1. Dice A Million
  2. News

Dice A Million News

DEMO 0.313

[p]quick patch fixing some stuff![/p][p][/p][p]changes:[/p][p]- updated comos dice sprite[/p][p][/p][p]bugfixes:[/p][p]- fixed various UI related bugs and exploits[/p][p]- bandage ring could affect anchor when not rolled[/p][p]- jacks could roll jacks with a different face while having equity ring + reroll ring[/p][p]- you could use the skip to boss button even below its threshold[/p][p]- fixed a crash involving third eye + equity ring[/p]

DEMO Next Fest Update (0.312)

[p]so here we are! A few weeks ago I talked about this update focusing mostly on challenges and nothing else, but I decided to include most of the QoL features I've been adding as well. See, the game releases in just a few months and with Next Fest probably exposing the demo to a more broader public, I wanted them to experience the most polished version I had of the game so far :) That being said, this update contains no new dice, rings, cards or hands! just challenges, a lot of QoL+balance stuff, and loads and loads of bugfixes![/p][p]Because I wasn't expecting to include any of these in the demo, I haven't been keeping track of every single little addition/change I made, sooo yeah, this is a very rough changelog with just the important stuff laid out, there's probably smaller things you guys will notice while playing that aren't listed here. but anyways, hope you enjoy! :)[/p][p][/p][p][/p][p]oh, and on a quick a note, I wanted to talk about the game's difficulty. if you've been playing for some time already, you may notice that in this update I reduced the target scores a little from face 2 onwards. as a player myself, I know this may seem a bit disappointing to some, as I'm "making the game easier", but you gotta keep something in mind: this demo only covers the most basic difficulty ascension level with the most basic hands, so OF COURSE it has to be accesible and easy enough for new players, as that's the point of the demo in the first place! the game being hard as hell for new players has been one of its major criticisms, so I'm just trying to soften the learning curve. I PROMISE you guys will have some crazy difficult hands and some crazy difficult challenges to overcome in the full release, just trust in me :)[/p][p][/p][p]that's all! happy gambling and here's the full changelog!
[/p][h2]new features:[/h2][p]- added Challenges, unlocked by completing a normal run, currently 2: " I can't believe it's not a D6" and "Peanuts!"[/p][p]- added more background types, unlocked by completing challenges[/p][p]- added full stats menu to the collection[/p][p]- added custom mouse cursor, changes color depending on which hand you're playing as[/p][p]- added enchantment icons for quick identification[/p][p]- added boss cutscenes[/p][p][/p][h2]changes: [/h2][p]- updated a LOT of graphics and UI elements, I literally cannot remember most of them[/p][p]- updated gameover & win screen[/p][p]- updated Red Room UI[/p][p]- updated burn & explosion animations[/p][p]- updated dice deactivation animation[/p][p]- added an animation for exhausting dice [/p][p]- added animation for conservative ring[/p][p]- made descriptions text more easily readable by giving it a drop shadow[/p][p]- changed "The Frost" boss effect. it now locks all of your dice to their lowest face during the encounter, as well as deactivating one from the roll, but no longer makes them roll close[/p][p]- skipping ring rewards now gives you a lot more pips, to make it a viable choice[/p][p]- added several gilded interactions to rings (including active ones, which previously couldn't be gilded)[/p][p]- autoselect now always select dice with laconism[/p][p]- made the stamp UI get smaller when you get big numbers there[/p][p]- power card now gives +8 instead of +10 extra value [/p][p]- fishbone charm ring now gives +2 instead of +1 extra value[/p][p]- charged dice now get their charge at the end of the roll (with a new animation)[/p][p]- "double ring" card now makes every ring retrigger before moving onto the next one, instead of doing them all again in order. it shouldn't affect anything really, besides make it more comfortable to select dice with active rings[/p][p]- added a button to roll again when rolling dice on the map[/p][p]- reduced card and booster pack price on face 2 onwards[/p][p]- reduced target scores from face 2 onwards[/p][p][/p][h2]bugfixes:[/h2][p]- optimized a bit the game to boost up perfomance[/p][p]- probably a shit ton of them I can't remember lol[/p][p][/p][h2]MORE ROGUELIKES?![/h2][p]2 Left Thumbs has 2 other games taking part in this October Next Fest. They are both turn-based / strategic roguelikes, and are likely to appeal to fans of Dice A Million. Die For The Lich is also a dice-builder with turn-based combat. And Underboard is a deeply strategic auto-battler. Check out their demos and give them a Wishlist as well![/p][p][/p][p][dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

September 2025 Diceletter (+ Release Date!!)

[p]It’s been a while huh?! Back at the end of August I put an internal goal on myself to finish all of the 100% important and difficult to implement content before the end of September. And now that we’re here I have to announce that… I completely succeeded in that!!! Every main thing and every main goal in the game has been implemented, and it feels surreal to say that! That’s of course not to say the game is 100% finished, there’s a lot of polishing, balancing and side content still left to do, but the main course is there, which brings me to the next point…[/p][p][/p][hr][/hr][p][/p]
RELEASE DATE
[p]Dice A Million will be releasing in January 2026. You hear me?! January 2026!!! I originally wanted to release at the end of 2025 as some of you may know, but I made the decision to take these final months of the year to polish the heck out of the game, and make sure I serve you the finest gambling-sazoned meal I can…[/p][p]To put you in perspective, my most advanced testers have still not unlocked everything, and some have +100 hours clocked in... There's currently a total of 125 achievements, and there will certainly be more, I think closer to 160.[/p][p]And yes, every achievement is a new in-game item you will be able to unlock… and if you think that’s a lot, that’s just the locked out stuff and not every new item…[/p][p][/p][p][/p][p]Also! Some of you have been wondering what will happen with your demo savefiles after the full game is out, so I made sure save data will be compatible and transferable to the full version![/p][p]When launching the game for the first time it will ask you if you wanna keep your demo save files or start from scratch, and although I think the game will be a different enough experience that would benefit from you starting all over again, I completely understand if you wanna get to the new content immediately and not lose progress. If you keep your demo save files, steam will instantly grant you every achievement you should have unlocked based on your progress.[/p][p][/p][p]Lastly I wanted to talk about HANDS. The final release will contain 10 VERY different hands, with different abilities and different playstyles. The main 3 present in the demo are the most basic ones really, the rest is generally way more advanced and with more unique mechanics. (and each one will have its own unlocks of course!)[/p][p][/p][p]-Can you add one more hand please?[/p][p]-I said 10[/p][p]-But...[/p][p]-I SAID 10.
[/p][p][/p][hr][/hr][p][/p]
OCTOBER STEAM NEXT FEST
[p]Buuut that doesn’t mean you’re gonna be in complete content drought until January cause I’m happy to announce Dice A Million will be taking part on this Steam Next Fest, starting 13th of October! And to celebrate that, I’ll be pushing a small content update to the demo, mostly focusing on a new feature I wanted to test before release, challenges![/p][p][/p][h2]CHALLENGES[/h2][p][/p][p][/p][p]There’s gonna be around 10 at launch, they are very varied and will force you to learn new ways to tinker with all the dice. There’s gonna be hard ones and there’s gonna be wacky ones, so I thought the best way to show you would be including one of each type in the demo![/p][p][/p][p][/p][p]Regarding unlocks, as a player I don’t like when games offer side optional content like this but don’t reward me with anything after doing it, buuut I also REALLY don’t like when other games lock very important stuff behind this optional content, so I decided to stick with a middle ground.[/p][p]Every challenge will unlock a new background type you can select from the menu! They’re of course purely cosmetic and won’t affect the gameplay at all, but they will for sure make your game look way more personal and cool![/p][p][/p][p][/p][h2]NEW ANIMATIONS & UI[/h2][p]Besides finishing all the main content, I’ve been polishing up a lot of stuff in the game, take a look at this sick new Boss intro cutscene I made![/p][p][/p][p][/p][p][/p][p]I also redid the explosion and burn animations since, let’s be clear, they were so bad lmao[/p][p]Here are some before and after comparisons:[/p][p][/p][p][/p][p][/p][p]Another change you've been requesting for a long time is visual difference for all the enchantments![/p][p][/p][p][/p][p]I opted by giving they all different icons for quick and easy identification, I know some make more sense than others, but the important part is that they're all distinct enough so your brain can eventually associate them with their respective enchantments.[/p][p]They're from left to right: Loyalty, Eternal, Wealth, Laconism, Echo, Perennial[/p][p][/p][p]Lastly, as you may have noticed in previous screenshots, I added a custom mouse cursor to the game! And it even changes based on which character you are playing as![/p][p]
[/p][p]Not sure any of this will be making it into the next fest demo update, as I want to focus on the challenges for that, but we’ll see :)[/p][p][/p][h2]NEW DICE & RINGS[/h2][p]Of course, full release will bring A LOT of new dice and new rings! I’m not sure I’ll be including any on the demo update, just because I feel like it already has a ton of content, and I don’t wanna spoil too much past this point. Besides, the full release will be only a couple of months away, so I’m sure y’all will be able to wait a bit…[/p][p]But for now, I’ll show you some of what I’ve been working on! Take a look at Copper Die![/p][p][/p][p][/p][p]New member of the metal die family, and although this one’s a bit different, it's really powerful when used correctly. It can really help you out if you manage to charge it up![/p][p]Now let’s take a look at a pretty advanced ring I teased the other day on the discord server…[/p][p][/p][p][/p][p]Risky one, but I personally always take it when I play, very dangerous but also very fun when it hits, and don’t we all play games to have fun?[/p][p]Also, this one's a very advanced unlock, hence its more complex mechanic, so you won't be seeing this one for a while, but I still wanted to show you...[/p][p][/p][p]Now I honestly wasn’t gonna show any more rings but man this is for that one person that reacts to every single one of my discord announcements with the water tap emoji. Fine, have this, are you happy now?!?[/p][p][/p][p][/p][hr][/hr][p][/p][p]Phew, that was a lot wasn’t it? I really can’t stress enough how thankful I am that you guys are enjoying my silly little game this much (even if it is still a demo!!). A lot of big games came out recently (been playing a ton of silksong too…) and the videogame industry feels like an open ocean full of very big sharks trying to eat you alive, and here I am on my little corner rolling dice and hoping for the best, and hoping you like the result!![/p][p]Back in June I had 1.8k wishlists and I was hoping Steam Next Fest would bring me to 7k, the magic number you need for Steam to acknowledge you on launch or something. So now it feels surreal finally walking into Next Fest with almost 18k wishlists. Thank you, from the bottom of my heart, I hope you love what I’ve been cooking [/p][p][/p][p][/p][p][/p][p][/p][p]-So... just one more hand please...[/p][p]-I SAID NO.[/p]

15k Wishlists!

[p][/p][p][/p][p]Okay seriously I don't know where you guys are coming from but thank you so much for all the support nonetheless! It's been mindblowing, thank you from the bottom of my heart [/p][p][/p][p]You might be wondering what's happening here. and yeeeah I can't talk much about it right now, so stay tuned for this month's development update during last week of september![/p][p][/p][p]I also pushed a small bugfix update fixing those last issues you guys were finding, so here's the changelog![/p][p][/p][h3]changes:[/h3][p]- you can no longer exit and save while opening a booster pack[/p][p]- magic rooms no longer give you the same enchantment a die already has[/p][p][/p][h3]bugfixes:[/h3][p]- equivalent link ring animation wasn't playing properly[/p][p]- equivalent link ring played its sound even if no dice were affected[/p][p]- cupidie could affect dice in your hand[/p][p]- fixed various controller issues regarding menus[/p][p]- fixed various controller issues regarding cards[/p][p]- fixed various crashes involving reloading[/p]

DEMO 0.267

[p]heyyyy how you been doing?! as I said before, I've been working SO hard on stuff for the full game, buut I also squashed some bugs and made some QoL changes along the way that I felt were worth including in the demo, so here they are! hope you enjoy ;)[/p][p][/p][h3]changes:[/h3][p]- incubus die area increased to be the same as cupid and vampire[/p][p]- renamed ''face multiplier'' to stamp multiplier (makes more sense and is less confusing for new players)[/p][p]- added stamp multiplier keyword[/p][p]- reworded incubus die description to clarify that the value it gets by eating other dice IS its face value[/p][p]- changed the eternal enchantment description to also include exhausted dice, since it also negates that effect[/p][p]- cursed ring now takes 0 into account, meaning it will multiply everything by 0 if you roll a die with a 0[/p][p]- reworked the function that controls dice per turn and dice drawing, should be more consistent overall, always drawing your dice per turn if possible not mattering the situation[/p][p]- enchant card now won't give you the same enchantment a die already has[/p][p]- when rolling all your dice in the last roll at face 3, it now builds speed as you roll them, making it significantly faster with a big sized bag[/p][p]- changed how hands are saved internally to reduce the save file size (shouldn't affect anything really) [/p][p][/p][h3]fixes:[/h3][p]- bags bigger than 99 dice started behaving weird[/p][p]- selling blackring or noble ring mid round didn't reset your hand size[/p][p]- sometimes the game wouldn't draw a die you just rolled even if you hadn't met your dice per turn limit yet[/p][p]- enchanted and/or charged dice weren't properly hidden when using Blackring[/p][p]- enchanting already selected dice with laconism sometimes caused some problems[/p][p]- enchantments didn't show during trade events[/p][p]- gilded developer ring didn't work properly with dice rolled midroll[/p][p]- dice ice effect didn't carry over between rounds properly[/p][p]- dice rolled mid roll didn't display their extra value properly while fighting against The Cautious[/p][p]- pandora's box effect also affected anchors in your hand for some reason[/p][p]- while using a controller, you couldn't select cards on the map[/p][p]- end of round reward would crash if you reloaded the run while choosing golden stamps from a boss[/p][p]- hand selector sprite in the end of round reward disappeared if reloading the run during that screen[/p][p]- added an exception handler in the main menu to prevent crashes if your run save was corrupted (it will still be corrupted ofc, but previously the game wouldn't even let you launch and start another one)[/p]