Compara los precios de Dicefolk en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por LEAP Game Studios. Publicado por Good Shepherd Entertainment. Lanzado el 27/2/2024. Disponible en PC. Géneros: Casual, Indie, Strategy.

If the deckbuilder roguelite grind has worn you down, Dicefolk's twist of handing you control over both sides of the battlefield is the shot of fresh strategy the genre desperately needed.

I have a spreadsheet of every roguelite that has genuinely changed how I think about turn-based combat, and Dicefolk just made it onto that list. The core conceit sounds almost too simple to matter: instead of a card deck, you build and customize a set of dice, and instead of just managing your own team's moves, you also sequence your opponent's dice before each turn ends. That second part is where the real thinking happens. You are not just planning your chimera's actions, you are orchestrating the entire round, deciding whether to trigger the enemy's heavy attack before or after you rotate your shielded chimera to the lead position, or whether to bait a clash-attack result so your counter-passive fires at the right moment. It rewards the kind of layered thinking strategy fans live for, and it does it inside a run that can clock in at around 30 minutes. The three-chimera squad structure drives most of the decision-making outside of battles. You start each run with three straw-doll placeholders and gradually swap in chimeras pulled from shrine encounters, which offer a choice of three at a time, forcing you to weigh your current dice faces against what the new recruit actually does. There are over 100 hand-drawn chimeras in the pool, ranging from tanks that absorb punishment to fast attackers that punish rotation moves. Each one carries a passive ability that triggers off specific conditions, such as entering or leaving the leader slot, surviving an enemy attack, or reaching the end of a round. Building a trio whose triggers chain cleanly is the game's equivalent of finding a broken card combo in a deckbuilder, and it is deeply satisfying when it clicks. The talisman system, with Warrior, Storm, Wrath, and Pain options, shapes which chimeras populate your run and gates access to Trial Mode and the game's real ending, which gives progression-hunters a meaningful target beyond just finishing one loop. On top of chimera selection, you can craft new faces onto your dice, purchase additional dice with gold, equip individual chimeras with gear for passive stat bonuses, use goblin-fruit that punishes you mid-run but pays off at combat's end, pop single-use tokens for heals or debuffs, and chew Broodberries for permanent stat gains. That is a lot of interlocking systems for a game that visually reads as casual. The presentation is honest about its budget: flat, flash-game-adjacent art, sparse animation, and a soundtrack that serves atmosphere without being memorable. None of that should put you off. The developers clearly allocated their effort where it counts, which is the combat engine. The fair criticisms land in two places. First, chimeras do not grow or evolve during a run. They arrive fully formed, which makes them feel more like tools you slot in than creatures you invest in. Fans of monster-collector progression will feel that absence. Second, loot variety gets thin across extended play. Some reviewers and community members have flagged that item pools repeat noticeably, and that talisman runs start to blur together once you have cleared the game with each one. Runs are short enough that individual sessions stay punchy, but players chasing long-term depth comparable to Slay the Spire's daily challenge ecosystem may find the ceiling comes sooner than expected. Trial Mode modifiers help, but only so much. For strategy players who want something compact, genuinely novel at the mechanical level, and approachable without being trivial, Dicefolk is a confident recommendation. The first run will feel baffling for about five minutes, then the sequencing logic will click and you will spend the next hour mentally replaying every move order. That is exactly where I want a roguelite to put its weight. Diego, Scout Team

Dicefolk

Dicefolk

27 feb 2024LEAP Game StudiosGood Shepherd Entertainment
GamerScout opina

If the deckbuilder roguelite grind has worn you down, Dicefolk's twist of handing you control over both sides of the battlefield is the shot of fresh strategy the genre desperately needed.

PC
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I have a spreadsheet of every roguelite that has genuinely changed how I think about turn-based combat, and Dicefolk just made it onto that list. The core conceit sounds almost too simple to matter: instead of a card deck, you build and customize a set of dice, and instead of just managing your own team's moves, you also sequence your opponent's dice before each turn ends. That second part is where the real thinking happens. You are not just planning your chimera's actions, you are orchestrating the entire round, deciding whether to trigger the enemy's heavy attack before or after you rotate your shielded chimera to the lead position, or whether to bait a clash-attack result so your counter-passive fires at the right moment. It rewards the kind of layered thinking strategy fans live for, and it does it inside a run that can clock in at around 30 minutes. The three-chimera squad structure drives most of the decision-making outside of battles. You start each run with three straw-doll placeholders and gradually swap in chimeras pulled from shrine encounters, which offer a choice of three at a time, forcing you to weigh your current dice faces against what the new recruit actually does. There are over 100 hand-drawn chimeras in the pool, ranging from tanks that absorb punishment to fast attackers that punish rotation moves. Each one carries a passive ability that triggers off specific conditions, such as entering or leaving the leader slot, surviving an enemy attack, or reaching the end of a round. Building a trio whose triggers chain cleanly is the game's equivalent of finding a broken card combo in a deckbuilder, and it is deeply satisfying when it clicks. The talisman system, with Warrior, Storm, Wrath, and Pain options, shapes which chimeras populate your run and gates access to Trial Mode and the game's real ending, which gives progression-hunters a meaningful target beyond just finishing one loop. On top of chimera selection, you can craft new faces onto your dice, purchase additional dice with gold, equip individual chimeras with gear for passive stat bonuses, use goblin-fruit that punishes you mid-run but pays off at combat's end, pop single-use tokens for heals or debuffs, and chew Broodberries for permanent stat gains. That is a lot of interlocking systems for a game that visually reads as casual. The presentation is honest about its budget: flat, flash-game-adjacent art, sparse animation, and a soundtrack that serves atmosphere without being memorable. None of that should put you off. The developers clearly allocated their effort where it counts, which is the combat engine. The fair criticisms land in two places. First, chimeras do not grow or evolve during a run. They arrive fully formed, which makes them feel more like tools you slot in than creatures you invest in. Fans of monster-collector progression will feel that absence. Second, loot variety gets thin across extended play. Some reviewers and community members have flagged that item pools repeat noticeably, and that talisman runs start to blur together once you have cleared the game with each one. Runs are short enough that individual sessions stay punchy, but players chasing long-term depth comparable to Slay the Spire's daily challenge ecosystem may find the ceiling comes sooner than expected. Trial Mode modifiers help, but only so much. For strategy players who want something compact, genuinely novel at the mechanical level, and approachable without being trivial, Dicefolk is a confident recommendation. The first run will feel baffling for about five minutes, then the sequencing logic will click and you will spend the next hour mentally replaying every move order. That is exactly where I want a roguelite to put its weight.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:indieDice-BuilderMonster-CollectingTurn-SequencingSquad-SynergyTalisman-ProgressionTrial-ModeShort-RunsCounter-Passive-Builds

Requisitos del sistema

Mínimos

OS
Windows 10 x64
Memory
8 GB RAM
DirectX
Version 11
Storage
500 MB available space
Graphics
HD Graphics 515
Processor
Intel Core i5-7200U

Recomendados

OS
Windows 10 x64
Memory
8 GB RAM
Storage
500 MB available space
Graphics
Radeon HD 6570
Processor
Intel Core i5-3570K

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Información del juego

Desarrolladora
LEAP Game Studios
Distribuidora
Good Shepherd Entertainment
Fecha de lanzamiento
27 feb 2024

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¿En qué plataformas está disponible Dicefolk?

Dicefolk está disponible en PC.

¿Cuándo se lanzó Dicefolk?

Dicefolk se lanzó el 27 de febrero de 2024.

¿Quién desarrolló Dicefolk?

Dicefolk fue desarrollado por LEAP Game Studios y publicado por Good Shepherd Entertainment.