the character during the run and grow the cards / dice / relics / items during the overall time spent playing the game. That's how BOI and STS and Nuclear Throne and Gungeon, etc. That is the definition of a Rogue-lite. And DD still isn't there yet. ======================================== ORIGINAL, NEGATIVE REVIEW BELOW (Posted Aug 15th): I do not like that Steam doesn't give me more options rather than a Yes or a No. I LOVE this game! Its design and aesthetics are fantastic, reminiscent of board games with a touch of Slay The Spire. But this game is NOT READY to be released to the public yet. Buy it at your own risk. Among the 14 hours I've been playing, I found numerous UI issues, glitches that can easily ruin a fight, or my entire run, and disappointingly repetitive gameplay for a "Rogue-like." Furthermore, there is a lack of basic utilities including Cloud Support, Card/Enemy Information, and while those aren't super detrimental, one of the most important things of all: No Reward For Completion. I love Binding of Isaac and Slay The Spire and I've watched many videos on other roguelikes. It's one of my favorite genres. But Dicey Dungeons has not given me a unique run with one of the characters for some time now - until later on. I'm playing a normal Witch run, where I have to learn spells into a spellbook. The character starts with two spells in her book, and the first floor has always consisted of the following: • An enemy blocking a chest • A second enemy blocking a second chest and the exit. • The first chest always contains the Nudge card (decrease input by 1) • The second chest always contains Magic Shield (odd input only; gain 3 shields) This consistency isn't making the character hard or difficult, just boring. I was looking forward to improvising and adapting to what I'm given earlier on, but it seems, at least for the Witch, the first few rewards are seeded. This includes her level up reward from 1 to 2, where you get to pick 1 reward from 2 random cards -- except the 2 random cards are taken from a pool of 3 cards total. This trend keeps going into the 2nd floor, where the rewards are likewise, mostly forced. You WILL receive a Hall of Mirrors, for example. My second main point is a complaint on the bugs / UI issues. These are NOT GAME BREAKING - the game is actually very healthy compared to other games with bugs. However, one mistake because of this UI Issue can turn a win straight to a loss. THAT IS NOT GOOD. Here's what I found: • "Show Enemy Moves" button is located at the top of the screen. I like to drag my dice around as I think. When I drag my dice on top of the Show Enemy Moves button and let it go, then the button's "click: see moves" action will override the dice's "click: pick up" action. Thereby, the die dropped there is gone for that turn. (EDIT: THIS HAS BEEN FIXED) • Buying an item in the shop as the Witch can cost you money without gaining the item. I've had this happen once. I did not click "Ignore," but on a separate note, I once did click Ignore by accident so please MOVE THAT DAMN BUTTON. If I spent money I'm gonna use it. • Glitch occurred when I had a countdown equipment loaded in. I used Crowbar twice to bring all my countdowns down by 12, triggering the equipment. The visual card did it's animation and disappeared, but it wasn't gone. I move my dice while I think. So I coincidentally place my die on top of where the card is supposed to be (without physically seeing it) and my die was lost. Yea, I'm a complainer because I move my dice as I think, but these shouldn't be happening in released games anyway. Now I've found MUCH more bugs, UI issues, and glitches throughout the game, along with dozens of people finding their own slue of issues posted on the Discord. I will really quickly also point out that I don't feel inclined to play once I unlock the Jester. I'll play with that character, it'll be fun, but then what? The thing I like the most about Rogue-Likes is that after every single achievement, something is added to the game to possibly change up the player's next experience. In DD, we are given "special game rules" for each character, but that isn't the same. This game only works if there are much more characters. Because the only way gameplay is changed is by playing a new character. I've already learned pretty much all the cards available to each character because the card pool is so small. The gameplay doesn't change. I was not rewarded for permanently transforming into a bear and winning the game with it. Why not? Being a bear actually wasn't even acknowledged at the end of the run, which is sad for how much interaction they added to such a small niche situation. It was fun and awesome and gone like waking up from a dream. This whole game is over like a dream. Why couldn't I unlock Bear as a permanent class? Why couldn't I unlock bear cards for future runs? The game stops growing once you have all 6 characters, and along with the redundant episodes, the game becomes stale pretty quickly. It's a good time waster, but it really needs to step up its game. The above three reasons are enough for me to discourage people from buying this game. I believe the developers will in fact fix many many issues and release much more content to come, yes, but right now, they chose to call this game 1.0. They chose to call this game "READY FOR PUBLIC" -- this isn't Early Access - this is the released product. And to have such a messy interaction with your users along with a stale redundant gameplay despite announcing yourself as a Rouge-like, I just cannot support it.Show moreShow less
This game is point blank crazyy and out of this world into the clutches of "Lady Luck" I went into this game not knowing what to think or expect and im so glad i did. Very well made and original. A wonderfull 50th birthday gift my son got me. I cant express how extremely great this gaeme is in my experience and views anyways Thank you Devs...looking for much more hopefully to come.Show moreShow less
This game commits two classic sins of board game design: 1) The decisions are not interesting. There's too much uncertainty for your choices to have much meaning. Each turn, you basically choose the best available option. The player doesn't have enough control to build a "deck" that has "synergy". The game happens at you. 2) Too much "lose a turn". The designers added "challenge" to later stages of the game by inserting random punishments. Lose a dice. Lose a level. This is not fun. You can't mitigate or avoid the harm. If you want to simulate this game without buying it, go find a dice. Roll it. 1-5 you lose. Stare at the wall for 10 minutes. On a 6, you can roll again. Wee. The designers of Slay the Spire spent a lot of time avoiding these pitfalls. The Dice Tower has hours and hours of board game reviews describing these problems. The people who made this game need to go do their homework.Show moreShow less
Anyone who says this game is bad is cringe and unironically whining about RNG in a game with "Dicey" in its title, a game about dice rolling dice to get a chance to roll a rigged wheel Anyone who says this game is good is based and dice-pilledShow moreShow less
This is very much in the "maybe" category but I can't really see myself recommending it to anyone that doesn't describe basically this game as what they're searching for. I love deck building / drafting, and I like dice-deck games like Roll for the Galaxy, so I thought I would enjoy this, but it just seems... really restrictive. The concept of having different things to do with different rolls is a great idea, but in practice you essentially never have choices, the best option is pretty obvious, especially because you can "wield" so few items at a time. A run always just feels like a war of attrition rather than a bunch of discreet, interesting encounters. The runs aren't really as short as they feel like they should be for how repetitive they are, and the real variety in enemies comes from the differences in the floors. Maybe if the game was balanced around fewer, but broader, fights per floor it would be more engaging. Also, the characters are very different but wildly imbalanced in regards to how much RNG they need, and because you invest so much (repetitive) time in a run, getting screwed by RNG halfway through a run feels incredibly tiring. I've cleared a few runs with a few characters and honestly just haven't had the urge to go back. I think it's a great idea, and the art is cute and all, but the mechanical execution just falls flat pretty much instantly. I definitely don't think it's worth full price, maybe a steep discount, or maybe more patches will change it up somehow.Show moreShow less
If you come from Slay the Spire, this game is going to feel strange at first. Granted, I played Dicey Dungeons before getting into StS, now that I also played StS quite a bit II kinda get some of the criticism this game gets. Dicey Dungeons is, on the surface, similar to StS but don't be fooled. The kind of challenge this game poses is more reminiscent of a puzzle game. This approach has its pros and cons but the most important thing to understand for a StS player is that this game, though similar on the surface, requires a different approach. DD is more like a puzzle-rougelike, kinda like Into the Breach. This approach has its pro and cons, which you probably already know if you played the game from Subset Games. The biggest pro is that you'll really have to get into the mechanics of the game in order to win, though, to be fair, this only applies to the advanced challenges. There's always an optimal solution to each floor and encounter and that's what this game is about: finding the best route through the level and the best tactic to defeat a specific enemy. In DD everything is a puzzle. Open the paths for apples in order to easily access them when you'll need healing, swap your equipment to better suit your next opponent, challenge a difficult enemy in order to level up and get all your HP back just before a really hard fight. Every single step you take has to be carefully planned out. One of the reasons a lot of people coming from StS don't like this game is that it feels too random. And I get it, you roll dice, which are the epitome of randomness, but don't be fooled. As a matter of fact, I feel like this game is LESS random than StS, hear me out. DD is about overcoming your odds. You know you'll roll X dice every turn so you should come to expect an unlucky roll once in a while. That's why choosing the right combination of tools makes or breaks your run. If you consider all your options against the specific opponent you're about to face you'll be able to get things done even when misfortune hits you the hardest. Those are the moments where DD really shines. The main goal of every run is to carefully build characters that are impervious to luck, hence the theme of the whole game. The biggest con is that this game isn't as replayable as the other major roguelikes. Don't get DD expecting hundreds of hours out of it, even though it took me almost 90h to complete every single challenge. The puzzle-like setup that makes this game so much fun is also what breaks its replayability. Once you overcame all of the challenges there's nothing left to do. To be fair, some of the challenges offer a lot of variability but usually those are also the ones that require various attempts in order to be cleared, usually exhausting all the possibilities once you get around beating them. The point is, once I completed the game I didn't feel like coming back for more. But that's not a problem to me as I enjoyed every single second I spent on this marvelous luck-beating roguelike. To be fair, I know that there are quite some mods for this game that could add hours of content but I haven't tried them yet. In conclusion, no other game ever gave me the feeling of really overcoming my odds, and that felt quite special to me.Show moreShow less
Disclaimer: I'm a world record holder at Slay the Spire, with thousands of hours in this subgenre, so my opinion is heavily colored by that background. Dicey Dungeons is a cute game which aims to expand upon the new roguelike deckbuilder subgenre that has exploded since the release of Slay the Spire in 2017. It's actually quite shocking how many notable titles have been released in the subgenre in such a short period of time: Inscryption, Roguebook, Monster Train, Griftlands, One Step from Eden, the list goes on. Clearly there is interest in this design space, and Dicey Dungeons does a lot of things to set itself apart, though ultimately it falls well short of being a game I can recommend to practically any type of gamer: -Incredibly easy. Other than the Witch (more on her later), I was damn near perfect with every other character on my first go. This was while I was still reading the cards and learning game mechanics ... eventually I just blazed through the game with my brain turned off. Not a good feeling. I even started listening to podcasts while playing because it was so unengaging. I had a turn here or there that was interesting to its credit (usually with the Jester or Witch), but they're too far and few between. Oh and there's a level up system where you fully heal every few fights. Plus healing items are everywhere. So.... yeah you have a lot of leeway. Obviously this game was intended to be an easier, more approachable experience compared to the more hardcore variants in the subgenre, so maybe mileage might vary depending on your card game skill, but I expect anyone who has played Slay the Spire at all will be bored by the lack of challenge. -Nearly no player choice. I guess there is technically pathing/nodes but not really; you never really have to deliberate about which way to go. Most turns don't have much agency; you just play the dice that were rolled. There's always only one enemy so you don't have to choose which one to target. Deckbuilding isn't generally presented as a multiple choice between cards, but rather take it or leave it, so you don't really have to do much thinking there either. Oh and most characters have an inventory system so if you mistakenly take a card, you can just unequip it from your deck .. making it even less punishing. Eeeeverything is streamlined, to the point that there's just nothing left. The whole fun of this subgenre is feeling like you control your own destiny, but the truth is in Dicey Dungeons, you just sort of take what the game gives you. -Bland enemy design. Most enemies just deal damage or set a few status effects. That's it. You don't have to build your deck in certain ways to prepare for certain enemies; they all function the same. -The individual character classes are unique and interesting but the basic strategy is the same. Just pick efficient cards and burn the enemy down. I found some cute combos but there aren't many deliberate synergies per se. A lot of cards are just deal X + one status effect. Not very compelling. Card balance is entirely out of whack; some cards are insultingly bad, and others are insane. -The above factors culminate to a startling lack of depth. Which is a crippling problem in a roguelike, because they're naturally very repetitive. I muscled through for completions sake, but truth be told I think I got what I wanted out of the game in like ... 5-6 hours? But then there's another 25-30 if you want to complete everything and face the final boss (which I did). Most of this time you'll be bored, doing the same things. Every run feels the same, even between characters. These games are only fun with depth, but there's just not much here. -I mentioned the Witch before, and I still can't decide if I love or hate her. She's the only one which had any challenge, but still lacked the agency to make her fun. Her core design is quite frustrating; she's insanely slow compared to the rest of the characters. While the other 5 easily deal 10-15 damage on turn 1 even early in their runs, the Witch can struggle to hit double digits at any point at all. Whereas the other characters spend 1 dice for most actions, the Witch has to spend 2 or more to do anything. And then her level ups make her choose between getting extra dice (which she really needs) and other upgrades (which she also really needs). Again, it's not that she's hard; the whole game is easy -- but moreso that she sticks out like a sore thumb. I think less experienced card gamers would struggle with her clunky mechanics, and experienced card gamers would be frustrated by her deficiencies without much agency to work around them. -While the game has some charm, and is certainly cute, there are notable problems in the presentation department too. There are numerous UI elements missing so you often have incomplete information. Shops don't show you what the upgrade to a card is. You can't see if you'll level up after the fight from within a battle. You can't view the map while in battle. Lots of frustrating stuff like that. Also weird minor things like the volume lowers when you open up the options menu, but that's where you set your audio levels?? So when you go out of the options menu, it's now louder than you heard it while you were messing with your volume slider? Stuff like that makes me lose faith in the game's attention to detail and quality assurance; this is the easy stuff. Doesn't help that the game re-uses the same few audio clips and music tracks ad nauseum. I had to mute it and play my own music; something I never do. The writing is whatever too; there are a few cute lines, but for the most part it's very hokey and repetitive. Whatever. The art isn't bad at least, but certainly not exceptional. I had a few cool moments with this game. There were a few standout moments. And hey, the final boss sequence was actually very cool. But most of it was a chore. A couple hours of intrigue doesn't forgive 30 hours of plodding boredom. Sad; I hope their next game is better. There is potential here.Show moreShow less
Dicey Dungeons is a rogue-lite dungeon crawler where six contestants compete in a gameshow hosted by Lady Luck, hoping to win their greatest desire. The primary gameplay mechanic during turn based combat encounters involves both the player and their enemy rolling dice, and then using the results to activate equipment. Some items deal damage equivalent to the dice result, others can heal or apply status effects such as burning dice (lose health when using that dice), freezing dice (highest value changes into a 1), curse (possibility for an item to fail during next turn), blind (can’t see the value of some dice), shock (need to spend a dice to unlock an item), locked dice (can’t use it on next turn), and more. The most important thing to know, which makes this game enjoyable, is that its not simply a case of “rolling high equals win, rolling low equals lose”. Some items can be activated by any odd or any even result, some items need a maximum roll of a 3, some items take multiple dice to activate over several turns, while others allow you to re-roll dice or gain extra dice. Low value dice can be useful, and success depends more on equipping items that will let you benefit from whatever you roll. You have a maximum of 6 item slots, and each item requires either 1 or 2 slots, so you have to be strategic about what you equip. Items can be found in chests or bought from shops, and can also be upgraded to make them more powerful or smaller. Each of the six playable characters has a unique playing style. Warrior can reroll more dice, Thief can use enemy items, Robot has a gambling mechanic where he rolls more dice while trying not to go over a total value, Inventor destroys items after every fight to create new items, Witch creates spells, and Jester’s items are drawn like cards from a deck. Each character also has a special limit break move which activates after they take a certain amount of damage. Each character has six episodes to play, which add different rules to change the gameplay. The ultimate goal of each episode is to reach the final floor of the dungeon, gaining strength along the way, and then defeat the boss. As you complete more episodes there’s a bit of a story unfolding where it seems like the gameshow might be rigged to make contestants lose. Each episode takes around 30 minutes to finish, but if you die you have to start that episode again. After 14 hours I’ve completed half of the episodes. The art style is very colourful and enemy designs have a wacky sense of humour. I also like the interviews with enemies that unlock when you earn achievements. I haven’t encountered any bugs or crashes so far. Dicey Dungeons is a great game, I think players who enjoy turn based combat would have alot of fun with it, and there’s enough content to make it worth a full price purchase.Show moreShow less
I can see why a lot of people enjoy Dicey Dungeons, but it isn't for me. Dicey Dungeons is an incredibly polished experience, but I found the over-reliance on randomness made the experience kind of dull. It does force you to adapt on the fly to a variety of situations and continually creates interesting problems for you to solve in moment-to-moment gameplay, but I never felt like my victories or failures were a result of my actions. The heavy reliance on randomness throughout the experience makes everything feel a little too out of your control. Without the ability to incrementally improve between each run there wasn't anything there to keep me interested until the end.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.