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Dice 'n Goblins News

Steam Next Fest Strategy Game Demos by Rogue Duck!

Let's celebrate upcoming indie strategy games together!

During the Steam Next Fest, we have 4 free game demos up for you to try out. If you played a game published by Rogue Duck Interactive before, you probably love replayable strategy games!

Let me start introducing our games, during the Next Fest, download the demos you are interested and become part of the development by giving us your valueable feedback.

New Next Fest Strategy Demos


https://store.steampowered.com/app/2517440/Mini_City_Mayhem/

A city builder where you race against time to build your city! Become the mayor of a tiny town, plop down tiny building blocks to build a working city to progress.


https://store.steampowered.com/app/3179860/Pairs__Perils/

A memory-game roguelike and dungeon crawler. Match cards to attack enemies, avoid traps, shop for relics and consumables. Sharpen your mind as you journey through the depths of the dungeon in search of The Dealer.


https://store.steampowered.com/app/3056580/HEXAROMA_Village_Builder/

Build your charming medieval hexagon village in this city-builder. Strategize the best hexagon island placements. Place the building pieces strategically, and grow your village and your tiny island.


https://store.steampowered.com/app/3204250/Lost_But_Found/

A combination of a job simulator & hidden object game. In a top-down table, you are an officer who oversees the lost items in an airport. Organize those items and distribute them to people who lost their belongings.

That's all we have for this Next Fest, we hope you found something you like. In that case, wishlist the games to stay in the loop!


Other Strategy Demos


Additionally, we have other demos, that's not participating in this edition of the Next Fest yet, but soon. Check them out too.

https://store.steampowered.com/app/2449450/Clonizer/

https://store.steampowered.com/app/2655590/Kingdoms_Deck/

https://store.steampowered.com/app/2945950/Dice_n_Goblins/

Have a strategy-filled Next Fest event, everyone! Follow us on our social media so you don't miss free strategy goodies!

Demo Update 8 October 2024

Hello!

It's been a few days the Demo of Dice'n Goblins is out, and we're starting to get feedback about what you like and dislike about the game. Not all the feedback is positive and we'll address that in the upcoming weeks with small patches, to improve aspect of the game.

In this very first patch:

- Rework the Inventory Screen to be more straightforward and less clunky. We fixed bugs, added sounds, and polished the look
- Rework the Victory Screen so it doesn't clash visually with the rest of the game. Added Icons for Gold, Skill Point, and gaining Health
- Hide the mouse after a while if you're using only Keyboard or only Controller
- Fix a bug on Victory Screen, when, on controller, you would not be able to press "Next"
- Fix a bug on Key Remapping that would allow you to bind two keys to the same action

And that's all! Next time, we'll focus on streamlining combat UI!

Demo Out! Publisher In! And devlog of the month!

Hello, this month, it's me Ember writing the devlog.

Finally, it's here! The Demo is available to play.

It contains the first level and should give you an idea of what the gameplay would look like. I wanted to show much more, but it's hard to keep it short! Expect more dice, more NPC to talk to, and maps to be slightly bigger, in the next level. If you play now, you can keep your save for the full game.

We also got a publisher! RogueDuck Interactive, who published Dice&Fold, another dice-based game. They will help us improve the game and distribute it to new countries. I'm so happy about this.

At the end of the demo, there is a form to leave comments and feedback. Please do it, we're already improving the game based on this.

This month, we ensured the demo ran well on all devices, adding support for multiple resolutions, FSR, and other options. As a result, I'm proud to say it runs like a charm on the Steam Deck. Playing your game on a handheld is a nice feeling...



Besides those, the 8th level is completely scripted and the 9th level is mapped. A 3D artist is helping me making the 9th level extra cool. I've also drawn a lot of new monsters and NPC, and I can't wait for you to meet them in the game. The UI also got a coat of paint!



Overall I'm happy how the game is turning and we're getting some positive feedback! We'll continue to polish the Game and the Demo, so be prepared for an update in the next few days.

Devlog: Fly me to the moon

Dice'n Goblins is moving closer and closer to being complete. Since we have been working as a duo for a little while, our workflow has made progress with development and game design much faster.

We have now been working on the 7th and 8th levels of the game, both set on the Moon. Those levels will contain scary threats to our little Goblin, but also new non-player characters and lore elements to discover.



We have decided to change the gameplay a bit, by introducing a skill tree. This system makes fighting monsters more rewarding by allowing players to unlock new skills for Gobby as they level up. Skills are used to exchange dice during combat, giving you more control over each throw.



As we're entering the final stages of development, we're paying more and more attention to fixing bugs and polishing the player experience. Thanks to the help of our playtesters, we have been able to catch dozens of issues, which will ensure the game releases in a stable state. We've also spent considerable time making sure the game animations and sound effects are satisfying.



On another note, we are very close to having a demo ready. The demo will contain the full first level of Dice'n Goblins. It will allow you to try out the exploration and combat before the game releases. Stay tuned for more updates about this!

Devlog: Goodbye Dead City


Dice’n Goblins is still advancing steadily. This month, I’ve received the help of my business partner Alice, and a bunch of stuff is moving at a greater pace.

On my side, I finished designing, scripting, and filling the levels 4, 5 and 6. The scenario for this part have been written as well. The game have a main story, but each set of level have their own storyline. This particular set focus on your companion Skelly, and his old friends.

The zone contains 15 monsters, all with their moveset and with 10 unique sprites. I’m pretty happy with how it’s turning out. Overall, this part of the dungeon has been a lot of work and it's great being able to move from it!



On UI side, we have improved the look of things a lot again, with a combat disk, breaking down combat turns.



We have drag and drop for the inventory, because I was seeing playtesters fight with the controls. I develop my games aiming for controllers, since I find it more comfortable after a day of development or drawing. This is why playtests are important. The game has full controller support, as well as keyboard and mouse+keyboard and you can rebind controls to your liking.



We added particules and animation on the dice during combat to better explain what was happening.



Finally, I added some bigger dice for the end game! Poor Gobby drowning under all the dice!



The most fun this month must have been working on cutscenes. I feel like I’m directing a little movie and it’s very rewarding. Alice worked on getting a Steam Build and the Steam integration for the game (Achievements and such), something we won’t have to rush at release.

Next month will be full of surprises! First, I’m taking some holidays (my arms will fall if I code more), I’m starting the Moon Levels for which I have plenty of ideas and we will prepare a demo, to be hopefully released in September.

Here some development picture of next zone: