$12.99Dice & Fold Roll dice, fold dungeons
A turn-based crawler where every run starts with a roll and ends with one more attempt.
Is Dice & Fold worth it?
Dice & Fold is worth it if…
- you like short runs you can pick up and put down without losing your place
- you enjoy dice luck and building around it rather than fighting it
- you want a casual dungeon crawler that only needs a mouse
- you like unlocking new classes, trinkets and relics over many sessions
- you prefer light, low-pressure tactics to long, punishing campaigns
Screenshots
Roll dice, fold monsters
Every enemy is a card, and every card folds when you fill its slots. Roll your dice, then decide where each one goes: a big enemy might want a total of 12, a small one an exact 6, and your dice rarely cooperate with both at once. The higher the roll, the harder the hit, but the real decision is which monster to fold first and which one to leave breathing for a turn. Monsters counterattack at the end of each turn, so aggressive play pays until it very much doesn't. It plays like solitaire with dice and teeth: simple to grasp, and every placement matters.
Dice with a colour for every plan
Not all dice deal damage. Red ones heal, orange ones weaken enemies, grey ones add armour, and blue ones slot into anything. That turns each fight into a small logistics problem: do you spend that red die now, or bank it and walk into the next battle with a heal in reserve? Storing special dice to prepare for what's ahead is half the game, and the classes and companions you bring along have their own abilities with their own dice requirements. You are not just rolling numbers, you are deciding what each number becomes.
Shops, items and companions
Between fights you spend the gold you have earned in shops, and the items on offer vary wildly: more dice, healing, effects that fold an enemy outright, or income generators that pay for themselves over a run. Companions fight beside you, soak damage and bring abilities that can combine with your hero's skill. Choosing which items and companions to stack is where a run takes shape, and on the harder difficulties a well-chosen arsenal is often what makes or breaks it. The wrong purchase just means a thinner wallet; the right one can carry you to the end.
One more run, different every time
Runs are short, the dungeon is generated fresh each time, and losing is not the end: defeat pays out meta upgrades and currencies that make the next attempt stronger. Win a run and you earn a random trinket you can bring along next time, and there are plenty to collect. With 35+ classes, each with its own ability and playstyle, five difficulty levels and an endless mode, there is a long tail of unlocks to chase. It is easy to learn, needs only a mouse, and sits happily in the background with no time pressure. Fair warning: the dice are heavy on luck, and runs can feel similar once you know the loop.






















