Play longer runs which are more aligned with the traditional roguelike genre and progress through all three locations we have, adjusting your dice deck along the way.
To unlock Classic Mode, you must defeat 6 unique bosses! For players seeking an extra challenge, we added a Hardcore checkbox that significantly increases the difficulty too.
Note: Bone Clown boss is not available in Classic Mode.
Before starting a run, choose how many dice from your inventory will appear on the table. For example, if you have 20 dice in your inventory but play with a hand limit of 10, then 10 random dice from those 20 will appear on the table. This adds a tactical layer where you need to manage your deck more carefully.
Boss Icons on Maps: You can now see the icon of the boss you'll fight at the end of each act on both the map and minimap, in all game modes
Class Icons on Bosses: Location selection screen now shows the class icon on bosses that were defeated by that class
Improved Boss Visibility: Removed black silhouettes of bosses that the player hasn't seen yet from the location selection screen
Relic Upgrade System: Added stronger upgraded versions of relics. Upgraded relics can only be obtained from the shop or rewards if you already have the base version
Steam Cloud & Multi-Account Support: Reworked save system to check the player's Steam ID. Multiple Steam accounts can now play on the same PC
Save Backup System: Added save backups that don't sync with Steam Cloud, so you can restore your save if something goes wrong
🏆Dice Madness – win a classic run with a hand limit 20
🏆Middle Ground – win a classic run with a hand limit 15
🏆Dice Scarcity – win a classic run with a hand limit 10
🏆Class Master – win a classic run with each class
Medusa's Head (now a base relic, was a Necromancer’s):
Each class die has a 25% chance to return to the field after activation
Unlock: complete Classic Mode with hand size 10
Soul Shackles (New Necromancer Relic):
Soul Die triggers Death Mark on hit, dealing damage equal to its stacks to all enemies and consuming them
Cursed Medallion (Necromancer):
Enemies now start combat with 1 Curse stack (was 2). Price: 10 (was 12).
Bounty Fletching (Archer):
Heartseeker kill reward: 2 coins fixed (was equal to die value)
Shield Explosion (Warrior):
End-of-turn shield burst now deals magical damage (was physical). Price: 12 (was 10).
Double Lute (Bard):
Mockery bonus: +50% direct attack damage (was double / x2)
Singular Focus II: Triples the dice queue if only one merge occurs in a round
Dice Factory II: Creates a die with value 2 every third merge
Throwing Die Booster II: Replaces the throwing die with value 2 to value 3
Quick Reset II: Reduces the number of turns until table reset by 2
Trickster's Horn II: All dice merges produce a result that is +2 higher than normal
One-Handed Play: Gamepad right stick can now also be used for aiming
Stun Effect Extended: "Cannot attack or move. Decreases by 1 each turn. If target is immune, deals magical damage equal to stacks at the end of the turn and consumes all stacks."
Shuffle Rune: Changed mechanic from affecting all dice on the field to radius-based
Banshee Die: No longer activates in the queue if Banshee is already defeated
9+9 Merge: Now creates 4 Big Bada Boom bombs instead of 5
Archer locker description changed to: "Create a combo of 40 dice in the queue with one throw"
Lucky Horseshoe relic description changed to: "Shop rerolls cost half as much"
Boss node description changed to a more universal version
Fixed rune disappearing from inventory when exiting to main menu and continuing gameplay while third rune slot is locked
A bunch of different small bug fixes.