This is a small update, and that is exactly the point.
If you play DICE & DARE in windowed mode, the game used to forget the moment you closed it — every launch came back in fullscreen and you had to set it again. It is a tiny thing, and you hit it every single time you start the game, which makes it the worst kind of tiny thing.
It is fixed, along with everything else about how the window behaves.
THE FIX
The game now remembers how you left it
- Fullscreen or windowed — however you closed it is how it opens. No more re-doing it every session.
- Window size and position — drag it to the size you like, park it on the monitor you like, and that is where it comes back.
- Maximized — remembered too.
- Multi-monitor safe — unplug the screen the game was living on and it reopens somewhere you can actually see it, instead of off in the void.
First launch still opens fullscreen. After that, the table is yours.
The window is now locked to 16:9
DICE & DARE is drawn for a 16:9 table. Grab any edge or corner and the whole window scales as one piece, so the felt, the HUD and the dice always land exactly where they were designed to sit — no stretching, no cropped table, no HUD drifting off the wood. The floor is 1280x720 of real play area, so it never gets cramped.
Also fixed
- The fullscreen button in the HUD now shows the right icon the instant the game opens, instead of pointing the wrong way until you had clicked it once.
NEW AROUND HERE? THIS IS WHAT YOU ARE WALKING INTO
DICE & DARE is a push-your-luck casino dice roguelike, and one rule drives all of it:
you can always roll again. Bank what you have and clear the round clean, or push — watch the multiplier climb, watch the bust chance climb with it, and find out whether the table was finished with you.
The dice are luck. The build is not.
114 relics across charms, relics and jokers, hooked into every beat of the loop — scoring, banking, busting, round start, round win. Snowballs, compounding interest, streak engines, bust insurance. The run you die with is never the run you started.
The Synergy Board
This is where the skill actually lives. Your relics sit on a hex grid split across five elements. Put matching elements next to each other and resonance compounds exponentially with every adjacency. Certain cross-element pairs hide their own bonuses. Drag, rearrange, and rebuild the whole board between rounds — the same eight relics can be a decent run or a broken one depending purely on how you lay them out.
Dice with opinions
Coloured dice do not just look different, they each score their own face. Red pays on sixes. Gold pays per pip. Blue quietly shaves your bust chance. Purple wants matches, green wants evens, yellow wants high rolls. Stack up to sixteen dice and the table starts scoring in ways the base game never could.
Cards that never betray you
Twenty one-shot power cards in a two-slot hand. Every single one is deterministic — no coin flips, no "50% chance". Arm DOUBLE DICE and you get double dice. Arm NO BUST and you cannot bust. When you spend a card you know exactly what you bought.
Challenge Rounds
Every third round the table changes the rules, and you choose which way it breaks — two modifiers offered, you take one. Elite modifiers start showing up at round 15, and from round 24 they stack two at a time. Clear one and the bank pays 25% more.
Second Chance
Out of rolls and short of target is not automatically the end. Buy your way back in — but the price climbs every time, and there is a long cooldown before the table offers it again. Knowing when to take it is its own skill.
And it does not end
There is no win screen. Targets grow exponentially forever. Round 12 is a solid run. Round 20 means you built something genuinely nasty. The only question is how deep you can get before the dice remember who they work for.
Also in the box
- 21 scoring combos — 9 to start, 12 exotic ones to unlock
- 28 Steam achievements, one per Joker
- Steam leaderboards for best score and deepest round
- A local TOP SCORES board for beating yourself
- 6 hands-on tutorials played on the real table, not a slideshow
- Save and continue later — close mid-run, pick it up next launch
- Fully playable from the keyboard
- A croupier who calls your rolls
- Reduce Motion option for anyone who wants the shake and flash turned off
Maintenance updates like this one come out of the small friction that builds up in everyday play — the stuff that is easy to shrug off and permanently annoying. That kind of report genuinely shapes what gets worked on next, so keep it coming in the discussions.
Good luck at the table.
— TheVegasLab.com