Diceomancer cover artGame file / ROGUE BY ROGUE
One more run.

Diceomancer

DeckbuilderTurn-based strategyDice & chance

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.

ROGUE BY ROGUEV1

Our score

79.3/ 100
Overall rank #30
Our review / RBR V1

Why this score?

Original text · Simplified Chinese

改写数值的规则与法力系统结合出很强的构筑空间,敌人变化和后期平衡尚不足以让所有组合持续受到考验。

01

Core gameplay

Weight 25%8.5 / 10
Original text · Simplified Chinese

根据资料评估:掷骰改写界面数值让每回合多一层创造性决策;快照也指出熟练后容易直接清掉威胁,战斗张力会下降。

02

Builds & strategy

Weight 25%9.0 / 10
Original text · Simplified Chinese

根据资料评估:法力颜色、弃牌支付和可改写的卡牌或遗物数值互相作用,能形成不同解法;部分过强卡牌限制有效取舍。

Sources01 ↗
03

Replayability

Weight 20%7.0 / 10
Original text · Simplified Chinese

根据资料评估:职业组合和地图事件提供变化,但敌人应对差异偏少,重复爬升难度并不自动等于新的局面。

Sources01 ↗
04

Randomness & fairness

Weight 20%7.0 / 10
Original text · Simplified Chinese

根据资料评估:玩家可主动改写坏数值,敌人多条血量和迷雾构成代价;蓄积骰子及强力抽牌又可能绕过这些约束。

Sources01 ↗
05

Polish & usability

Weight 10%7.5 / 10
Original text · Simplified Chinese

根据资料评估:手绘动画与第一人称出牌便于理解动作,复杂关键词和卡牌解释仍给初学者带来阻力。

Sources01 ↗
Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测
Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准

Scope and limitations

Original text · Simplified Chinese

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。快照对后续支持和难度评价有分歧;不据此断言当前版本已停止维护。

Review sources 02

  1. 01
    Archived material
    Original text · Simplified Chinese

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 3 (2025))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    View archived external material ↓
  2. 02
    Web source
    Original text · Simplified Chinese

    Diceomancer — Steam 官方商店页

    2026-10-08 访问。确认了界面数值改写、法力与职业组合和卡牌遗物系统。该页不作为实测性能或缺陷已修复的证据。

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YOUTUBE + BILIBILI / VIDEO

Video reviews

2 videos

Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.

Review sources

Other voices, for reference.

Excluded from our score

Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.

Community discussion

A hand-drawn roguelike deckbuilder from Ultra Piggy Studio where you can replace almost any number on screen (enemy HP, energy, card values, gold, relic charges) with a dice roll, built around a five-colour mana system.

DICEOMANCER is an Overwhelmingly Positive Steam hit (about 96% of roughly 5,600 reviews, released Oct 9-10 2024 at $14.99). It reportedly sold 50,000 copies in two weeks, and estimates put lifetime ownership at 100k-200k. Players love the change-any-number gimmick, the class variety and the storybook art, and often pitch it to Slay the Spire and Balatro fans. The recurring complaints are that it is too easy and gets padded by a per-character ascension grind, that run variety and enemy design are thin, and that the developers have gone quiet with little or no post-launch content (several 2025-2026 reviews call it abandoned). Critic coverage is minimal: Metacritic has no Metascore yet (1 of 4 needed critic reviews) and OpenCritic has no findable entry, so reception is almost entirely player-driven.

What players praise

  • The change-any-number dice mechanic is seen as genuinely novel, and players enjoy gradually discovering how many numbers it can touch (enemy health, energy, gold, shop prices, event checks, relic charges)
  • It lets you break the game in creative ways, for example a burn-everything deck or turning shop items into near-free purchases, which players say produces memorable stories
  • Distinct classes with their own gimmicks and playstyles, and a large pool of cards (about 500) with unusual keywords like Load, Summon, Construct, Phantom and Flow
  • The five-colour mana system, where you discard, exhaust and manipulate cards to pay for powerful ones, adds a Magic-like layer of decisions
  • Hand-drawn storybook art with 8fps animation, a humorous tone (the goal is simply to go fishing) and a well-liked soundtrack
  • Corruption/purple mist on the map pressures you to limit dice use while allowing backtracking, which is unusual for the genre
  • Strong value for players who like Slay the Spire, with some reviewers saying it surpasses it in places; 20-30 hours of fun is a common estimate, and some players log 70-200+ hours

What players criticize

  • Too easy: overtuned cards, easy energy and draw, and stockpilable dice charges let experienced players delete bosses, sometimes on turn 1
  • Balance is uneven between classes (Builder and Berserker are named as strong; red classes can feel samey), and every class tends to have a run-breaking card or two
  • Limited enemy variety; outside a handful of bosses, enemies barely matter and you can ignore their intents
  • Little or no post-launch support; multiple reviews from 2025-2026 say the developers disappeared and did not expand a great concept
  • Content can feel thin for the price; one reviewer beat it in about 6 hours, and another said to wait for a sale
  • Complexity and keyword overload make the early hours confusing for some, with the demo cited as confusing
  • Some players say the dice gimmick is over-hyped in trailers because in most cases you only use it for things like cutting huge boss HP to a small number
  • A few reviewers find early enemies scaling too harshly or off-colour mana generation frustrating, which is the opposite complaint to the too-easy camp

Distinctive features

  • You can swap almost any on-screen number for a die roll, including meta-genre numbers like cards per turn, reward choices and exhaust, which reviewers describe as commentary on deckbuilder tropes
  • Origin as the GMTK 2022 game jam entry Dice is the Way, which placed in the top 20 of more than 6,000 entries
  • Five-colour mana with a purple dice/chaos colour and cards that double as resources
  • Enemies with multiple health bars and a spreading purple fog that punishes dice use, balancing the power of the mechanic
  • Backtracking on the map, which most roguelike deckbuilders do not allow
  • Whimsical fishing-trip premise in a world with swords, magic and guns, plus a fully hand-drawn art style

Divided opinions

  • Difficulty: a large group finds it far too easy, while newcomers and a few reviewers find it hard or scaling harshly
  • Dice mechanic: hailed as the most creative deckbuilder idea in years by many, but a few call it a cheat button or a gimmick that wears off after a few runs
  • Complexity: some find the mana and keyword system clever depth, others find it muddled and hard to understand
  • Value: players with 20-200 hours call it a bargain, while a few say it is too dry on content for $15

Repetition and friction

  • The 20-level ascension ladder has to be repeated for each character, which reviewers call artificial padding when runs are all similarly easy
  • Runs can feel samey for classes that want a tiny deck, because you skip most card rewards
  • Enemies repeat often and feel largely irrelevant outside a few bosses, so runs play out as executing the combo you built
  • Some players dislike the dice mechanic as too game-defining or feel it trivialises the game, and a minority complain that dice feel rigged or rolls look seeded after restarting (an anecdotal claim in one review)
  • Keyword overload and complex cards make the early hours hard to parse (even the demo is cited as confusing)

Hoped-for improvements

  • Add new content (enemies, cards, events, upgrades); veteran players with 130+ hours specifically ask for new enemies
  • Add harder late-game difficulty: a fourth act, harsher ascension scaling and more meaningful modifiers
  • Share ascension progress across characters instead of making players climb 20 ascension levels separately for each of the six classes
  • Give a reason to linger in corruption or explore the map, such as rewards or new cards for taking risks
  • Put some limit or cost on stockpiling dice charges and on altering non-card numbers so the core mechanic stays tense
  • Improve enemy variety and make enemy intents matter more, and tune class balance

Launched Oct 9-10 2024 on Steam (Windows only, $14.99) and quickly earned Overwhelmingly Positive, with 50k sales reported within two weeks and a peak of about 2,300 concurrent players in launch coverage. Reception has stayed around 96% positive through 2026, with recent reviews increasingly mentioning the lack of dev updates and requests for new enemies and upgrades. No Mac or Linux build. Metacritic shows a pending Metascore (1 of the 4 critic reviews needed) and a 9.6 user score from only 5 ratings, so that user figure is not meaningful. I found no OpenCritic entry. I could not find a specific patch list or roadmap in the sources searched.

Archived creator commentary 1

Third-party summaries based on automatic captions may contain transcription or interpretation errors.

Tier list Part 3 (2025)

Diceomancer is a hand-drawn, first-person deck-building roguelike where some cards use dice and a core mechanic lets you turn any number on screen into a d6 roll. He finds the visuals, animation and immersion charming and the central mechanic surprisingly well balanced. He warns it is complex and not ideal for deck-building newcomers, and that some balance issues are inherent. He places it in a solid spot in A tier, likely above Arkham.

What the creator praises

  • Unique hand-drawn art with animation on most cards, not lazy hand-drawing
  • Immersive first-person view where you see your hands using the cards
  • Core mechanic of rolling a d6 to replace any number on screen, including enemy health, gives huge creative possibilities
  • Enemies having multiple health bars keeps the number-changing mechanic from being cheesed
  • Replayability from combining classes/decks at the start, plus many events and enemies
  • Cards are unique and complex, rewarding players who take time to understand the possibilities
  • Something he has not seen done before, both mechanically and visually

Issues raised by the creator

  • Fairly complex, not recommended as a first deck-building game
  • Some balance issues are inherent to the design
  • Once you understand the mechanic you can exploit it pretty well
  • Looks simple visually but many cards get quite complicated

Design observations

  • Ability to turn any on-screen number (UI or otherwise) into a d6 roll
  • Multiple enemy health bars as the balancing answer to that mechanic
  • Combining classes/colored decks from the start for customization
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