$14.99Dicefolk Dice, beasts and bright battles
Dicefolk is a tactical roguelite where your deck is a trio of monsters. Recruit from over 100 hand-drawn Chimeras, tune their dice faces and items, then command both your rolls and the enemy's in turn-based fights to stop an evil sorcerer.
Is Dicefolk worth it?
Dicefolk is worth it if…
- you like deckbuilder fans-style runs where synergies decide fights
- you want full control over turn order, including the enemy's
- you like recruiting monsters and rebuilding your trio each run
- you like cute, colorful, hand-drawn fantasy with short runs
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A team that works like a deck
You travel as Alea, a Chimera Summoner, and build a team of three from dozens of recruitable beasts. Tanks, speedy attackers and supports each bring their own abilities, and swapping in new Chimeras at shrines is how a run takes shape. Items, dice tweaks and talismans bend them further toward burn, guard, counter or healing plans.
You send your tank in to take the hit you just assigned to it, then rotate your attacker forward for the kill. For deckbuilder fans, the pleasure is familiar: find pieces that fit together, then watch the engine pay off.
You roll for both sides
Every fight runs on dice, yours and the enemy's, and you decide how all of them are spent. You choose the order actions play out in and when each side acts, so a bad roll becomes a planning problem rather than bad luck.
That control is the hook. You can make an enemy waste a big attack on a guarded Chimera, stagger bursts across turns, or leave a weak face unused on your own dice. Customizing faces between fights tightens the odds further, and each run deals you different Chimeras to force a new plan.
What should you know before starting?
Do you control the enemy in combat?
Yes. Both your actions and the enemy's come up as dice, and you assign them all: who acts, in what order, and which target they hit. Bosses add a stronger boss die to the mix, so you plan around one extra threat.
How do you build your team?
You recruit Chimeras as you travel and keep three active, swapping at shrines when something fits better. Over 100 hand-drawn Chimeras exist, plus talismans, items and customizable dice faces that shape their attacks and abilities. Unlocking talismans also opens more of the lore behind the Chimeras.
What does a run look like?
A branching map with battles, shops, rest points and events, ending against the sorcerer threatening humanity. Fallen Chimeras return after you clear a map, so each area is a fresh tactical test. Different Chimeras, equipment and dice in each run push different team strategies.
Is it hard to learn?
The tutorial covers the dice and rotation basics well, but the thinking stays meaty. Early runs teach the systems kindly, then elites, bosses and higher difficulties punish loose ordering and thin defense. Healing and guard matter as much as raw attack.

















