Added a new x10 game speed.
Improved Steam Deck compatibility.
Fixed a bug allowing to reroll dice when only a D100 was on the board (causing a soft lock).
Fixed a bug that prevented dice from being properly considered as part of a combination.

Steam news
Full Steam announcements and update articles for this title.
Added a new x10 game speed.
Improved Steam Deck compatibility.
Fixed a bug allowing to reroll dice when only a D100 was on the board (causing a soft lock).
Fixed a bug that prevented dice from being properly considered as part of a combination.
Completing a challenge at higher difficulties will now also complete the challenge for easier difficulties. This change will apply retroactively, meaning that when you'll launch the game after the update, all challenges & achievements that should have been unlocked will be completed automatically.
Added a safe zone around the synergies panel to prevent it from closing as soon as the mouse leaves the box.
The janky laptop has been reduced from -1 reroll to -2 rerolls.
The golden yarn has been reduced from score +4 per shop reroll to +2.
The dumbbell has been increased from score +6 per dice reroll to +8.
Fixed a bug preventing the combination texts from being properly localized.
Fixed a bug creating a softlock when rolling a 1 on a D100 if the D20 level 1 synergy was active.
Fixed a bug that messed up the banked dice when spamming the "bank all" button.
Fixed a bug that allowed players to sell the hourglass.
Fixed a bug that caused a target score calculation error when buying the hourglass while in endless mode.
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dice Dice Baby, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Dice Dice Baby statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
Added a new option to allow playing with all locked lucky charms. Activating this option will make all locked charms appear in the shop as if you had completed the associated challenge. This option is designed for players who don't want to go through the hustle of completing all challenges to experience the game content and just want a more relaxed experience. More completionist players can still keep this option disabled to experience the intended unlock flow and get access to the content in a more legit way. Please note that visual customization (board colors, patterns...) still require completing runs to unlock. The challenges and steam achievements also still require completing runs with full synergies to unlock, even if you activate the option.
Added controller support for keyboard controls. If you play on steamdeck, you can now restart the run and display dice levels using the gamepad.
The hot dice synergy effect lvl 2 has been reduced from +1 mult. per combination to +0.5 per combination after the first.
Fixed a bug that made the bundle of cash reduce the cost of rerolling the perk shop by 2 instead of 1.
Fixed a bug where you could drag and sell dice while in the painting selection flow.
Fixed a bug that caused a break of the piped dice XP flow.
Fixed a bug that allowed using the brass knuckles even when the charm was disabled.
Added a save backup system. After several reports of save files being reset because of a steam cloud error, I decided to add a system that will create a local copy of the player's save every time they unlock something in the game. This should allow recovering the player's progression in case of a cloud error.
The target scores of the rounds after the end of a run (endless mode) have been drastically increased. Previous scores increased way to slowly to really challenge a build and games lasted too long.
The dumbbell has been reworked: It now gives +6 score for each time dice have been rerolled in the current round.
The fancy monocle has been nerfed and now doesn't count itself in the mult.
The key has been reworked: It is now the rusty key. When equipped, the shop sections randomly lock when leaving the shop.
The rulebook has been reduced from +1 mult. per banked dice to +0.7.
New combinations description texts have been rewritten to better explain how to form the combination.
Fixed a display issue on the endgame panel when finishing a run after the final round
Fixed a small bug where music was not looping properly
Fixed a bug preventing house rule from unlocking in the collection if they were completed at the final round
Fixed an issue preventing from changing the game language
Fixed the incorrect number of total challenges in the collection.
Hello everyone,
Today is the day; Dice Dice Baby is officially out! 🚀
After months of hard work, demo improvements, player feedbacks, balancing and last minute polishes, it's finally time to release the full version of the game. 🔥
First of all, I really hope you like the game, and particularly the new content and changes that have been made since the launch of the demo. As a game developer and game designer, it is something really special (and scary) to release a game, exposing your baby, that you spent so much time, sweat and tears on to the world, sharing something that feels very personal with complete strangers. On the other side, the past few months have been amazing, as the demo release went very well and the game received very good and useful feedback. When making Dice Dice Baby, my goal was simply to make the best possible game, and bring as much enjoyment and fun to my players as possible, and I can only hope I've came close to reaching it. 🤞
Please don't hesitate to share your thoughts and improvements suggestions on the game's community page. I really love to hear from players and I'm convinced that a good game couldn't be made without lots of feedbacks to feed from. I try to answer your messages as often as possible, sorry if I sometimes miss some comments or questions. 🙏
Lastly, before the release patch note, I would like to once again thank all the people who helped and supported the game along the way. It's been a very "dicey" journey and I really couldn't have made it this far without all the support and feedback of my demo players, beta testers and friends, so thank you all ❤️
And without further ado, the release patch note:
Balancing
The reading glasses have been reworked: They now give +0.4 mult. per banked dice with an even value.
The dumbbell has been increased from score +4 per dice rerolled to +5.
The calculator is back! It gives +0.5 mult. to every combination.
The bundle of cash now decreases all shop prices by -1 (including the locked slots).
The shotgun shell has been reworked: It now gives -2 mult. for every bank after the first (instead of -1 bank).
The magnet dice lvl 1 synergy effect has been moved to lvl 2 and increased from +0.5 mult per legit banked dice in a combination to +1 (I also made them add the multiplier directly when the combination is scored, to be more consistent with the hot dice).
The magnet dice lvl 1 synergy effect has been reworked: It now adds 3 magnet D8 to the rolled dice. I think it brings something really different from the rest of the special dice synergy effects, while playing very well with the natural magnet dice gameplay, by giving you more values to combine.
The D6 lvl 2 synergy has been reworked: It now give dice +5 score for every combination they are scored in. It should help the D6 to stay competitive, especially in expert mode, as their gameplay encourages playing small values and they lacked from a strong score mechanic, while fitting their natural playstyle.
The D6 Big Red combination has been reduced back from +1.5 mult to +1 mult.
The "Turn limit" house rule has been reduced from "start the round with 1 bank" to "-1 bank for the round".
The "Max capacity" house rule has been reduced at round 20 and 25 from -2 bank slots to -1.
The "Tilted table" house rule has been reduced at round 20 and 25 from 2 dice removed to 1 die removed.
Mechanics giving free rerolls and banks (D10 synergy, holo dice synergy...) now don't trigger negative effects (Reroll fee house rule, energy drink...). They however should still count toward positive effect. The wording of house rules and lucky charms has been changed accordingly.
Shop
I've reworked the way lucky charms are rerolled in the shop. Rerolling the perk shop will now cycle through all the possible lucky charms before resetting the pool. Also, a sold lucky charm won't appear again in the shop before the pool is reset. This change should help bringing more variety to the shop and reduce frustrating situations where a lucky charm key to your strategy would never drop in the shop.
There can now only be a maximum of 1 random item proposed every shop reroll.
The cost of rerolling the perk shop has been reduced, from 5 to 4.
The board upgrades shop slot will now be refreshed if the shop was locked while it was out of stock (instead of staying out of stock).
Collection
The collection stats tab has been improved and split into each difficulty modes.
New items unlocked in the collection will now have a "new icon" marking them.
House rules
House rules now have names, to help distinguishing them.
The house rules are now tracked in the collection. You can reveal each of them by completing a round while they are active.
Misc.
Sound design has been improved, with new sounds when a synergy effect activates, deactivates, when locking the shop...
Hello everyone!
To help you wait for the full game release, we've released a new demo version for Dice Dice Baby!
On the program: Quality of life improvements, balancing, some synergy reworks, shop tweakings and... a new custom mouse cursor 👀
I’d also like to take this opportunity to once again thank everyone who shared their feedback and continues to help deeply improve the quality of the game. ❤️
Full patch note:
Features & Content
You can now lock the content of the perk shop or the cheated dice shop. Locking a shop ensures it will offer the same items after the next round — very useful if something catches your eye but you don’t have enough money to buy it yet.
Board upgrade rerolls (dice slots, bank slots, and lucky charms slots) now always happen in the same order. The order is randomly defined at the start of the run but remains the same throughout. This change should help prevent situations where the player looks for a specific upgrade that never appears due to bad rerolls.
10 new House Rules.
Rerolling House Rules now guarantees you will never get the same one proposed twice.
The list of House Rules is now visible in the Collection — you’ll need to win a round with each one to reveal them all.
New Charm: Water Bottle – Grants +2 coins when you win a round without any overkill.
The Customization Menu is now available in the Collection, though items can only be equipped in the full version of the game.
Balancing
Top Hat now gives +11 score per banked die with an odd value, even if there are also even-valued dice banked.
Lightbulb has been reworked: now grants +4 score per level of banked cheated dice.
Big Red combination (D6 level 2) multiplier increased from 1 to 1.5.
D8 level 3 synergy increased from “+0.5x per D8 in a straight” to “+1x per D8 in a straight”.
Magnet dice level 1 synergy reworked: now gives +0.5x multiplier per legit die banked in a combination.
Blurry dice level 2 synergy is now their level 1 synergy.
Blurry dice new level 1 synergy now gives the Full House combination (previously Magnet dice level 1).
Holo dice ability increased from “value ×2 when not in any combination” to “value ×3 when not in any combination.”
Holo dice level 2 synergy is now their level 1 synergy.
Holo dice new level 2 synergy reworked: now gives +0.5x multiplier per banked die not part of any combination.
UX
Custom mouse cursor, aka the little hand! Can be disabled in the game options if you prefer to use the default system cursor.
Added blinking feedback on the synergy panel when a new synergy is activated or deactivated. This is a first step toward improving synergy visibility, and I’ll keep refining it since it’s a major part of the gameplay loop.
Lucky charms with values based on counters now display their current counter value directly on their icon.
The counter at the bottom of the active combinations list when full now shows the excess multiplier instead of the number of combinations.
A “disabled” state has been added for lucky charms when their effect isn’t currently active for any reason.
A “disabled” state has been added to combinations in the active combinations list when a House Rule invalidates them.
Confirmation message added when quitting the game.
Hi everyone,
After months of hard work — from revealing our store page and releasing our demo to receiving countless amazing feedback from our players — we’re thrilled to finally announce the release date and pricing for Dice Dice Baby!
It's coming very soon, in 2 weeks, on November 5th!
Since the demo, we've added a ton of new content and polish: New lucky charms, board customization, quality of life improvements, and much more. We now feel the game has reached a state close enough to its final quality, so we can commit on a release date.
Regarding the pricing, the game will be sold at $4,99 USD. We feel like it's a fair price for the amount of content available, while remaining affortable as a small indie game. And of course, we'll run a discount for the first few weeks after the release, as a small thank-you to everyone who wishlisted and supported us since the demo release.
Thank you all so much for your encouragement and feedback over the past few months. Your support has been absolutely priceless and has carried us all the way this moment.
Cheers,
Abe
Hello everyone,
Once again, thank you all for the precious and very encouraging feedback you gave me on the Dice Dice Baby demo. It has been a real pleasure to exchange with the players and to keep learning and improve the game as much as possible to prepare for the full release :)
Thanks to all these feedbacks and suggestions, I managed to identify several areas of improvement on the current demo build and I decided to keep updating the demo for as long as possible instead of keeping these improvements for the full game release.
As always, I really hope you enjoy these new features and changes. Please let us know your thoughts in the community page or by leaving a review on the demo page <3
Full patch note:
Feature:
New feature: House Rules
Identified issue: There seems to be a lack of run variety, chaos, and short term objectives for the player. Players' only objective is to reach the last round, with no intermediary steps toward that objective.
To solve this issue, I've added a new event panel that will appear every 5 rounds.
The event panel will propose 2 special effects or run modifiers that will be applied immediately or change the rules for the next round.
These events are designed to be punishing and run-breaking, but only if you play with certain combos and strategies. The goal of this mechanic is to challenge the player to identify and select the option that has the least impact on their current strategy.
Completing a round with a special objective gives a bonus coin reward.
As I didn't want this feature to be too RNG driven, in case you have a very bad roll and both options are run-ending, you can reroll the proposed objectives.
However, rerolling the objectives is a resource limited per run, with more or less of it depending on the difficulty level you play. This should add a bit of resource management to the run strategy, as using your objective rerolls on an early game objective could mean sealing your fate later down the road.
Balancing:
Round reward has been reduced to compensate with the new special objective round reward. This means players will have less money in the rounds between special objectives but get a money burst every 5 rounds, for more interesting and strategic spending.
General difficulty of the normal mode round targets has been increased, as it seemed a bit too easy to complete runs without a proper strategy.
Dice level is now limited to 99.
Increased the mult. given by "5 of a kind" and higher, to better reward longer combos.
UX:
Synergy tooltip panel overlay has been reworked for better information hierarchy.
Overkill feedbacks have been improved to feel more powerful and celebratory.
Victory/defeat panel has been improved to feel more celebratory.
New high scores are now displayed in the victory/defeat screen.
Reworded many description texts which felt unclear.
Bugs:
Fixed an exploit where spamming the reward button gave infinite money.
Hello everyone
Thanks to your precious feedback on the first demo build, we've made some UX improvements and balancing changes to the game. We hope these changes will make for a better experience overall, and especially for dice synergies that previously felt unbalanced or less interesting to play.
Please keep sharing your thoughts about the game, so we can try and make Dice Dice Baby the best it can be at launch!
Full patch note:
UX :
Reworded and clarified wordy texts and descriptions all over
Clarified the reason why a dice can’t be painted
Added the dice type description in the paint tooltip
Changed the synergy icons shape from square to circle to avoid confusion with the D6
Added a tutorial panel to explain dice levels
Added a tutorial panel to introduce the right click control
Changed some text colors to improve legibility
Reworked the scoring flow to make it more logical
All overlapping combinations (e.g. a 3 of a kind and a full house) will now all be scored instead of only the one with the highest multiplier. This should solve frustrating situations where a longer combination was actually reducing the total multiplier.
Balancing:
Beginners mode has been removed (The normal mode is now the easiest mode in the game)
Calculator was removed
Reading glasses now requires a full bank to give the extra mult.
Boxing gloves and Oven mitts reduced from +2 rerolls to +1 reroll
Blue button reworked: Now gives +1 reroll when banking with an empty bank slot
Pencil reduced from score +11 per combination to score +10
D4 lvl 1 synergy move to lvl 2
D4 lvl 2 synergy reduced from 1s count as 11 to 10
D4 lvl 1 synergy reworked: Now gives access to the Snake Eyes combination. Made with a pair of 1, gives +1 mult.
Big Red combination reduced from +2 mult. to +1 mult.
D6 lvl 3 synergy reworked: Now gives +0.5 mult. to all combinations
D10 lvl 2 synergy reworked: Reroll is now free is all rerolled dice have a value of 4 or less
Slippin’ dice lvl 2 synergy reduced from +0.5 mult. per reroll to +0.25 mult.
Holo dice lvl 2 synergy is now limited to once per round but doesn’t require a full bank anymore
Magnet dice doesn’t remove the absorbed dice anymore but transforms it into a legit dice by default
Magnet dice lvl 1 synergy reworked: Now gives access to the Full House combination (previously unlocked by the D10 lvl 1 synergy)
Bugs:
Fixed an exploit where spamming the shop “next round” button with the Wrapped Gift gave XP to multiple dice
Fixed a bug preventing some combinations to be unlocked in the collection
Hi everyone,
We are very excited to announce that we've just released the Dice Dice Baby demo build on the store!
It's an awesome (and pretty scary) feeling to finally be able to share what we've been working on with the world. We really hope you’ll enjoy what we’ve made, and if you don’t, we’d love to hear your feedback so we can improve the game as much as possible before the full release.
You can leave us a review on the demo page and we’ve also created a dedicated thread where you can post about what you’d like us to improve in the future, what you enjoyed, or even the crazy ways you’ve managed to break the game—so don’t hesitate to drop by: https://steamcommunity.com/app/3820810/discussions/0/596285020004708318/
Cheers
Hey everyone!
We’re very thrilled to announce that the demo for Dice Dice Baby will be available this week, on Wednesday the 10th!
We’ve poured a lot of work into making this demo the best possible showcase of the game, and we can’t wait for you to try it out.
The demo includes pretty much all the features of the full game: you’ll be able to play on the standard difficulty, play as many runs as you want, and experiment with every special dice type, synergy, and base lucky charm—go ahead and break the game!
The only things missing in the demo are the advanced difficulty modes (still in balancing) and the ability to unlock new lucky charms, which will come later.
We’d love to hear what you think—drop a review or share your thoughts in the feedback thread once you’ve played. Your input will help us polish Dice Dice Baby into the best version it can be before launch!