Dicevaders artwork$14.9996%
Deckbuilding pick

Dicevaders Invade Earth one roll at a time

Dicevaders is a dice-based roguelike deckbuilder where you lead an alien invasion on a turn-based grid. You roll three dice, trigger the columns they hit, and stack units and artifacts into absurd scoring combos. Easy to learn, quick to restart, and built for chasing one more broken synergy.

Is Dicevaders worth it?

Dicevaders is worth it if…

  • you like short roguelike runs with constant drafting and upgrading
  • you like stacking unit and artifact synergies until numbers get silly
  • you like manipulating randomness instead of just accepting it
  • you like score-chasing and pushing builds into endless mode

Screenshots

Build an invasion that scores itself

You place alien units on a six-column grid, roll three dice, and score whatever columns come up. Each unit has base power plus a trick: repeating its score, buffing neighbors, spawning more units, and stranger things.

Between rounds you buy units, artifacts, Chrono, and Budge from the shop, plus extra grid space. Leftover money turns into temporary dice, so skipping the shop still feeds your next roll. You drop a unit where it multiplies best, line up a pair for an artifact bonus, then watch unit power times dice power times multiplier do the loud work.

Luck you can push around

Dice decide which columns fire, but they are tools rather than verdicts. Chrono rerolls your dice and restocks the shop. Budge nudges a die up or down by one. You can hold dice between rerolls, freeze a useful number, and aim for pairs, triples, or a full set to set off artifacts.

That control keeps runs thinky and forgiving. Early mistakes rarely end you outright, and artifacts level up, so a common pick can stay useful while you pivot toward rarer finds. Different commanders change how artifacts gain XP and which synergies pay off, so fresh runs genuinely play differently.

What should deckbuilder fans know?

How does the run structure work?

You start with basic units and a small grid, then play four turns per run across escalating bosses. After fights and boss perks you expand your force, add artifacts, level them up, and buy grid slots. Legendary Pilots from StarVaders appear to disrupt you with their own abilities. Win or lose, you restart with a new commander setup and try another combination.

Do commanders change your strategy?

Yes, in a practical way. Each commander has its own perks, artifacts, and way of feeding XP to artifacts, which pushes you toward different synergies and scoring plans. Most leave room to pivot mid-run, so you are guided rather than locked in. One fusion-style option even mixes abilities, which suits players who like improvising a build from what the shop offers.

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