
How We Die
Dice that double as action points, tools that chain into game-breaking combos, and a TRPG-gone-real premise: How We Die asks whether you can out-think probability itself before the alien invasion swallows you whole.
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About How We Die
I keep a mental checklist for any new roguelite that hits my radar: does the resource system have genuine depth, do the build options branch meaningfully, and is the central hook something I haven't seen templated a hundred times before? How We Die clears the third point immediately. The setup is a Korean indie oddity where two TRPG players, Hic and Illec, accidentally summon an alien invasion through a tabletop session, then have to navigate a suddenly very real post-apocalyptic road trip to find their vanished game master. It sounds like premise-soup, but it gives the game a distinctive, off-kilter atmosphere that separates it from the sea of generic dungeon roguelites. The mechanical core is where things get interesting for the strategy-minded. Dice are not random widgets here, they function simultaneously as resources and action points. You modify the numbers on individual dice faces across runs, gradually converting raw probability into something closer to a calculated outcome. That design philosophy, turning uncertain rolls into engineered certainties through careful preparation, is the game's central promise, and it mostly delivers. Tools are collected and equipped bag-style between maps, and the combo system rewards players who think in chains rather than individual actions: as long as conditions are met, you can stack tool uses consecutively, which opens up the kind of efficiency spirals that strategy players genuinely enjoy hunting for. Character progression adds another layer, with choices about what traits and beliefs to assign to Hic or Illec carrying real mechanical consequences, not just flavour text. The caveats matter here, because the game launched with a small footprint. The Steam review pool is thin enough that drawing firm conclusions from it is risky, and there is no Metacritic score. What exists skews positive, around 80 percent of early user reviews, but the honest read is that this is a small Korean indie project with a narrow audience and limited post-launch support visibility. The procedural map generation keeps individual runs feeling varied, but players expecting the content volume of a Slay the Spire or Monster Train should recalibrate expectations before buying. The post-apocalyptic alien framing is atmospheric rather than richly systemic, and the third-person visual presentation is functional rather than impressive. For newcomers to the dice-modification subgenre, the learning curve is real but fair. The loop of pack your bag, fight enemies on the next map, and refine your dice faces is legible from the first run, even if full combo optimization takes several attempts to click. Tutorial quality is not something the community has loudly complained about, which is usually a good sign. The game supports English and Korean, relevant if you are buying outside Korea and worried about localization gaps. AI-generated background art is flagged by the developers themselves, a transparency point worth noting even if it does not affect gameplay. This is a niche, thoughtful little puzzle-strategy hybrid that rewards the kind of player who treats a roguelite run like a resource optimization problem rather than an action beat. Diego, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 10 / 11
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 1 GB available space
- Graphics
- GeForce GTX 550 Ti or Radeon HD 6850
- Processor
- Intel Core i5-760 or AMD Athlon II X4 645 AM3
Recommended
- OS
- Windows 10 / 11
- Memory
- 4 GB RAM
- DirectX
- Version 10
- Storage
- 1 GB available space
- Graphics
- GeForce GTX 1050 or Radeon RX 460
- Processor
- Intel Core i5-3470 or AMD FX-4350
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Game Info
- Developer
- Doublsb Soft
- Publisher
- PsychoFlux Entertainment
- Release Date
- Sep 13, 2024