




EA Update 3: Reworked Difficulties and New Levels: D5 and D6!
After a hectic (and great!) launch period, were now focusing on key design issues reported by players in reviews, forums, and feedback reports. Heres a non-exhaustive list of some of the most important ones:
All difficulty levels have been reshuffled to create a smoother progression. D1 has been split into two levelsone focusing on higher HP enemies, and the other introducing new actions and stronger attacks. Weve also added a brand-new difficulty level involving curses! As always, balance is tricky, so wed love to hear your feedback on these changes. Your input helps us shape a better game!
Many players found the Resilient modifier from Roachvil frustrating, as it sometimes required very specific dice rolls to land an Accurate Kill. To fix this, weve tweaked the mechanic so that failing the Accurate Kill is less punishing. Now, instead of the enemy remaining nearly unkillable, it will either buff or debuff you, depending on whether you succeed or fail with the Accurate Kill. Roachvil is already a tough enemy with high damage output, so this should balance it better without removing the core mechanic.
Area 1 can feel a bit stale after multiple runs, so weve implemented a popular request: loosened area-based dice restrictions! This means dice from later areas can now appear earlier, making deck-building more dynamic and exciting. These dice will still be rarer in early areas, but we hope this will allow for more creative builds and strategies! Additionally, weve fully implemented the UI update from our last postdice in the backpack now display all relevant information, making the UI more consistent across menus. If you have any UI/UX feedback, let us know!
As a bonus for this update, weve introduced a toggleable in-game timer! We've noticed a growing speedrunning community in our Discord, so we wanted to provide a reliable timer. Since we're still working on reducing loading times, the timer has been adjusted to exclude load times from its count. Looking ahead, wed love to organize challenge-specific runs with the community! These wont necessarily be speedrun-focused, but could introduce unique restrictions. Let us know if youd be interested!
For the next update, our top priority is still reducing loading times, especially in later stages. We have tentative fixes in progress, but they require thorough testing as they impact critical game systems. Meanwhile, controller support is progressing steadily, and were fixing various input-related issues before opening a beta branch for early testing. Finally, a small teaser: this week, were starting work on new content! Were excited to introduce a fun mechanic that makes battles a bit less RNG-dependent. More details soon!
Before we go, thank you to everyone who has played, left a review, shared the game with friends, or simply enjoyed their time with Die in the Dungeon! Were a small team, but were committed to keeping a steady flow of updates with the help of the community. Your feedback directly shapes the game, and we want you to see those changes in real time. See you next week!
[ 2025-03-05 09:23:55 CET ] [ Original post ]
Hello everyone!
After a hectic (and great!) launch period, were now focusing on key design issues reported by players in reviews, forums, and feedback reports. Heres a non-exhaustive list of some of the most important ones:
- The difficulty jump between D0 and D1 is too steep.
- Runs feel too long.
- Dice rewards are not exciting enough.
- Elite Battles are repetitive (same enemies).
- The Resilient modifier from the Roachvil enemy is frustrating.
- Inconsistent UI in certain menus (like the backpack).
Difficulty Overhaul
All difficulty levels have been reshuffled to create a smoother progression. D1 has been split into two levelsone focusing on higher HP enemies, and the other introducing new actions and stronger attacks. Weve also added a brand-new difficulty level involving curses! As always, balance is tricky, so wed love to hear your feedback on these changes. Your input helps us shape a better game!

Resilient Modifier Rework
Many players found the Resilient modifier from Roachvil frustrating, as it sometimes required very specific dice rolls to land an Accurate Kill. To fix this, weve tweaked the mechanic so that failing the Accurate Kill is less punishing. Now, instead of the enemy remaining nearly unkillable, it will either buff or debuff you, depending on whether you succeed or fail with the Accurate Kill. Roachvil is already a tough enemy with high damage output, so this should balance it better without removing the core mechanic.
More Exciting Dice Rewards (and Better UI!)
Area 1 can feel a bit stale after multiple runs, so weve implemented a popular request: loosened area-based dice restrictions! This means dice from later areas can now appear earlier, making deck-building more dynamic and exciting. These dice will still be rarer in early areas, but we hope this will allow for more creative builds and strategies! Additionally, weve fully implemented the UI update from our last postdice in the backpack now display all relevant information, making the UI more consistent across menus. If you have any UI/UX feedback, let us know!

Support for Speedrunning... and Future Challenges?
As a bonus for this update, weve introduced a toggleable in-game timer! We've noticed a growing speedrunning community in our Discord, so we wanted to provide a reliable timer. Since we're still working on reducing loading times, the timer has been adjusted to exclude load times from its count. Looking ahead, wed love to organize challenge-specific runs with the community! These wont necessarily be speedrun-focused, but could introduce unique restrictions. Let us know if youd be interested!
Changelog for Die in the Dungeon EA Version 4.1.7 (109.0f0):
- Added two new difficulties: D5 & D6.
- Added new UI for dice in the backpack (including description for modifiers and energy cost)
- Added toggleable in-game timer to settings.
- Added two new relics: Insect Repellent & Sticker Pack.
- Added three new curses: Septic Bandage, Idolizing Eye and Shattered Opal.
- Fixed multiple issues related to screen resolution.
- Fixed Jester event always removing properties from first valid dice in deck.
- Fixed incorrect hitbox in relic rewards.
- Modified Resilient modifier behavior (from Roachvil enemy).
- Modified rules for difficulties D1, D2 and D4.
- Modified HP and attack value of multiple enemies.
- Modified shop cost scaling per area (reduced in Area 2 and 3).
- Modified graphics for difficulty icon.
- Modified dice rewards in all areas.
What's Next?
For the next update, our top priority is still reducing loading times, especially in later stages. We have tentative fixes in progress, but they require thorough testing as they impact critical game systems. Meanwhile, controller support is progressing steadily, and were fixing various input-related issues before opening a beta branch for early testing. Finally, a small teaser: this week, were starting work on new content! Were excited to introduce a fun mechanic that makes battles a bit less RNG-dependent. More details soon!

Before we go, thank you to everyone who has played, left a review, shared the game with friends, or simply enjoyed their time with Die in the Dungeon! Were a small team, but were committed to keeping a steady flow of updates with the help of the community. Your feedback directly shapes the game, and we want you to see those changes in real time. See you next week!
[ 2025-03-05 09:23:55 CET ] [ Original post ]
Die in the Dungeon
DitD Team
Developer
DitD Team
Publisher
Coming soon
Release
GameBillet:
11.00 €
Game News Posts:
29
🎹🖱️Keyboard + Mouse
Very Positive
(989 reviews)
https://store.steampowered.com/app/2214080/Die_in_the_Dungeon_PROLOGUE/
Die in the Dungeon is a deck-building, turn-based roguelite where your deck is not made out of cards, but DICE!
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Each dice represents a different action, from basic ones like attacking or healing, to boosting other dice or copying their abilities. Place dice on your board to unlock their powers, but be careful... not any place will do! The way you arrange your dice on the board will affect how good your turn is. Try to find the best combination while you upgrade your deck and collect new, stronger dice with unique abilities.
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![]()
Die in the Dungeon is a deck-building, turn-based roguelite where your deck is not made out of cards, but DICE!
Each dice represents a different action, from basic ones like attacking or healing, to boosting other dice or copying their abilities. Place dice on your board to unlock their powers, but be careful... not any place will do! The way you arrange your dice on the board will affect how good your turn is. Try to find the best combination while you upgrade your deck and collect new, stronger dice with unique abilities.
Features
- Craft your deck from an ever-growing collection of dice. Every dice has its purpose, with tons of combinations to discover and exploit. On top of that, special properties and upgrades will ensure no single dice feel exactly the same.
- Explore the dungeon and its unwelcoming inhabitants. Forged by strong magic, the walls and floors of the dungeon shift continuously, creating a brand new experience in every run. Thankfully, encounters are not always hostile, but never let your guard down... it’s all a game of risk and reward down here.
- Discover powerful synergies choosing from a myriad of relics. Stack their powers and use them to boost your dice and board slots, multiplying the power of your combinations and becoming unstoppable. But don’t get too greedy, the stronger a relic is, the bigger their drawbacks will affect you and your deck.
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