
Dice Assassin
Chess-meets-roguelite on a shoestring budget: the card-and-dice core here is sharper than its mixed reviews suggest, but the tutorial will leave newcomers stranded without a FAQ open on a second screen.
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About Dice Assassin
My instinct when I see a sub-three-dollar roguelite on Steam is to expect shovelware, so I was genuinely caught off-guard by how tight the underlying logic of Dice Assassin actually is. Each turn you roll two dice, one fixing your movement range and one setting your attack damage, then you pick a card from your hand to execute the action. Slash moves you through enemies along a line dealing that damage value, Dash lets you reposition to safety while still connecting, Backstep retreats while punishing anything in your path, and Impact covers the wider area hits. The chess board framing is not cosmetic: different enemy types patrol fixed movement vectors just like chess pieces. Rats move diagonally, frogs go horizontal and vertical, archers fire in straight lines but need an activation turn first, and bomb enemies simply detonate on contact. Reading those patterns and threading your character between red-highlighted danger squares is genuinely interesting spatial puzzle work, and it rewards the kind of player who naturally pauses to map out two or three moves ahead rather than just swinging at whatever is closest. Where the system gets wobbly is in the shop and progression economy. Every few rooms a store appears offering dice upgrades and new action cards, but the pricing feels off-balance: things cost enough that most runs you leave with one modest upgrade and a lot of unspent planning. The meta-progression layer exists but moves slowly, so early runs can feel nearly identical until you have cleared enough bosses to widen the card pool. The boss encounters every tenth level are the clear highlight, genuinely challenging and creative, but getting there repeatedly when the opening floors require the same handful of moves to crack is a friction point that some players will hit their ceiling on before the variety arrives. A better pacing curve on the shop economy would do a lot of work here. From a newcomer-friendliness standpoint, I have to be direct: the tutorial is the weakest part of the package. It exists in the main menu, it walks you through the basic roll-and-move loop, but it is poorly paced and does not explain enemy-specific behavior in any useful way. Community threads ask basic questions about how the Joker enemy works and whether dialogue boxes can be slowed down, which tells you the in-game explanation falls short. If Afil Games wants this game to convert the curious players who grab it from a bundle, a proper interactive tutorial covering enemy movement types and card interactions would change the reception significantly. As it stands, expect twenty to thirty minutes of confusion before the system clicks. The presentation is clean and functional. Pixel-art visuals on the chessboard read clearly, the UI is uncluttered, and controller support is solid. The audio is a mixed report: some reviewers found the retro-electro soundtrack kept them focused, others called it bland. My take is that it sits comfortably in the background without demanding attention either way, which for a game requiring this kind of spatial concentration is probably the right call. There is no story, no characters, no narrative scaffolding at all. You are an assassin on a board and floors keep coming. For a game at this price tier that is fine, but it does mean longevity depends entirely on whether the mechanical loop holds your attention past the initial learning curve and through to the later boss variety. Dice Assassin is the kind of game that rewards patient, positioning-focused players who do not mind a rough onboarding ramp. Think of it as the budget answer to a hybrid of Into the Breach's grid logic and a stripped-down Slay the Spire card pull, without either game's depth of build variety or content volume. The ceiling is lower, but so is the cost. If you enjoy working out movement puzzles under pressure and can tolerate teaching yourself the ruleset through failure, there is real satisfaction in the late floors. If you need a game to hold your hand through its mechanics, this one will frustrate you. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 or later
- Memory
- 1 GB RAM
- DirectX
- Version 9.0
- Storage
- 2 GB available space
- Graphics
- 512MB VRAM
- Processor
- 2.0 GHz
- Sound Card
- Not Required
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Game Info
- Developer
- Afil Games
- Publisher
- Afil Games
- Release Date
- Apr 25, 2024