Slots and Daggers cover artGame file / ROGUE BY ROGUE
One more run.

Slots and Daggers

Dice & chanceDeckbuilderTurn-based strategy

A retro mini-roguelike inside a slot machine. Steady your blade - and spin!

ROGUE BY ROGUEPending

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This game has not yet completed our five-dimension review. Explore its details and external material in the meantime.

Core gameplay25%—
Builds & strategy25%—
Replayability20%—
Randomness & fairness20%—
Polish & usability10%—
Scoring methodology ↗
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 solo-dev retro mini-roguelite in which every attack is resolved by spinning a slot machine whose reels you fill with weapons, items and symbols, set in a grimy dark-fantasy dungeon.

Players and critics agree on the same two things: the presentation and core slot-combat loop are excellent and very juicy, but the game is short (roughly 3-10 hours, many report finishing or 100%-ing it in 1-3 hours) and its builds collapse onto a few dominant strategies. Steam sits at Very Positive (about 94% of roughly 7,600 reviews), helped by the low price (around $5-8), while the negative reviews are almost entirely 'good but too little content' rather than complaints about quality. Critics are more split (Metacritic 73 from 6 reviews, scores from 50 to 90), with the lower scores citing replayability and balance. The game launched Oct 24, 2025 as a complete release (not early access) after a popular Next Fest demo; the dev pushed several balance patches in the first weeks, a Steam announcement marks 100K copies sold, and some players feel post-launch content never materialised.

What players praise

  • Extremely juicy, tactile feedback: lights, coin sounds, big-number payoffs and satisfying reel spins are repeatedly called a masterclass in game feel
  • Strong visual identity: crude, grimy hand-drawn pixel art, 1990s arcade/dark-fantasy aesthetic; reviewers also praise the sound and music
  • Visible RNG you can bend: choosing what goes on the reels (and not overloading them) gives a satisfying mix of chance and strategy
  • Short, tight runs (10-30 minutes) that suit quick sessions and an 'one more run' pull
  • Great value at a few dollars, with a generous demo whose progress carried over
  • Responsive solo developer who patched exploits quickly in the first weeks
  • Arena mode gives an endless high-score chase with exclusive enemies
  • Polished and stable: reviewers repeatedly call it polished, with cloud saves supported (Steam) and few reported bugs beyond a meta-progression unlock exploit

What players criticize

  • Very short: many reviewers beat the campaign and got 100% achievements in 1-3 hours, some in under 80 minutes
  • Low replayability: meta becomes obvious after one or two runs and there is no ascension or difficulty ladder
  • Limited item and build variety; a handful of dominant options (extra-spin items, bombs, multiplier plus saw combos) make other builds pointless
  • Balance is lopsided: busted combos can make the game play itself, while some enemies can soft-lock or hard-counter weaker builds
  • Game blocks further build upgrades after a certain point, which reviewers found unfun
  • Shallow compared with Balatro, which many reviewers use as the benchmark and find it lacking against
  • Some players report performance problems (sub-60 fps on strong PCs) and a few minor bugs such as cursor glitches and ban-slot bugs
  • Story is thin and adds little reason to replay

Distinctive features

  • Combat is literally a slot machine: you populate reels with weapons and items, and spins determine your attacks
  • Magic attacks bypass shields and reel dilution is a real tradeoff, so adding more faces lowers odds of hitting the ones you want
  • Pseudo-gambling theme with skill-flavoured mechanics (beats, clicking, wheels) rather than pure luck
  • Power-ups in combat cost in-run currency, putting a risk-reward spend decision into fights
  • Retro, deliberately crude art style with a cigarette-smoking slot-machine mascot, leaning into a seedy arcade mood

Divided opinions

  • Price versus content: many say 'great for $5' while others call it a demo-length game not worth even that
  • Balance patches: some praise the dev's responsiveness, others feel every strong build gets nerfed or countered
  • Difficulty: some find it challenging while others say it is far too easy once a couple of upgrades land
  • Whether it is a complete game or an unfinished teaser, with several reviewers feeling the dev went quiet on promised content

Repetition and friction

  • Having to spin each of the five slots individually each turn, with no spin-all or speed-up
  • Repeating runs to accumulate stat upgrades rather than making interesting decisions, described as a weak progress loop
  • Heavy RNG and little ability to change strategy mid-combat, which some felt removed the sense of skill
  • Once the busted build is found, fights become about speeding through rather than deciding
  • Some found the game boring after a short time or said the enemies felt like faceless targets
  • Balance patches arriving in rapid succession (reviewers cite about five nerf/counter updates in one week) that punished players who had found a fun build, alongside a reported bug that unlocked the whole meta progression after one run

Hoped-for improvements

  • Add more items, weapons, symbols and enemies, with the most common ask being DLC or an expansion in the same direction
  • Add ascension levels, harder modes or challenge runs to give veterans a reason to return
  • Quality-of-life: a speed-up option and a way to spin all slots at once instead of five separate spins per turn
  • Rebalance dominant builds upward or add counters (for example thorns-style enemies) instead of only nerfing, and buff weak elements such as poison
  • Give Arena mode more depth and a real ending or reward instead of just dropping players back to the start

Released Oct 24, 2025 on Windows and Mac via Steam (developer Friedemann, publisher Future Friends Games, about $7.99 list, often cited around $5). A Next Fest demo of roughly 4 hours built strong wishlist interest and demo progress carried into the full game. Launch reviews praised polish but quickly flagged brevity; a reported bug let some players unlock the whole meta progression after one run. The dev shipped multiple balance patches in the first week or two, which annoyed some players. A Steam community announcement titled '100K Copies Sold & What's Next' indicates strong sales (the third-party revenue estimate of about $33K gross is clearly too low and should not be trusted; I could not read the announcement body, so exact plans are unknown). Later reviews (into mid 2026) are split between players saying the dev quietly stopped adding content and others defending it as a finished game and mentioning arena mode. Critic coverage is thin: 6 Metacritic critic reviews, and I could not locate an OpenCritic page, so null.

Archived creator commentary 1

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

Tier list Part 5 (2026)

Slots & Daggers is a slot-machine roguelike where you add icons to a reel, spin, and resolve the results as turn-based attack, block and gold gains against monsters. He loves the vibe, the 2D-in-3D fourth-wall presentation, and especially the audio-visual feedback. He finds the core gameplay very simple, RNG-driven, repetitive and badly balanced, with mechanics like rerolls and tile moves feeling like afterthoughts. He ends by placing it in a 'simple, clear, down the middle' spot, but never names a tier letter.

What the creator praises

  • Standout audio-visuals: a 2D/3D mix that breaks the fourth wall, with screen shake on hits
  • Great music and very satisfying sound design on big hits
  • Timing-based skill-check icons add a physical skill element, with randomized rhythms
  • Fun to spin and watch things happen
  • Getting through the adventure to the final boss is enjoyable before you are overpowered
  • Discovering busted combos is satisfying at first

Issues raised by the creator

  • Adding icons usually makes your deck worse because triples become rarer, so there is little reason to expand
  • Gameplay stays simple and repetitive; actives like rerolls and moving tiles feel like afterthoughts
  • Very RNG-based and unbalanced; builds get broken easily
  • Hard caps on health, armor and money make being broken feel restricted and unsatisfying
  • Enemies are mostly plain damage values with little strategy
  • Arena mode and meta-progression do not fix the repetitiveness; easy to cheese

Design observations

  • Slot-machine combat with icons that act as cards and triples as criticals
  • Randomized skill-check timing rewards players with good rhythm, such as drummers
  • Board shakes and dice move randomly for flavor
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