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Dice A Million News

DEMO 0.266

[p]back at it with a new QoL patch! lots of small things to see here.[/p][p]as I said before, I'm going to slow down on updates for now so I can focus on actually working on new stuff for the full game, I'm really excited to show you what I have in store for you guys, see you soon :)[/p][p][/p][h3]changes:[/h3][p]- Bottle of Caps now gives between 1 and 15 Bottlecaps when destroyed[/p][p]- new animation for when the Bottle of Caps is destroyed[/p][p]- you can now hold R to restart a run[/p][p]- introduced the keyword "exhaust" for dice that disappear until the end of round when rolled or when a certain condition is met (ivory die, isaac's die), just to clean up descriptions and make everything more consistent[/p][p]- added "ghost die" as a keyword to the info menu[/p][p]- you can now press right click, escape key or b button on a controller to cancel an active ring's effect during a roll[/p][p]- gilded Lucky Ring now works as intended (gives 2 rerolls every reward selection) [/p][p]- tweaked a bit the face multiplier sound effect to make it less annoying on the ears[/p][p]- changed the "can't use here" text that appears when using a card in an incorrect place to "can't use right now"[/p][p]- the game won't be saved if you exit during starter pack selection (as it caused some problems and was pointless anyways lol) [/p][p][/p][h3]bugfixes:[/h3][p]- fixed a memory leak that happened when applying several effects to the same die in a very short period of time[/p][p]- The Hermit boss made Electric die's area bigger than intended[/p][p]- The Hollow boss would give you a Hollow die right upon entering the room [/p][p]- ghost dice would become permanent when saving and reloading[/p][p]- dice on the main menu could be clicked through the game's logo[/p][p]- fixed a crash when using controller on the changelog menu[/p][p]- isaac's die didn't work on unbalanced die[/p]

DEMO 0.265

[p]sooooo after yesterday's big update to the internal number system, a lot of issues were found as I was expecting, so here comes a patch fixing those plus a bunch of other stuff![/p][p]I also finally fully implemented the saving and loading system, you can now save and exit while in shops with no problem, so no more save-scumming![/p][p]also, I've been thinking of a way to nerf the rubik + electric die combo without directly nerfing either of them, and I think I came up with a fantastic solution! the combo is still there and it's still amazing, but you probably won't be getting to NaNeinf so easily, which was my only goal, you can read more about it below :)[/p][p]anyways, happy gambling![/p][p][/p][h3]general changes:[/h3][p]- you can now save and quit at almost any point in the game (even during end of round rewards, shops, etc) save-scumming is gone![/p][p]- during specific events where saving and exiting isn't intended (like chests or magic rooms), ''save and quit'' text in the settings menu will be greyed out and you won't be able to click it[/p][p]- tweaked a bit how scientific notation displays numbers to be more accurate[/p][p]- added a slight animation for when a die is deactivated by a boss[/p][p]- dice that disappear until the end of round (ivory die, isaac die when rolling a 5) now don't do it if they have the eternal enchantment[/p][p][/p][h3]balance changes:[/h3][p]- piggydie lowered from 3 to 2 charges [/p][p]- electric die's area range now decreases in relation to how many dice are on the table (more dice = less range), however, the default size is bigger than before[/p][p]- electric die no longer gives a charge to charged dice (yes, it did before)[/p][p]- reworked how the physics on the pieces from rubik's cube work to make them more consistent[/p][p][/p][h3]fixes:[/h3][p]- there were no rewards in face 3 (how did I miss this lol)[/p][p]- deactivated enchanted dice didn't show their X visually[/p][p]- you could lose when scoring NaNeinf[/p][p]- scientific notation didn't work[/p][p]- granite die with echo didn't work[/p][p]- lucky block didn't work when transforming into certain dice that leave stuff on the table like paper die[/p][p]- discarded lucky blocks would stay transformed even when back in your bag[/p][p]- big score animation would always play when loading a run where you had a lot of pips[/p][p]- when reloading a run on the map you would sometimes lose pips[/p][p]- when using a controller, opening a pack would sometimes make an item un-selectable[/p][p]- you couldn't see your dice when on the starter pack screen[/p][p]- gilded rings didn't display properly in single ring reward room[/p][p]- you could reach -1 rolls by clicking super fast on the roll button[/p][p]- fixed a rare crash where if you had save data from the first demo from february 2025 the game would crash upon starting[/p]

0.264 (Performance Update)

[p]yep! you’re reading correctly! the days of waiting 10 minutes for a roll to calculate are over! (for the most part at least) I reworked how big numbers work internally and everything should be a LOT smoother, however, this may cause very BIG numbers to behave weird, so keep in mind this will probably be fine tuned as you guys start discovering weird stuff! Also, your records should be mostly intact, I made sure everything is converted correctly![/p][p]I also fixed a good bunch of bad bugs, hope you enjoy! :)[/p][p][/p][p][/p][h2]changes:[/h2][p]- updated big number system. lag should be almost completely gone now, but stuff may behave weird when scoring crazy high, let me know if you encounter anything![/p][p]- developer ring now also affects dice rolled mid roll (bottle of caps, etc)[/p][p]- you can now navigate through the changelog menu using a controller[/p][p]- made rare and legendary dice a bit less common overall[/p][p][/p][h2]fixes: [/h2][p]- a button on the map could be selected even when not visible while using a controller[/p][p]- a text in rubik cube was yellow instead of blue[/p][p]- fixed a crash involving ice die + reroll ring + equity ring[/p][p]- some rings wouldn’t activate first round if taken from a starter pack[/p][p]- some rings would stay gilded between runs if you got them gilded once[/p][p]- some sounds still played even with sound effect volume at 0[/p][p]- deactivated dice would reactivate when reloading the game[/p][p]- consolation prize had a pointless ‘’currently:’’ text in its description[/p][p]- using a card on a dice would also automatically select it[/p][p]- you couldn’t access the discord button on the main menu with a controller[/p][p]- fixed controller behaving weird when pressing B while in the main menu[/p][p]- if on controller, selling a card with a pack opened also closed the pack[/p]

Thanks for 10k wishlists! (2025 Roadmap & Recap)

[p]First of all, I can't thank you guys enough for making Dice A Million reach the insane number of 10k (now 11k!) wishlists, it is absolutely mind-blowing to me. These past few weeks have been crazy![/p][p]So, some of you may know from the 1st demo back in February that I used to do monthly development updates (tho I only did two to be fair lol), and they slowed down mostly because I was finishing this new demo and wanted to release it asap. Anyways, since it's been almost a month since the 2nd demo came out, development posts are back baby! There's a lot to talk about, present, near future and far future, so let's get rolling![/p][p][/p]
DEMO 2 LAUNCH RECAP
[p]As I've said, this launch went far better than what I could have ever imagined! A lot of new people came in and we're forming a really nice community over on the discord server, so that's awesome! I also wanted to thank everyone that made videos covering the game on Youtube, I try to watch everything but it's becoming too much, and that's a good sign I for sure!
Also, as you know I've been pushing some balance and QoL updates, as well as patching out any issue you may find, which brings me to the next point![/p][p]
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FUTURE DEMO UPDATES
[p]I sorted out mostly everything I wanted in the demo with the addition of starter packs, the changes to extra value, etc, and I'm already slowly getting back into working on features for the full release. but there's still some things I wanted to address.[/p][p][/p][h3]PERFORMANCE ISSUES[/h3][p]As the weeks passed by you guys started discovering some broken combos, and I mean broken in every single way. I'm aware that performance when rolling absurdly high numbers (like ~e100) is lacking and the game can become very laggy if there's a lot of dice on screen. I 100% know where the issue comes from, and I won't be explaining it here in detail but to summarize, it's basically a problem caused by a system I implemented to make big numbers as precise as possible, which they aren't 100% precise in computers by default (I also didn't know this when starting developing this game lol). I'm already working on a patch compromising precision for performance (which is preferred in almost every scenario), which will probably be ready in a couple of days, I'll let you guys know on how it's going, but here's a little teaser :)[/p][p][/p][h3]BALANCE ISSUES[/h3][p]The other major complaint with the game right now is that there's basically one way to break it, and yes I'm completely aware. Some suggested making multipliers additive instead of multiplicative for the most part, and that's something I've thought of from the beginning but decided against. I'll think about it tho, as there's clearly a gap between multipliers and other strategies in the game. That being said, there's a lot of dice/rings that aren't present in the demo that make other strats a lot more viable, take a look at Mahjong Tile for example![/p][p] [/p][p]so yeah this is my next point of focus after the balance issues are fixed, thank you guys for always leaving your feedback, I hear you loud and clear :)[/p][p] [/p]
FUTURE
[p]So, after that's done, what happens? Well, I can't confirm at the moment, but the demo will probably be participating in Steam's October Next Fest, with a small content update dropping with it. Don't expect a ton since that will already be close to the game's release, and I feel like the demo already has what it needs, but it'll be a nice treat for sure![/p][p]
[/p][p][/p][h3]GAME RELEASE[/h3][p]As I've stated before, the game will most likely release on late 2025 / early 2026, this is of course bound to change, but we're going at a great pace! Most of the pieces I want in the full release are already in place, so don't think that only the content in the demo is what I've done, far from it. Just that the \[REDACTED] needs some reworking, and I need to add one last \[REDACTED], oh and also if I have the time I'd like to add some \[REDACTED]. So yeah, not a whole lot really! :) I'm spending time in balancing and updating basic stuff right now, cause that's the most time consuming thing that it's still left to do.[/p][p][/p][p] [/p][p][/p][p]That's all for now!! I'm super excited to finally be able to show you what I've been cooking all this time, the game goes MUCH deeper than what it seems from the demo, I assure you that :) Also, be sure to join our discord server to stay in touch![/p][p]Anyways, til next time![/p]

DEMO 0.263 (Balance Update)

[p]today I got a pretty beefy balance update! these changes aim to make more different strategies viable, so hope you like the buffs and aren't too mad about the few nerfs! as always, let me know what you think :)[/p][p]I also think I fixed that one weird bug when alt-tabbing while in fullscreen, let me know if it works correctly now. anyways, let's get rolling![/p][p][/p][p][/p][h3]balance changes:[/h3][p]- rings that give pips (like asteroid ring, wedding ring) are now affected by all-table multipliers like glass die or megadie[/p][p]- wedding ring now has a minimum value of 1[/p][p]- consolation prize ring now takes into account dice spawned mid-roll like copies or caps from the bottle[/p][p]- dada die buffed from 2x to 3x multiplier[/p][p]- bottle of caps buffed from 1-10 to 1-15 (this also makes it so it breaks at 15 now, making it more difficult to happen)[/p][p]- jacks are now affected by dice spawned mid-roll[/p][p]- mirror cube nerfed from 3 to 4 charges[/p][p]- rubik's cube nerfed from 9 to 6 pieces[/p][p]- vampire die now multiplies only by the highest face it discarded[/p][p]- reduced vampire die area range[/p][p]- ''The Hermit'' boss now reduces area effects even more, and also makes it so charged dice can't gain any charges[/p][p][/p][h3]other changes:[/h3][p]- starter packs won't contain legendary dice nor legendary rings anymore[/p][p]- asteroid ring has a new animation[/p][p]- added gilded rings to the enchantments tab in the collection[/p][p]- added some visual details to the enchantments tab in the collection [/p][p]- updated bottle of caps sprite to make its number more visible[/p][p]- added dates to the changelog[/p][p][/p][h3]fixes:[/h3][p]- finally fixed the fullscreen bug that sometimes makes tha game window unreponsive when alt-tabbing, as a side-effect I had to remove the true fullscreen option, so now it's just borderless. It shouldn't affect anything really but of course some special setups could be, so let me know if it does for you![/p][p]- you could hold the skip to boss button while the next round animation was playing in the map[/p][p]- fixed a crash involving reroll ring + equity ring + ice die[/p][p]- the discount from gilded bling bling ring displayed incorrectly in the deck stats menu[/p][p]- fixed a small visual glitch with rings in the collection[/p][p]- enchantments weren't visible in starter packs[/p][p]- score bubble animation wasn't playing properly on rings that give score[/p][p]- dice with face 0 also contributed to asteroid ring[/p]