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Full Steam announcements and update articles for this title.
Hear ye Dice rollers! We're happy to present our next free update, the Dread update! This update aims to make the earlier player experience easier, and the later experience harder, with rewards for progressing through the difficulty (Dread) levels!
This update gives you greater variety and replayability with new cosmetics, vassals and dice to unlock to improve and vary your build across multiple runs. Fight your way through the Dread levels for an increasing challenge, and gain exclusive unlocks that will help you on your journey.
For a more in-depth look at the goals behind the changes in this update, be sure to check our two previous devlogs where there's more detail on the intentions behind some of the major changes. Otherwise jump in now and be the world's first player to beat the dreaded (pun intended) 7th difficulty!
Alongside that you can expect multiple bug fixes, balances, UI reworks and accessibility improvements. Full patch notes below!
dread-full
Overhauled the Dread (difficulty) system, creating a more dynamic progression through difficulties
Added unlockable rewards for beating Dread levels
Implemented the Magik dice system (unlockable through Dread progression)
Added unlockable armor sets for Gwynevere (These can be viewed and equipped in the Discovery menu)
Updated visuals for the Dread cards to provide information on each Dread level
Implemented a 'Dread' indicator in run menu to show the current difficulty
Added six new vassals, six new quest dice and a new class, the Shifting Sabre
Reworked the Lune's Crook class to compliment the new Magik system
it's not dicealot without more dice!
Background art now properly changes when switching between Quest Panel cards
Dice and Vassals selections in the Discovery menu now show their effects instead of just their unlock condition
Rebalanced foe HP values across all stages and difficulties
Fixed difficulty reward scaling
Balance pass for the Stolen Heart, Curse Gold and Thriftworthy values
Added level-based scaling to Score Rule upgrades
Added a return button to in-game menu
Added vassal activation firing feedback
Resized various UI fields to fit Asian languages better
Changed Horizontal card character pop-up text to automatic
choose your fighter
We hope you enjoy the new update and as always, come chat with us on discord to give us your thoughts, suggestions and feedback!
Happy rolling!
Hey all! Time for another teaser on what's to come in the imminent Dread Update, as well as some insights from Stef, our creative lead, on the purpose and intention behind the changes and additions.
First up we know variety is key, so we’ve tried to add a sprinkling of new content across the whole game, this includes new quest dice and vassals but also a new class and dice effect that comes with progression in the game. This is on top of new visual updates including cosmetics that you can unlock to keep things looking fresh!
Magik dice are a new stackable effect that can be unlocked, alongside quest dice that relate to this new mechanic. This should give you another build path to explore and it’s linked with the unlockable class to help you get the most out of the mechanic.
whats this? suprise dice?
Stef adds that for progress rewards originally we went down the route of ‘more quest dice equals more fun’. However, just getting more quest dice can be a little uninteresting, especially if you haven’t exhausted all the options already in normal playthroughs. On the flip side though, rewards that lean specifically into just one playable build can be tough if you don’t find that playstyle interesting - you’d be unlocking things that you don’t want to use.
We’ve tried to go for the middle ground here, some of the progression rewards will buff your existing builds whilst others lean into the new mechanic. In the end it’s a balancing act for us to get rewards that everyone can find exciting to use, whilst keeping some experiences as rewards for beating the game on higher difficulties.
Finally, we wanted to tease a few of the other things we’re working on that are on the way in future updates. We have a few more mechanics planned, such as revamping Might and adding in Crit mechanics for the player, but this comes with a whole slew of balancing that we still need to work on.
Our other major plan is increased shop variety, including what we’re calling the ‘Dice Wizard’, a way to modify your existing quest dice with extra effects and custom modifiers to truly refine (and probably break) your build along the way!
Thanks for the support and as always, catch us on our discord for feedback and suggestions!
Hey folks, Dicealot devs here with some news on what we’ve been working on and some of the things you can expect from our next major patch, we’re calling the ‘Dread Update!’ Previously, the difficulty progression (known as Dread) was pretty linear, foe health increased at a flat rate and the only incentive to keep beating higher difficulties was for the love of the game and those precious achievements. No longer! We’re working on an overhaul of the whole system, Dread is much more of a curve now, so you’ll find the lower difficulty levels easier by comparison, but the highest levels are going to be seriously tough. To help you out and reward you for your climb, you’ll find new rewards waiting for beating each Dread level. We’ll be teasing more of the types of rewards you can expect in an upcoming devlog, but it’s a mix of everything, including a whole new system and class that can only be unlocked through Dread. We’re also keen on ‘revealing’ some of the more hidden mechanics around Dread, stuff that was already in the game but wasn't made obvious to the player. For example as you progress through Dread, your chances of getting extra copies of dice you already own showing up in the shop increase, giving you greater chances of hitting those stronger hands and crazier builds. This system will still remain, but we’re buffing how effective this is as you progress up the tiers, and we’re laying out exactly what you can expect to find via the Dread cards when you select your difficulty. This will still remain, but we’re buffing how effective this is as you progress up the tiers, and we’re laying out exactly what you can expect to find via the Dread cards when you select your difficulty.
Navigate new challenges across all levels of Dread! We’re working hard on this update and aiming for release in a few weeks. As always, we love to hear your feedback and suggestions and the best place to do that is through our discord! Thanks for supporting us and keep rolling!
Happy 2026 Dice enjoyers! After some medieval festivities we've been hard at work polishing up your favourite Arthurian dice-builder. We've got plenty of stuff in the works, including more quest dice (of course), broad changes to the difficulty system and its reward structure, as well as some new stall owners to meet between bouts.
We will also be adding the community design challenge winning Vassal in short order! So lots of fun stuff incoming. In the meantime, Gwynevere has been busy sourcing some new outfits and we'd love some feedback! We wont specify just yet how these are attainable by the player, but I'm sure you could make a solid guess. We'd love to get some feedback for Gwynney's new duds. You can hop into our discord to see the full display! We'd love to hear your thoughts! Thanks so much to everyone who has played, given feedback, reached out to us, we're really lucky to have been able to bring this game of ours to life and we're looking forward to heading for that glorious 2.0!
We are back with a new exciting update! Not only can you find some great bug fixes and balance changes, we have also added 26 new vassals that allow many more synergies, strategies and more chaos to your builds!
We are also running a 33% discount from now until the end of the Steam Winter Sale so if you have been holding off on picking up Dicealot there is no better time to grab it and many other great games in the Yogscast Games Holiday sale!
We have implemented some bug fixes and balance changes as well as introducing a whole host of new Vassals to allow players to create more builds and even more exciting new combos!
Balance changes & New Features
Fixed soft-lock in Hybrid Shop (Tutorial),
Implemented On-Rage camera zoom for foes,
Implemented effect for player death,
Balance pass for Quest Dice, Fortune Dice and Classes,
Added success and fail SFX for single-dice rolling moments,
Bug Fixes
Jewel Dice unlock conditions fixed,
Anvil Dice unlock Conditions fixed,
Dawn Curiass unlock conditions fixed,
New Vassals added!
Added House Antagon Vassal,
Added House Monac Vassal,
Added House Wandrine Vassal,
Added House Bossom Vassal,
Added House Lyreindane Vassal,
Added House Falt Vassal,
Added House Lonnie Vassal,
Added House Chevallier Vassal,
Added House Krownless Vassal,
Added House Neufiure Vassal,
Added House Olm Vassal,
Added House Idolin Vassal,
Added House Strint Vassal,
Added House Maidsen Vassal,
Added House Jubilaunt Vassal,
Added House Nightjar Vassal,
Added House Thriftworthy Vassal,
Added House Gaderer Vassal,
Added House Viseene Vassal,
Added House Drunholde Vassal,
Added House Ubrem Vassal,
Added House Explorican Vassal,
Added House Jac'noir Vassal,
Added House Peabode Vassal,
Added House Extroadino Vassal,
Added House Clamb Vassal
Hey folks! As the Steam Awards nominations open up, we'd love your support in nominating our little game for 'Best Game You Suck At'! But lets face it, you're all too good at Dicealot anyway.
The main themes of this are addressing player feedback, and controls. Namely the key rebinding, the adjustable game-speed, and dice that are unscoreable are now auto-unheld, when you try and score with them.
Added moving arrows to tutorial
Fixed new dice highlight animations
Fixed some celebration particles going outside of the frame
Fixed House Gorbast effect not scaling properly
Tweaked Map Reward item positioning and scale
Fixed incorrect Charm effect value stacking
Heal and damage values of 0 are now not shown
Added time-scale menu (in-game mini menu)
Non-scoreable PWR dice now return to the play-board on Roll/Strike
Added key re-binding menu
Fixed issue with discovery data resetting resetting default unlocks
Added effect for roll-overs
Added effect for first hand, 6 dice scoreable situations
Added tracking zoom for single dice-rolls
Added music sound-ducking for single-dice roll moment
Added on-hover noises for buttons in main-menu
Happy Friday, dice rollers!
We hope you're still enjoying Dicealot and all the updates and fixes we've been rolling out! We've hit 142 reviews, we're so close to the thirs community stretch goal! Tell a friend, tell your grandparents, tell your pets - Dicealot is the coolest (duh, totally not biased).
This week on Behind the Dice, we asked the devs: What was your motivation for getting into game development?
This one's from Stefan!
"It sounds cliché but I have always wanted to make games. Even when I was studying acting, me and my then housemate were making paper prototypes of table top games to amuse ourselves.
In my first year of the games arts course I studied, I formed a group of my peers to try and do some extracurricular game development (shout out to the short lived Rush Studios), nothing came of it but you can see the pattern emerging.
The motivation for goodviewgames however, came from having a not particularly fulfilling job. I was working in the industry, but not making anything I was too thrilled about. Dan (the other half of goodview) was equally disillusioned with his career, so we decided to spend all of our free time making VR prototypes, a medium we were and are still big fans of. We basically both ran out of patience at the same time, waiting for our respective careers to take us where we wanted, and decided we were just going to do it ourselves. How hard could it be? (Spoilers, it's really hard.)
I don’t think we ever imagined being in a situation like this, with a flatscreen game that we love, and an excellent publisher, but luckily for us it does seem to have worked out!"
Awww, that's sweet! We're honoured to have amazing devs like them and such a fun game to bring to the players of the world!
In other news, our friends over at Black Lantern Collective have just launched their new game Dead Finger Dice today! They've got a 10% launch discount running, but psst.. since you've (likely) already got Dicealot, you can save an additional 10% by buying the Dead Finger Dice x Dicealot bundle! We absolutely recommend checking the game out and supporting other incredible people in the indie games space <3
Greetings Dice-rollers!
Today we bring forth our first major post-launch patch to address a number of reported bugs and make some changes based on player feedback!
The following main updates and changes:
Reworked shops - PWR Dice and Vassals can now be sold.
Implemented Sale/Refund system (Dice and Vassals can be sold at 50% purchased value).
Removed default PWR dice being offered in shops.
Removed the dice replacement animation in the shop - dragging a purchased dice to a slot now swaps it instantly (so be careful!)
Purchased Quest dice will now automatically be equipped if you have a free slot.
Updated the visuals for the PWR dice scoring animation based on player feedback.
Added new shop background art and updated the art scale.
Changed blank faces on PWR dice to no longer be scoreable in certain combos.
Other fixes:
Updated Quest dice tooltip visuals
Implemented a fix for a softlock where 7 dice could be carried through to a battle scene in rare instances.
Changed the timing of healing after a boss fight to happen in the reward scene rather than during transition
Fixed an issue where certain items were not being unlocked properly in the discovery screen.
Fixed a bug where the cannon quest dice was occasionally using player re-rolls.
Fixed an issue where certain Vassals were incorrectly firing every turn after activation.
Fixed an issue where a foe's rage counter was not resetting in certain scenarios.
Fixed an issue with scan-line video settings not being saved between sessions.
Added moving arrows to tutorial.
Fixed new dice highlight animations.
Fixed some celebration particles going outside of the frame.
Fixed House Gorbast's effect not scaling properly.
Tweaked Map Reward items positioning and scale.
Fixed incorrect Charm effect value stacking.
Heal and damage values of 0 are now no longer shown.
Thanks once again to everyone that has helped us identify issues as well as all the feedback and suggestions - keep it coming!
Hey folks!
It is once again Friday and the weekend is almost upon us (hooray!) What are your plans for this weekend?
This week on Behind the Dice, we asked the devs: Are there any fun easter eggs in the game?
Read on to find out!
There are a few! Well it depends on your definition I suppose. Even though we didn’t really have the bandwidth to do much storytelling, I wanted to sneak as much worldbuilding in as possible. Many of the characters contain references to particular bits of Arthurian lore, Balin’s thinly veiled nods to the fact he accidentally killed his brother, the playable spear wreathed in the beards of defeated kings, etc.
In a more traditional sense this is also true. A couple of the achievement names are Monty Python lines, and we included some real-life knights into the foe roster! Namely Reginald, a hastily pieced together character used in a fantastic Dicealot promotional livestream from the Yogscast. When we saw him on screen we knew he belonged in the game. And he’s not the only one! But I’ll let our players find the others.
Reginald is honestly a vibe. Reckon y'all can find the other easter eggs? 👀
Credits: Discord Community Member Stefnos
Incredible how this has been achieved!
Also, we're at 129 reviews! We are very very grateful to hear all your thoughts on how the Dicealot experience has been, thank you so much:)
We'll be back next week for another Behind the Dice and probably try to get you some stats! Anything specific you'd like to see?
We're pleased to announce our first Discord Community Design Challenge, to celebrate reaching 100 reviews! This is an opportunity to have your ideas added to the game, and to receive a spot on the credits as a Community Designer.
This could include:
✍️ Name for the Vassal ('House __')
🛡️ Drawing or written description of the crest
🛡️ What gameplay effect it has
You're welcome to make multiple submissions if you like, but please put different submissions in different threads, and keep it to a maximum of five submissions per person - if you want a sixth, please remove the one you feel is weakest. Feel free to discuss and comment on other player's suggestions, and help each other out with ideas and designs - but please keep discussion friendly and constructive.
Deadline is Monday, 27 October 2025 13:00 BST
Then we'll pick some of our favourite ideas to add to the game!
This challenge is only open to Discord community members so be sure to join if you'd like to be a part of the challenge!
Join the Discord!
Happy Saturday folks! We hope you're having a great weekend so far.
Dicealot now has over 50 reviews and we're Very Positive!! Thank you so so much, again, as we keep saying (and we always will!) for all the love and support!
To celebrate hitting 50 reviews, we're running a giveaway in the Dicealot Discord. The winner will be able to choose one Steam key for any of the following strategy/roguelike titles from the Yogscast Games portfolio: Tales & Tactics, The Royal Writ, Hexarchy, Hexguardian, Dungeons & Degenerate Gamblers, or Kaya's Prophecy. Check out the post in Discord for more details - enter before Wednesday, 15 October 2025 15:00 BST.
Terms & Conditions apply.
If that's not enticing enough for you folks, here are some of our stretch goals!
We'll let you, the community, give us your ideas and designs for new vassals! We'll then add our favourite/s to the game in a future update - with credits of course to those who designed them!
More roguelike / strategy Steam keys up for grabs!
As with the vassals, you'll be able to give us your ideas and designs for new power or quest dice for us to add to the game in an update!
If you haven't done so already, please consider leaving Dicealot a review on Steam - not only does this help us out massively, but there's loads of community rewards involved!
Happy weekend folks, keep rolling!
Heya!
As promised, we're rolling out the first of many updates and we hope this makes for a better playing experience for you! Here's what's in this one -
Fixed a bug that caused all dice to get banked into one slot.
Text printing and a continue-button-fade-in added to the tutorial to prevent soft-locking.
Updated translations for Asian languages.
Various syntax fixes for Asian languages.
Changes to Fox + Main Gauche dice to make evasion more useable.
Do let us know how it goes, or if you have any other feedback or bug reports! In the mean time, we hope you have a fantastic weekend filled with no farkles!
We'd like to start by saying thank you so much for all the support and positive feedback we have received in less than 24 hours since launch! We're honestly super stoked that so many of you are enjoying your time on Dicealot (some of you even resisting the urge to get sucked in - give in to the dark side ;) ) We're reading your reviews and it really does mean a lot to us - do share the builds and strategies you're discovering with us and the rest of the community!
On that note, we would also like to address the feedback and bug reports that many of you have shared with us since launch yesterday. We're taking note and working on new patches to get out to you guys as soon as we can. The reports of crashes and soft-locks during the tutorial are our top priority for the first update to come so expect that very soon!
As always, reviews and feedback are extremely valuable to us - they help us understand exactly what we're doing amazing and what we could do better (including how we should prioritise changes!) So we're definitely encouraging you to keep them coming:) (psst.. there are some review goals that we'll share with you in a future announcement, but for now you can see the details in the Discord!)
We do absolutely appreciate your patience and again, thank you so so much for all the love and support - we're in New & Trending!!
Hello everyone! It's been a while since we've met on another Behind the Dice - we've been busy busy getting the game shaped up and ready for launch! We're less than a week away, can you believe that?? We're still pinching ourselves over here. It's been such a fun journey and we've been so happy to have you along with us, supporting us, leaving reviews and feedback - the whole deal! And on that note, this week we asked the devs: What are some of the biggest things you've learned through the development process of the game?
It's an endless list really, especially as this is our first independent game we have been wholly responsible for. I think the most useful stuff for us going forward usually falls into one of two camps: things we don’t like doing, and things we are bad at.
Being acutely aware of your own shortcomings is important for something like this I would wager, we know better where to spend our time and what to seek feedback on. We also know for the future how to develop titles that can avoid much of what we dislike, as well as where we should outsource talent for specific skills we lack.
There is also a very long list of lessons we’ve learnt about best practices, technical aptitude and production, but I think these are things everyone would learn on a first time project like ours.
Some fine lessons if you ask me - and also some hope for another game maybe? 👀
Let us know your excitement level on a scale of 1-10 for the Dicealot launch - I give myself an 11
To celebrate the launch date announcement, we're running a quiz competition! Half the questions are based on Dicealot, and half the questions are about fellow medieval roguelike The Royal Writ.
Every correct answer = 1 chance to win. That means you'll have a chance to win even if you're only familiar with Dicealot, but the odds are higher if you also know The Royal Writ! All answers can be found in the demos.
PRIZE: 1x Steam key for either Dicealot or The Royal Writ (winner's choice!)
DEADLINE: Thursday, 25 September 2025 16:00 BST
Terms & Conditions apply.
Be sure to wishlist the game and join the Discord legion to stay up to date with all things Dicealot. Fear not - our demo shall tide thee over until the glorious day!
After Six One Indie tomorrow, we'll be in yet another showcase!
We're in this year's Convergence Games Showcase (we're shaping up to be quite a big deal, not to toot our own horn or anything). With hosts like CohhCarnage, Dexbonus, Yogscast's own Ravs and Sips and more, it's sure to be a fantastic showcase!
The Convergence Games Showcase will be streamed on their YouTube Channel, so click the button below to subscribe and stay tuned! The showcase will also be streamed on Twitch and Steam!
Convergence Games Showcase
When: September 18th at 11:30AM PT / 2:30PM ET / 7:30PM BST
Two showcases in one day? Absolutely spoiled.
P.S., We may even have a little announcement for you guys in the Convergence Games Showcase, let us know if you catch it!
The wonderful folk over at Six One Indie have put together a showcase of incredible indie games and guess what - we're going to be a part of it! It's such an honour to be besides so many incredible titles being made by other indie teams like ourselves. There's so much talent and creativity out there, you definitely don't want to miss this showcase!
The showcase will be streaming via IGN, GameSpot and Six One Indie's channels so be sure to tune in!
Save the date - 18th September at 8:50AM PT / 11:50AM ET / 4:50PM BST
This week on Behind the Dice, we asked the devs: What was the process of recording the voice overs for the characters like?
Luckily I have a lot of gregarious friends! Although I am of the firm belief that anyone can do VO, everyone has a great natural voice that can be used for fantastic characters, its just a case of finding the right fit. For Dicealot, I gathered some of my close friends (and my better half), and we winged most of it. I always have some lines written for each character, but its usually about half the necessary VO, and then we ad-lib the other half.
Its generally a case of me laying out what I thought about for the characters personality, and then whoever wants to do a take for them, we just go with that. There's some back and forth and little directing by me, but its really an exercise in silliness for the most part. Its always one of my favourite days for game production, even if I then have to spend hours cutting around the off-mic laughter to get the good takes!
I couldn't get any photos of them in the process of recording the VO, and I am not an artist by any means. So instead, here is my stick figure rendition of friends having fun recording some voice overs!
....Just pretend you can see the fun through their expressionless faces.
Battles offer a choice of two rewards: 1. Big cash, 2. Cash + HP. This aims to alleviate some of the difficulty of healing in the early game, so players can be less reliant on the fortune shop for health recovery.
New cursor.
Added tactile dice dragging physics.
Dice that can be purchased in shops rotate for better visibility + vibes.
Fixed accuracy on mouse clicking on dice, double-clicking and general dice interaction should feel more reliable.
Added inter-scene quest map to communicate progression.
Overhauled the shop choice screen into a ''market row''.
Optimisation fixes to address start-up crashes + lag on game launch.
Fixed Vsync for more stable FPS.
Various bug fixes.
This week, on Behind the Dice, we asked the devs: Tell us about another feature / mechanic in the game!
Another feature we added quite late into the game's life, was the choice between shops. Originally the player would find the same shop inbetween each fight, there are lots of benefits to this such as predictability (from the player's POV) and simplicity, for us. This omni-shop worked well, but I found it a bit restricting in terms of what we're able to deliver in that 'between fights' space.
I decided to separate the shops, and offer the player a choice of randomly selected shops instead. This is admittedly more complicated, and less obvious to the player on its face, so we've already been through a couple of iterations to make sure the player understands what they're being faced with when there is a choice to be made.
Overall, I really like the moment of decision when faced with the shops, it gives the player more agency over their build and allows for some tough decision making, which is always good in a roguelike I would wager. It also gives us plenty of modular space to add more encounters that aren't straight shops, where there would have been no room for these encounters previously.
⠀⠀
Look at this, absolutely cracked
Roll any dice and thou shalt be rewarded.
Until next time!
Wake up dice rollers, it's Behind the Dice time again!
This week, we asked the devs: Show off a feature you’ve added to the game - could be art, animation, gameplay feature! How does it work? Why did you add it?
We added a big screen-wide banner to declare the player has rolled a Farkle!, and also to declare the encountering of rare mobs. I wanted to add it initially, inspired by the ‘’Rare Catch!’’ banner that appears on Sega Bass Fishing, and then when making it realised it would be a vast improvement on the square title pop-up we were currently using to announce a Farkle.
Farkle Sprite Sheet
Farkle Animation
Before Dicealot, I had never done any animation, so getting used to creating sprite sheets was a whole process. (I have also developed a deep sympathy for full time animators... their poor hands.) As with most things, toward the end of the project everything becomes a little smoother as there is nothing you're doing/making for the first time (ideally). These banners were an opportunity to push the visual feedback on some more un-loved interactions, and make the game feel a little more alive.
Slash Sprite Sheet
Slash Animation
It can be a bit of a challenge from a visual hierarchy point of view also, as one imagines that all interactions would benefit from some jaunty animation (and they likely would), but we already have quite a lot going on on the screen, and so using moving elements to direct player's attention is a really useful tool, one that becomes less effective the more banal things that are animated.
The little details are so cool and really make you appreciate artists that much more eh? Hope you enjoyed this week's Behind the Dice as much as I did - sprite sheets are so much fun (to look at)! Have a lovely weekend and see you in the next one!
P.S., Look at these numbers
Credits: Discord community member djsac
It's that time of the week again, the one where we pester the devs with little questions, keeping them hostage and making them give us cool answers - all for you guys, the community!
(For legal purposes that is a joke, the devs are happy and well, willing to do these dev diaries.)
This week, we asked them: What have you been finding more challenging? For example, anything not going quite to plan, or needing unexpected workarounds?
Here's what they had to say:
It has been a design challenge to author good, unique feeling end-game content that doesn’t require overhauls of existing systems, or adding new mechanics, as we lack the time to do that with our schedule.
The solution to this issue has been to come up with new ways to use mechanics and systems we already have, in creative ways. Utilising stuff we have already implemented in ways it was not originally intended to be used, allows us to add more variety to the effects and gameplay, without requiring whole system overhauls.
Try this one trick that doctors HATE.
Thanks to Discord community member djsac for this one!
I'm so good at this.
That's all for this week's Behind the Dice, and we hope to see you in next week's!
Sorry, what was that? We've updated our demo? What's this about Tiny Teams? Read on to find out!
Fixed access issues with menu navigation
Added Tutorial, New Game and Continue options to the menu
Multiple QoL changes based on community feedback
Smoother gameplay experience across the board
Reworked unlock conditions for game content
Dice are now unlocked progressively through gameplay - No more having everything available from the start! You've gotta earn it.
We're also super excited to be a part of Tiny Teams this year! Check us out there in the Demos section alongside so many other incredible games made my micro studios!
Welcome back, loyal subjects, to this week's Behind the Dice.
Today, we asked the devs: Any new ideas or concepts you’re playing with?
This is what they had to say:
We’re working on adding more interesting encounters on the map, rather than just shops. Strange creatures and folk that will change individual dice, let you duplicate a specific dice, or other such things. It's all still really early stages at the moment.
No cool images to go with this one, but we hope to bring you a sneak peek in the future if these concepts are fully realized! I love the idea of encounters and NPCs in the game.
Instead, you can have this picture of on of our producers going a bit wild with the gambling.
If you caught us at MegaCon last weekend, thanks for coming by! It was fun watching you guys give the game a whirl, trying out different strategies or just gambling for as much gold as possible! If you're new here from the con, hello and welcome in! We're so glad to have you along for the ride.
I can't wait for the full game to be out, it's going to be so much fun. Brb changing my ringtone to Dicealot music, and every time I get a text my phone can go 'Farkle!'
This week on Behind The Dice, we're showing off a bit of concept art and how the UI has evolved!
Here's one of the characters from concept days to what it looks like now! The original sketch captured the vibes the devs were going for, but you can see how much more personality and detail emerged in the final iteration. Those colours alone are so cool!
Check out what Dicealot used to look like -
This is at least a year old now!
It's giving old, medieval tavern vibes. I have no idea why I'm so reminded of my Old School RuneScape days looking at this.
From the devs:
Originally the game was supposed to be a much cosier, tavern themed roguelike. I wanted to do a full 3D tavern interior, angry mailed fist slamming against the table top when your opponent loses etc., but we basically didn't have the time to do any of that if we wanted to have a presentable prototype for publishers in any sort of timely fashion. So, the original UI was attempting to echo this initial vibe. However I don't think it landed, and we ended up with something that felt very ''generic medieval'' to me, which I was not a fan of.
We tried a few things, but through this process I also learnt that I am very bad at UI design, so I settled on something that would use a minimalist approach to the UI, allowing the character and dice art (the visual stars of the show if you ask me) to really shine through. There is always room for improvement of course, but I think what we ended up with allowed new retro-arcade vibes to blossom through the game, much for the better.
Pfff, bad at UI design? Who would have ever guessed? I love seeing the evolution of games from early days to what they look like now, and this one is amazing. As cool as the tavern theme is, this retro arcade style just feels so unique and special.
Reminder: We're at MegaCon Manchester tomorrow! If you wanna come by for some chats or to get yourself one of these cool Dicealot sets, be sure to drop by! We'd love to meet you guys:)
I've just noticed the dice in the picture and now it will forever irk me that it was so close to being an Albion's Road right there.
We hope you've all been enjoying the Dicealot demo so far! We've loved seeing all your feedback, screenshots and more in the Discord so keep them coming! (also because I'd totally start a community spotlight section in the BTS with extra content duhh)
We love playing farkle in person, we have done it at group gatherings for years.
As game developers we had wanted to make a farkle roguelite (our favourite genre), for some time. We’re big fans of medieval European history, hence the setting. Originally it was going to be a much more slow paced, cozy game that told the story of King Harald and the Norman conquest of England. However, we realised we lacked the development power to deliver all of that and also a mechanically fun experience. So we focused on mechanical enjoyment, and sprinkled in our own medieval world around it.
And that's what's led to what you see today as Dicealot!
Megacon is next weekend! If you're around, do come by! We have a booth set up there and you'll be able to meet Sirens (one of the devs) as well as Isaac and I (Carnotaur/Tvesha) from Yogscast Games - we also have some sweet goodies if you're around playing our game 👀
We've only got a limited amount of these so be there or be square (like a die. Although that's a cube. You know what I mean.) Come say hi!
See you in next week's BTS (and Megacon hopefully!)
This week, we asked the devs: What is something you have recently finished working on? They told us that they recently finished the enrage system, where the foes get angrier the longer the fights last.
The enrage system was a solution to the problem I created with re-rolls.
Here's what the enrage symbol looks like in the game.
Re-rolls are necessary in the game, as they allow much more player agency within a ruleset (the ruleset of Farkle) that relies almost completely on RNG. Without rerolls the player would have even fewer ways to express their control. However, if we give the player too many re-rolls, they have too much control, and basically nullify the challenge of the game.
As you can see, the enemy really doesn't like you re-rolling and is now enraged x2. Oops.
Currently there are ways to amass great amounts of re-rolls, but because that is a build choice, it comes at the expense of other things like multiplication and raw PWR. This would lead to a situation where players understandably chose builds that gave them the most control, but they actually ended up playing a very boring game, of lots and lots of tiny scoring hands. This is not what Dicealot is about. We want big numbers.
The worst thing about these builds is that whilst reliable, they make the game incredibly slow. So the enrage system is a simple mechanic that essentially makes the enemies hit you harder the longer the fight lasts, by rolling extra opponent dice. Because of this, these boring slow builds are no longer viable.
Look at those extra dice. That hurts.
Like everything else, its also another fun variable to play with. So we are adding some things that react to enemy rage, and including the rage timer as a variable when it comes to higher difficulties.
If you want to know more about enrage, or have any other questions about the game and its development process, ask us here and we may just include it in our next Behind the Dice!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dicealot, 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 Dicealot 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.