1. Dice & Fold
  2. News

Dice & Fold News

Roguelike Dice and Fold celebrates launch success with extreme update

With the huge success of Balatro, major updates to Wildfrost and Heretic's Fork, and the recent release of Zet Zillions, we've been spoiled of late when it comes to deck-building roguelike games. The genre has exploded in popularity in recent years, with the likes of Slay the Spire giving way to all manner of different takes on the format. Launched on Monday June 24, the Dungeons and Dragons style Dice and Fold has had a very positive reception so far, and developer Tinymice is bringing us a special update early.


Read the rest of the story...


RELATED LINKS:

Delightful DnD roguelike Dice and Fold has big post-launch plans

Promising new dice-based roguelike gets expanded free demo

Patch Notes v1.1.0 - Extreme Mode Update, Bug Fixes and Balancing

#1 Promised Free Content Update for Dice & Fold - Estimated additional content: 3 Hours

Hey Heroes!

We are amazed by the reception of Dice & Fold. We sold almost 30,000 copies and we have a growing community on Discord for our new shiny game!

Over 2,000 players completed all the heroes in the game, and some of them finished it in Hard mode for all heroes. We didn't want you to wait for a new update to get back into the game, so did some schedule changes on our 5 free updates.

In light of this much attention from you, we are releasing our First update: "Extreme Mode Update" earlier than we planned to previously. (This update is extra, so it won't change the timeline of when the Endless update will be released)



Extreme Mode introduces the highest difficulty mode. This mode will be very hard, almost all enemies are Elite, and even harder dungeon curve than the hard mode. The bonus is, you will be able to use 3 trinket slots for all heroes while you play in this difficulty mode.

So, having unlocked all trinkets and the strategy of choosing the right trinket for the right hero in Extreme mode will add an additional challenge to this mode.

Extreme Difficulty will be playable once you beat the game with Savant.

[h2]Balance of the Game[/h2]

We 6 previous updates focusing on the game's difficulty, and we made numerous changes in those updates to get the current curve of the difficulties.

In this update, we made it so that you can't roll colored dice while Dungeon Master is present. What we noticed was that some heroes are prone to spamming Red Dice heals or Blue Dice skill completions. This change will prevent this cheese play-style.



Trinket Drops: Your hero can drop lower-tier trinkets if all current-tier trinkets are already dropped. Also, there were some trinkets that were not dropping, we fixed that. This will allow you to play your favorite legendary hero to potentially drop all the trinkets.

Hard Mode: Now in hard mode, all heroes have at least 1 trinket. We noticed it is very hard to get a good run going with heroes that doesn't have any trinket slots, for example, Jack. This makes it more pleasant to play in hard mode with these heroes.

Queen: She now has 1 trinket slot, we want her to be more approachable.

Gladiator: Had a considerably low boss beat rate, and most players lose in the early stages, so we increased its health from 18 to 24.

[h2]Bug Fixes[/h2]

Here is some bugs we fixed;
- fix wide screen mainmenu bg
- fix: windowed mode scene change resolution issue
- Do not display continue button if last save was on hero selection panel
- better quality settings
- extreme mode save and sync system
- end game no trinket indicator
- Limit min silver conversion rate to 1
- fix difficulty button frames
- reverse hero selection panel scroll behavior
- companion selection, clearer text
- goto menu make sure didPlayWithJack = 1
- reverse display of recent trinkets
- fix no trinket exception
- Check if DM is folded when all the other enemies are folded
- Allow a maximum of 28 dice on the board at the same time
- Fix Savant's skill not getting reset after Coup De Grace is used during boss stage
- Display localized special ability tooltip for Savant
- Do not offer shiny and regular versions of an item card in the same shop
- fix savant unlocking extreme
- Check if all cards are folded 2 seconds after the last enemy is folded & activate end turn button
- fix white spaces on "To unlock" text for some languages.

[h2]Steam Trading Cards[/h2]

Steam unlocked our Trading Cards and profile features for Dice & Fold. We have submitted the assets for review, the cards are approved, it should be dropping for your steam account now.



[h2]Thank you[/h2]

We have been reading the reviews and your comments on Discord and are glad to see so many players passionate about the game. We have close to 1000 reviews, If you haven't already, share your thoughts as a review on the Steam Page.

Patch Notes v1.0.6 - Day 6 Update

Hey Heroes!

This one will be a small update, the beat rates based on heroes are where we want them right now. However the feel of the game still can use more polishing. My team is reviewing your thoughts and ideas on Discord and Steam community forums, and we also play the game continuously to see how the changes feel.

As long as your voice and the stats data we have align, we are making changes to the game.

Over 700 players completed all the heroes by far, we decided to release the "Extreme Update" early. We just implemented the system for it, and testing it right now, it will be available as a free content update next weekend when we fine-tune it enough to show it to you.

If you are into almost impossible challenges, Extreme difficulty will be for you, we will also have Steam achievements for the extreme difficulty.

Let's get into what we changed in this update;

[h2]Balance of the Game[/h2]

Queen and Sorceress had a low beat rate compared to other hero curves. To reference this, Queen now has 1 trinket slot and Sorceress starts the game with extra HP. We will see the effects of these in the data and make more changes to it.

Normal difficulty early runs for the first 3 heroes now get lower-tier monsters. This will let beginner players conserve health in the early stages.

Other Updates

We had placeholder skill icons in the game. Our artist did these for both heroes and companion skills in the style of the game.

Changed the Hard mode finish icon indicator.

[h2]Bug Fixes[/h2]

Here is some bugs we fixed:
- Fix companion stage issue regarding clicking on "pass" with no current companion
- Remove dismantle dice & shield dice tutorial message exceptions

[h2]Thank you[/h2]

We have been reading the reviews and your comments on Discord and are glad to see so many players passionate about the game. If you haven't already, consider sharing your thoughts as a review on the Steam Page.

Patch Notes v1.0.5 - Day 5 Update

Hello Heroes!

I'm having a hard time finding a intro, it's 5th day of release, so its day 5 update. Cheers :)

Thank you for sharing your thoughts on the previous post about selecting which boss you will fight. We think getting a random boss is not a good experience if you can't strategize for it.

With you reaction and discussing internally we are thinking about choosing a boss randomly and showing it in the 8th turn. This way during the run you will be able to strategize your build to face this particular boss.

What do you think about this idea? Let us know in the comments, if this gets a good reception we will implement it.

[h2]Balance of the Game[/h2]

The latest changes showed up in the data and aligned with our target dungeon beat rates. Still the Easy mode rates are not where we want. So we made the curve for easy difficulty mode a bit easier.

Some players also gave us an idea about making boss attack values lower in easy mode. We also did that as we see in the data for easy mode players lose on the boss.

Elite Monster encounter percentages changed;
- Common hero: 5% -> 3% (except Jack is 0%)
- Rare hero: 10% -> 7%
- Epic hero: 15% -> 12%
- Legendary Hero: Stays at 25%

(Elite monsters are the versions of normal monsters which has increased attack damage and higher total slots)

This change will make the general difficulty curve smoother till legendary heroes. Data shows the epic/legendary hero beat rate is similar, so we left legendary heroes as is.

Additionally;
- Ronin's Headband now gives you 10 gold but also gives you the +1 dice rolls during the companion selection stage.
- Keeping current companions will heal them by 5 in the companion selection stage.

[h2]Bug Fixes[/h2]
Here is some bugs we fixed;
- Limit max shield amount to 119
- Refactor item effect for Twinblade
- Check if the last dropped trinket is included in trinkets dropped this run, recursively
- Disable undo button when DM is folded
- Disable damage slot of silenced enemies
- Also reroll items on shop stage also when clicked on "Reroll" text
- Revise reroll button text height
- Undo on-fold damage for Snake
- Fix: sometimes gold coins won't show up in item stage (Revise "additional gold fall" angle)
- Fix: earrings of fate and archeologist effects

[h2]Other Changes[/h2]

Music: Added a new track and its intensive versions that change with higher stages.

Clearing confusions for trinket drops;
- if you beat the boss with a rare trinket, if any rare trinket is not available to drop, you will drop another trinket of a lower rarity (if it exists) previously you only dropped trinkets that are the same rarity as your hero.
- if there are no possible trinket drops, we will have a note in the trinket drop section of the victory screen, saying there is no more rare or less rare trinket to drop.

[h2]Thank you & Come to Discord[/h2]

Some of you went bananas! 433 players completed the game with Savant, which you need to complete all heroes to unlock Savant. That means they finished the game. That's crazy.

Come to Discord, and share a screenshot of your currently completed heroes. If you completed all, we will give you a special rank

Patch Notes v1.0.4 - Day 4 Update

Hey Heroes!

Another day, another Day X update from us. In this case it is Day 4 Update.

We had some issues with cloud save system for cross platform saves. This should be fixed with this update, if you lost your progress on another device, launching the game once should sync your progress depending on your achievements and cross platform save should work with no issues after this point.

We added Trinkets as dropable achievements. This adds 41 new achievements to already existing 40.

If you already have bunch of trinkets, when you launch the game, you should get your trinket achievements instantly for those you already have now.

We want to have tons of custom achievements in the future updates also, like "roll 20 dice in a roll".

[h2]Balance of the Game[/h2]

Looking at the stats data, with yesterday's update, onboarding runs are way better at %70-50 beat ratio. We made smaller adjustments in this update to bring this close to 80%. We want the first 3 hero to be easier than usual since player still learns during these runs.

If a player is a quick learner, or want more challenge, they can always play these heroes on Hard.

Bosses: We had comments about some bosses being either too hard or too easy, this is also shown in the data. We listed the boss beat rates and made adjustments to the bosses in order to make them feel equally difficulty.

See the updated boss stats, we will make additional changes as we see changes on the stats data:



Tho, the nature of the game, some heroes counter some bosses well (eg: Illusionist for king) To fight this, we are discussing ideas on letting the player choose which boss to fight, similar to choosing a companion. What do you think about this change, let me know in the comments.


Companions: Some players stated that they always favor few companions over all of them. This is also shown in our stats data. Our main goal is to make you choose a companion that is synergic with your hero's skill. We made some balance changes on companion skills, their health and skill slots to make sure they are unified in terms of power.

For example, now, Shopkeeper takes all your spare silver, Cook damages your hero by 2 upon using their skill. We also balanced all companion skill slots and health.

[h2]QoL Enhancements[/h2]

We now display the hero & companion rarities in the codex. Also added a note in game related to how the trinket drop logic happens.

The rarity of the Hero you beat the boss determines the trinket rarity you will get.



Codex: In Codex, all elements now show their rarity, and all the elements are sorted by their rarity in game.

[h2]Bug Fixes[/h2]

Here are some bugs we fixed in this patch;
- Fixed some bugs related to high tier trinkets.
- Fixed some bugs causing the game to soft lock.

[h3]About Dice/Die Grammar In Game[/h3]

Understandability of the in-game text is the 1st priority for us. We had a player get very upset about this and even wrote a negative review. We made the decision to use the word "dice" for both the plural and singular forms of the word. Both uses are generally accepted nowadays and the word "die" is confusing in the concept of our game, some lines get confusing as the word "die" also has another relatable meaning in our game.

- A dice is a small cube which has between one and six spots or numbers on its sides, and which is used in games to provide random numbers. In old-fashioned English, 'dice' was used only as a plural form, and the singular was die, but now 'dice' is used as both the singular and the plural form. [ Collins COBUILD Advanced Learner’s Dictionary. Copyright © HarperCollins Publishers ]

- With plural dice. (The form dice (used as plural and singular) is of much more frequent occurrence in gaming and related senses than the singular die.) [Oxford English Dictionary]