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Dice With DeathNewsMultiplayer Echoes Mode & More - Patch 1.1 now Live!
Major update

Multiplayer Echoes Mode & More - Patch 1.1 now Live!

Dice With Death · published 2 May 2026, 21:48 UTC · build 23061481

All newsPlayers around this dateRead on Steam

Hello everyone!

First off, thank you so much for all the love and support since launch. It's been incredible to see and the fact our debut game has to be blunt, sold so well and got such a warm reception is unbelievable.

Secondly, we'll keep these patch notes fairly brief as this is potentially the biggest update we've ever dropped, or at least the most ambitious, and why read this when you can go play it.

We've just released Echoes Mode! Our Asynchronous PvP mode that sees you take on other players successful builds - every build you'll play against in this mode is a real build that a real player used to defeat Death (or another Echo!). We called it Echoes as while it is not live multiplayer - your successes will echo across to other peoples games and have a chance to take them down!

We've implemented a very simple ranking system for this mode too, so that people who want to wade their way through the poison stacks and the curses to reach the top can do so.

Working on Echoes was a lot of work - both in figuring out how we make the mode enjoyable to implementing it. This is the most experimental mode we've ever done, and there will be bugs to smooth out especially over the next few days. We ask for your patience and your help in reporting bugs on the forum!

You'll notice a few tweaks in Echoes to allow it to play smoother - you'll have a Life Gem, that will save you from a loss in the early rounds, this is to allow you time to get a bit more of a build together and avoid a promising match ending too early. Additionally, while we've taught Death how to play as every Character, there simply isn't enough space on the table for him to get Trinkets too - so when we would generate one, he will immediately use it instead.

Of course, it wouldn't be a major update post-launch without a tonne of bugfixes - here are some of the highlights:

- Fixed Eternity Heart Locket becoming available in Standard game modes after Heart Locket is broken.

- Fixed text outputs on Onyx Ring

- Circle 4 Reward Dialogue should no longer bug on "Continue" runs

- Scroll of Thorns - Fixed Adventurer to actually remove Health and make it Armor (Fortune).

- Fixed an issue where Scroll Of Thorns wouldn't deal Damage on Armor consumption.

- Fixed Phoenix Feather not properly removing itself from the game on usage, causing issues with adding Trinkets to the board later on.

- Fixed an issue where Heart Locket and Feathers could be consumed simultaneously.

- Feathers will now take full priority over Relic usage, with a second check after Feather usage to see if Relic use is necessary.

- Feathers will now also set Current Health to 100, regardless of how negative Current Health is on activation. If Current Health is above 100, it is not changed (Eternity mode specific).

- Fixed an issue where Misericorde would Damage the User, rather than the Opponent. Showing players the true meaning of Misery.

- Updated Health integer type to accommodate late run (Round 50+) Eternity games, should stabilize most issues there. Death's Health will no longer cause integer overflow (anything above 2.7 Billion Health)

- Updated Dice Selection dice spawning method to increase performance.

- Quest List will no longer grant extra Fumble Protection.

- Death's Health will now correctly abbreviate when negative.

Thank you so much for playing and we'll see you in Echoes (no really, you might find some of our testing builds in there...)

Cheers,

Connagh & Joel
Sea Glass Games

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