게임 정보 / ROGUE BY ROGUESlice and Dice
원문 · 영어Tactical dice-rolling roguelike combat. Take control of 5 heroes, each with their own unique dice. Fight your way through 20 levels of monsters and try to take on the final boss. If you lose a single fight you have to start over so be careful (and lucky!).
이 점수의 이유는?
원문 · 중국어 간체
骰子随机性被分配、重掷和撤销工具转化为可解的战术问题,五个维度较为均衡,极端骰运仍是边界。
- 평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测- 평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准
평가 범위와 한계
원문 · 중국어 간체
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。未独立复核每个骰面或物品的实现;随机性争议保留在公平维度,不由商店好评率替代判断。
평가 근거 자료 02
- 01보관 자료보관된 외부 자료 보기 ↓
원문 · 중국어 간체
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)、Top 10 of 2024 (#6))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。
- 02웹 자료원문 보기 ↗
원문 · 중국어 간체
Slice and Dice — Steam 官方商店页
2026-10-08 访问。确认了五人骰子战斗、选择重掷、战后升级、随机遭遇、撤销和多种模式。该页不作为实测性能或缺陷已修复的证据。
영상 리뷰
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참고할 만한 다른 목소리.
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플레이어 의견 요약
원문 · 영어A tactical dice-rolling roguelike by solo developer Tann where you command a party of five heroes whose abilities live on their own dice, fighting through 20 levels to a final boss with permadeath on a single lost fight.
원문 · 영어Slice & Dice is received as a small-scale but unusually deep indie gem. Steam shows 'Overwhelmingly Positive' (about 97% of roughly 2,580 reviews) and itch.io shows 4.9/5 from about 766 ratings, with many reviewers saying they first bought it on mobile or itch and then bought it again on Steam. Only three critic reviews exist, all on the iOS version (TouchArcade 100, 148Apps 100, GAMES.CH 82), with no Metascore yet, and Metacritic users give 8.4 from only 7 ratings. It is not early access and appears actively maintained (itch build 3.2.13 in May 2025 added several translations), but sales sit in the low-to-mid hundreds of thousands of owners rather than hit territory. The negatives are narrow: RNG frustration, unknown late bosses, obtuse item text, uneven balance and awkward modding.
플레이어가 칭찬한 점
- 원문 · 영어Every turn plays like a compact tactical puzzle because you choose which dice to reroll and how to assign results to heroes, so luck feels manageable rather than arbitrary
- 원문 · 영어Class identity is built directly into each hero's die faces, which makes the 100+ heroes feel mechanically distinct
- 원문 · 영어Enormous build and replay variety: hundreds of items, many monsters and modes, and randomly generated heroes, items and spells still producing new combos after hundreds of hours
- 원문 · 영어Surprisingly strong balance and non-obvious decisions (junk tier-0 items having synergies, skipping level-ups, committing to one combo unit)
- 원문 · 영어Undo/take-back lets you experiment with lines and treat fights as puzzles
- 원문 · 영어Short runs suit both desktop and phone; many describe it as the ultimate time-killer on a bus or break
- 원문 · 영어Modding via the built-in TextMod system and level editor is praised by some as the easiest custom-content sharing they have seen, extending replayability indefinitely
- 원문 · 영어Distinct minimalist pixel art and music; good value at about $9 and a no-AI-assets, no-sales-or-bundles stance from the dev
플레이어가 비판한 점
- 원문 · 영어High RNG variance: a run lost to bad rolls, especially at the final boss, can feel demoralizing and some reviewers dismiss it as RNG slop
- 원문 · 영어Unknown bosses and the final boss create a risk-management problem, since you cannot prepare for something you have not seen
- 원문 · 영어Item and ability descriptions are described as poorly worded and obtuse, and a few items are reported as non-functional
- 원문 · 영어Balance is uneven: some classes or heroes are called useless or a burden while others dominate
- 원문 · 영어Permadeath after a single lost fight means a long run can end abruptly
- 원문 · 영어Presentation is deliberately small, so players wanting big visuals, story or narrative adventure will find it thin
- 원문 · 영어Some find the core loop simply not fun or hard to get into if they dislike adapting to imperfect rolls
차별화된 특징
- 원문 · 영어Heroes are literally dice: each class's kit is encoded in the faces of its die, with 3D dice physics and selective rerolls
- 원문 · 영어Lose one fight and the run ends, yet every fight is solvable-feeling because of undo and careful dice assignment
- 원문 · 영어Ultra-minimalist design (no XP system, small numbers) that reviewers compare to chance-operations art and to Balatro and Vampire Survivors in spirit
- 원문 · 영어Native TextMod API and level editor let the community build total conversions, including a Slay the Spire-style mod
- 원문 · 영어Huge content library from a single developer working about seven years: 128 hero classes, 73 monsters and 473 items per the Steam page, plus difficulty modifiers and Nightmare mode
- 원문 · 영어Same game across Steam, itch.io, Android and iOS, with cross-platform fans buying it multiple times
의견이 갈리는 점
- 원문 · 영어Randomness: fans see tense, skill-expressive dice management, while detractors see an RNG fest where risk management cannot save a run
- 원문 · 영어Text-based modding: praised as intuitive and powerful by modders, but criticised as clunky and gated by a newcomer
- 원문 · 영어Permadeath on a single loss: adds tension for some and demoralises others, especially at the end of a run
- 원문 · 영어Minimal presentation: charming and focused to most, too small for players who want spectacle or story
반복과 부담
- 원문 · 영어Losing at the final boss after a long run, especially with no foreknowledge of what it will be
- 원문 · 영어Unlock progression: players who want to try mods or all content have to progress through the game first
- 원문 · 영어Decoding cryptic item text and learning which weird items actually work
- 원문 · 영어Modding workflow based on copying and pasting text files, which one refunder called the worst modding experience they had seen
- 원문 · 영어Dice-builders in general can feel unrewarding: a low-playtime reviewer simply could not see how the loop is meant to be fun
기대하는 개선 사항
- 원문 · 영어Rewrite item and spell descriptions so effects are clear and accurate
- 원문 · 영어Give players some way to know or preview the possible final boss and unknown bosses so they can plan
- 원문 · 영어Rebalance weak classes/heroes and fix non-functional items
- 원문 · 영어Make mod installation less convoluted; a negative reviewer objected to mods being gated behind progression and imported as pasted text
- 원문 · 영어Offer a built-in unlock-everything option for players who do not want to grind unlocks (requested in a review)
원문 · 영어Launched on Steam on March 20, 2024 at $8.99, after years on itch.io and Android where it already had a devoted following (reviewers report hundreds of hours on those versions). Steam reviews have stayed near 97% positive, and the Steam page reported 100% positive in the last 30 days at the time of fetch. Metacritic shows no Metascore yet (needs 4 critic reviews; only 3 iOS reviews exist) and only 7 user ratings, so treat it as thin. No OpenCritic entry was found. Third-party estimates (SteamSpy) put Steam owners at 200k-500k and steam-revenue-calculator.com estimates about $608k gross and $179k net, both rough Boxleiter-style figures. Desktop builds exist for Windows, Mac and Linux, plus Android and iOS. The dev pledges no AI use and no sales or bundles. Itch version 3.2 added French, Italian, Russian, Spanish and Portuguese in May 2025, with 3.2.13 following later that month. Research limits: the session web search budget was exhausted, Reddit and search-engine pages were unreachable, so community detail comes mainly from Steam reviews, itch.io and Metacritic.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Local Steam metadata: appid 1775490, review counts, SteamSpy owners, revenue estimate ↗
- 원문 · 영어Steam store page: content counts, review summary, dev statements ↗
- 원문 · 영어itch.io page: 4.9/5 rating, pricing, platforms, version history, translation update ↗
- 원문 · 영어Metacritic iOS page: user score 8.4 and critic summary ↗
- 원문 · 영어Critic reviews: TouchArcade 100, 148Apps 100, GAMES.CH 82 ↗
- 원문 · 영어Metacritic user review themes (addictive, original, replayable) ↗
- 원문 · 영어Estimated gross and net revenue (Boxleiter-based) ↗
- 원문 · 영어Checked OpenCritic; no entry surfaced ↗
보관된 제작자의 의견 2
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 3 (2025)
원문 · 영어Slice & Dice is a turn-based dice roguelike where you control a party of five characters and move fight to fight, upgrading a character or giving out an item after each battle. Mechanically simple, it becomes very strategic through its huge pool of characters, items, upgrades and enemies. He already covered it in his top 10 of 2024, so he keeps this short. He calls it one of the better games he played last year and places it in high A tier, above Cobalt Core, and recommends it widely because it is so approachable.
제작자가 칭찬한 점
- 원문 · 영어Enormous amount of content: many characters, game modes, and very distinct items
- 원문 · 영어Simple rules that scale into deep strategy
- 원문 · 영어Forgiving, casual structure: full regeneration between fights, nothing permanent lost within a run
- 원문 · 영어Every run and every fight feels different; enemies have unique mechanics, like mini-games
- 원문 · 영어Generous dice flexibility: keep or reroll any dice up to three times, softening RNG
- 원문 · 영어Simple but fitting visuals and a chill, peaceful soundtrack with many tracks
- 원문 · 영어Very approachable, easy to recommend to anyone who likes strategy games
제작자가 지적한 문제
- 원문 · 영어Acknowledges a fair amount of RNG because of the dice, though mitigated by rerolls
- 원문 · 영어Visuals are simple (said as a neutral/fitting trait rather than a real complaint)
설계에 대한 관찰
- 원문 · 영어Turn-based dice combat with a five-character party rather than deck building
- 원문 · 영어Each fight acts like a self-contained puzzle/mini-game thanks to enemy-specific mechanics
- 원문 · 영어Low-punishment run design (about 20 fights, death just means half health next fight) makes bad starts irrelevant
변경된 의견
원문 · 영어Previously discussed in his top 10 of 2024 list; here placed in high A tier, above Cobalt Core.
원문 · 영어Top 10 of 2024 (#6)
원문 · 영어Slice & Dice is a turn-based dungeon-crawling roguelike built around dice rolls, where you control five heroes, each with their own die, across 20 levels. Every monster brings a small mechanic that works like a fresh puzzle. He finds it easy to pick up but hard to master, and he values the huge amount of content and the optional bypass for locked content. It sits at number 6 on his 2024 list, and he describes it as a perfect game to return to now and then.
제작자가 칭찬한 점
- 원문 · 영어Each monster has a small mechanic to adapt to, making every fight feel like a new puzzle
- 원문 · 영어Two extra rerolls per die pick the desired result and reduce randomness compared with other dice games
- 원문 · 영어Simple, easy-to-understand core gameplay that is easy to learn but hard to master
- 원문 · 영어Large content volume: over 25 game modes, 128 heroes and 470 unique items
- 원문 · 영어Option to bypass all achievement-locked content, good for a casual game
- 원문 · 영어Surprising number of accessibility options
- 원문 · 영어Trying new modes and characters gives a fresh experience each time, great to revisit
제작자가 지적한 문제
- 원문 · 영어Dice-based roguelikes generally struggle to balance strategy with randomness (he says this about the genre, which Slice & Dice mitigates)
- 원문 · 영어Much content is locked behind achievements, and some of those unlocks have more complicated mechanics that may not suit new players
설계에 대한 관찰
- 원문 · 영어Rerolling each die twice makes dice randomness much more controllable than in comparable games
- 원문 · 영어Per-monster mini-mechanics turn each fight into a puzzle
- 원문 · 영어Option to bypass locked content alongside extensive accessibility options is notable for an indie game


