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Dicefolk

Dicefolk

Developed by
LEAP Game Studios, Tiny Ghoul
Published by
Good Shepherd Entertainment

$14.99

Wield magical dice and build a team of powerful Chimeras to stop a mysterious evil in this tactical roguelite adventure. As a Chimera Summoner, recruit and create your perfect team of mythical beasts and command them to victory using unique dice mechanics.

Consensus
B72.4/100
Steam players88.8% positiveVery Positive1,132 reviews
Metacritic ↗79/100Users: 6.9/10
VG Insights estimate ↗≈33.9K copies · ≈$374K gross

What creators say

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Part 3 (Apr 2025) · #12 of 17 in that tierWatch the moment (1:05:26)

Tier list Part 3 (2025)

Dicefolk is a turn-based deckbuilding-style roguelike where you run a team of three creatures (chimeras) and roll dice each turn to decide actions and positioning. He likes its cute-but-serious art style and its distinct gameplay, and finds the synergy-building satisfying. He finds it forgiving and fairly easy once the mechanics click. The main faults are a slow start with throwaway temporary creatures and a repetitive back half once a winning trio is locked in. Overall he calls it really solid and rates it B tier.

Liked

  • Cute art style and vibe that still takes its story and characters fairly seriously
  • Unique dice-driven gameplay that feels different from the very start
  • Positioning of the three chimeras affects abilities, so switching and manipulating ally/enemy positions is strategic
  • Most dice faces give some benefit, so you rarely get screwed by a bad roll
  • Chimera abilities and item pairings allow very different builds; great feeling when a synergy comes together
  • Strong replayability because each run's creature lineup feels different
  • Plenty of content: events, berries, equipment, shops, new dice

Disliked

  • Slow start: you begin with temporary creatures you do not care about until you find your first real chimera
  • Once you find your three-creature synergy (often by the second biome) there is no reason to change strategy, so the rest of the run is repetitive
  • Somewhat easy and forgiving once you understand the mechanics, with weak enemy dice
  • The enjoyable sweet spot in the middle feels too narrow; he wishes it were expanded

What players say

A tactical roguelite where you command a team of three Chimeras with dice-driven actions and, uniquely, also play out the enemy's dice each turn.

Dicefolk is well received: Steam shows Very Positive (about 89% of roughly 1,130 reviews), critics land around 78-79 on OpenCritic/Metacritic (generally favourable), and the Switch version scores slightly higher on Metacritic. Praise centres on the clever 'you control both sides' dice combat, charming hand-drawn art and deep Chimera/equipment synergies. The recurring complaints are that runs feel samey, the game leans simplistic and RNG-heavy, and unlocking the large Chimera roster is slow. It is not early access; it released 27 Feb 2024 and kept receiving content (a paid Will Chimeras DLC and a large free update), and Steam reviews from 2026 show an active player base.

Players love

  • Signature combat twist: you roll and resolve the enemy's dice too, choosing order, targets and who rotates in, so fights feel like a puzzle where mistakes are your own fault
  • Synergy building between Chimeras, equipment and dice upgrades; 'busted' builds and one-turn boss kills feel great
  • Hand-drawn art, animations, clear UI with hover text and relaxed music get consistent praise
  • Large content pool: 100+ Chimeras (one review counts 129 with DLC), 100+ artifacts, 6 Tribes/classes, multiple challenge modes and difficulty tiers
  • Ascension-style difficulty adds buffs as well as challenge, so progression feels less punishing than Slay the Spire for some players
  • Less frustrating RNG than typical roguelikes: map always shows shops/upgrade nodes and the dice are manipulable
  • Good controller and Steam Deck support; accessible entry point for deckbuilder newcomers
  • Meta-goals like tracking which Chimeras you have won with and a compendium drive long play sessions (reviewers report 50-120 hours)

Common complaints

  • Runs feel too similar; several reviewers quit after 3-10 runs because biomes, encounters and starting Chimeras vary little
  • Chimeras feel disposable: you keep swapping earlier ones for later finds and they do not grow in a meaningful way, which undercuts the creature-collector fantasy
  • Balance problems: some Chimeras and items are far stronger than others, and at high difficulty/modifiers some fights can become effectively unwinnable through bad random modifier combinations
  • Heavy RNG and thin decisions for some players: synergies are luck-dependent, and 'safe common synergies' become the default strategy
  • Battles can drag: long stretches of neutral actions and high Guard-dice uptime make many turns slow attrition
  • Narrative and world-building are thin; critics (Hardcore Gamer, Softpedia) note the lack of a compelling story
  • Some call it derivative or simplistic, with mediocre monster design compared with Pokemon or top deckbuilders
  • Price ($14.99) seen as steep by several negative and even positive reviewers (who suggest $7-9 or wait for sale)

Can feel tedious

  • Grinding to unlock all Chimeras (one reviewer needed 10+ hours for the last compendium entry)
  • Long fights from repeated Guard/neutral actions and the amount of healing across artifacts
  • Repetition after the first handful of runs: same starting creatures and similar map flow
  • Losing earlier Chimeras as stronger ones replace them, making early-game picks feel meaningless
  • Randomly generated enemy modifiers and boss effects that can invalidate a build at high difficulty
  • Some players feel the core loop becomes number-crunching 'math micromanagement'

What's unique

  • You play both sides of each turn: the enemy's dice actions must all be used, so you choose how to minimize damage to yourself
  • Dice replace cards as the core resource; you upgrade and modify dice faces rather than build a deck
  • Three Chimeras rotate in a circular formation with leader position mattering
  • Creature-collector theming (shiny variants, shrines, compendium) fused with a Slay the Spire-style roguelite map
  • Items that carry downsides or curses, including one-time items that hurt now for permanent buffs, plus ascensions that grant buffs
  • Pokemon-adjacent cute aesthetic with non-pixel hand-drawn art

Players want

  • Make runs more varied: more distinct biomes/encounter types and more differentiated starting teams
  • Let Chimeras grow or be invested in during a run (training/upgrading, or a catching mechanic) so attachment is not lost
  • Speed up the unlock curve for Chimeras so experimenting with only three per run is not so slow
  • Rebalance weak items/Chimeras and guard against unwinnable modifier rolls at higher difficulties
  • Shorten combat (cut neutral-action padding, tune Guard/healing stacking) and add a faster animation option
  • Fix map pathing annoyance (cannot change route once a destination is clicked), noted by MP1st, and add PC-specific options like rebindable controls (raised by one negative Steam review)

Summarised from Steam reviews and community discussion.

Steam tags

Roguelike DeckbuilderTurn-Based CombatRogue-likeTurn-Based StrategyRogue-liteStrategyCreature CollectorStrategy RPGSingleplayerCasual

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