




🌟 Special thanks to our amazing supporters:
✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
We're updating the game for your enjoyement, Bugfixes:
Release went well without any major problem. We're patching the following for your enjoyment: - Made the hole riddle in first level more obvious. We talked about it in previous devlogs, but seeing players battle with it, we decided to make it more obvious. - Boss of Level 2 nerf. Too many player struggle with it. - Boss of Level 9 nerf. Too brutal. - Fixed an issue when a controller would not work after hotpluging it or switching it. - Fixed missing Shop translation file for French We'll be on lookout for feedback and make the game even better. Enjoy your time in the dungeon,
Thank you for your interest in Dice'n Goblins.
We're finally able to release Dice'n Goblins. It's a lot of big firsts for us. First commercial game, first game of this scope you get it. We worked a lot on making that game and we hope you will like it.
[previewyoutube=qdj5Tr--wk8;full][/previewyoutube]
We also want to thank our community members. It would not have been possible without their help, for translations, bug testing, or just eventual cheering that would keep us going.
Release Date Announcement Steam Hello everyone, We're proud to announce that Dice'n Goblins will launch on Steam on the 4th of April 2025. Delve into our mysterious dungeon and save your kin from the mysterious Builders. Explore our full game at launch on PC, Linux, and Mac. Dice'n Goblins is a complete game, with unique characters, story, and gameplay. It will take 12 hours or more to beat, depending on skill level. [previewyoutube=qdj5Tr--wk8;full][/previewyoutube] We also hired an extra professional translator for Turkish to improve the game. Please look forward to it! Unfortunately, we could not afford a Korean translator and decided to drop support for the language rather than give you a poor translation. If you're a content creator, apply for a review key here! To get more info, follow us on Discord, or Bluesky.
We're honored to be part of two amazing sales event:
Women's Day Sale from Feb28 to March 9 celebrate women led studios:
https://store.steampowered.com/sale/womensdaysale
Dice Dimension is a festival about all things Dice. Perfect for our game:
Check it out at: https://store.steampowered.com/sale/DiceDimensions
Dice'n Goblins is part of the Steam Next Fest! With the game being close to its final form, it's the perfect time to try it (again?). We worked hard on the demo, updating it relentlessly (7 times) with your feedback! We even did a small update right now! - Adding NPC and shops on the minimap and map menu. - Adding filters for your inventory. Not very interesting in the demo, however, it was requested by testers who hoarded items at the end of the game. - Adding VFX when you heal. - Overhauling the japanese translation, and altering the font! Please try the demo and share it around! It would mean the world to us!
Hello everyone, Ember speaking! The last month has been BUSY!
First we have a teaser trailer!
[previewyoutube=FOjEnQhNrI0;full][/previewyoutube]
The game is advancing well this month too. Thanks to last month update and tackling performance issue, we have been able to alter a bit the dungeon feel by giving it a outline, which gives a more "crayon" vibe. This was not possible before because of an unforeseen limitation of FSR2.2 which have been removed from the game.
Thanks to your feedback, we also removed vibrations from the game, added an indicator if you forgot to equip skills to control your dices, changed where the dice would be thrown and altered the walking speed. We added a couple of new SFX and received music for later levels. Performance default settings, have been lowered for Steam Deck and Integrated Graphic Cards users.
The game have also new tutorials! Instead of showing pictures, it shows now directly the piece of UI and action you can make, instead of big screenshots of the game.
We finally got Japanese, simplified, and traditional Chinese and Korean languages for the full game! As a fan of games released in the eastern part of our planet, I am overjoyed with this.
The full game have been tested by our playtesters! We fixed most of the game breaking bugs and can focus on balancing skills, enemies, and editing the script. New energy recovery has been well received.
On another note, we and RogueDuck Interactive decided to stop working together. We wish them the best. What does it means for the game? Well not so much! We hired translators from our pockets and the release date won't be pushed.
On a final note, we'll be appearing in Steam Next Fest on the 28th of February! If you didn't try the game, it's the perfect time to! If you tried, I think there were enough changes in the past months, so you can revisit!
In the upcoming weeks, we have even more things to announce so stay tuned!
This month, the traditional two posts about demo and full game progress will be merged into one. We're doing well, after the Christmas holidays with our families. We hope the new year treats you well! We're preparing to have the best demo we can for the Next Fest next month! That means we go over the feedback you left at the end of the demo.
We're deploying a new update of the demo, just for the end of the year!
In it, we're making mostly quality of life:
- After testing with more casual audience, we realized that many people missed the levers. We added a white outline around it to make it easier to spot.
- We also made some enhancement to the minimap. Locked and Unlocked Doors are showing, and when something is activated, the ping last longer:
- Locked Doors are now visually different as well:
- As the full game content is finished, we can finally think of polishing more stuff, starting with dice look.
We're also bugfixing the game, but if something is not right, please send us a message!
It's the end of the year, so I wish you happy festivities!
I completely missed this announcement, but Dice'n Goblins was nominated during the TGAGWCAGA. It's a fun event for indies who can't throw money at big events. You can find the video recording of the event below (will you be able to find Dice'n Goblins amongst all those indie titles ?) [previewyoutube=prrLRWxntgg;full][/previewyoutube]
For the past month, we have worked hard on the last levels of Dice'n Goblins. The game is now playable from start to finish.
We created items for the end of the game. It will include a selection of D12, D20, and even some 2D12. Those items come with very powerful combos that will be necessary to defeat the final enemies.
We also added a few side quests and improvements to the second third of the game (maps 4/5/6). This will help make your progression smoother and the exploration more interesting. There's also now a mini-boss at the end of the first map, which you can already fight in the Demo version.
To improve the quality of life, we also updated the map. Doors are now more obvious which should make it a lot more readable. Also to improve quality of life, we chose to highlight unactivated levers in the dungeon.
For people playing the game with a PS5 controller, the controller is now correctly recognized and the game will display the appropriate icons.
We also now have a functional Discord integration. Not only it shows that you are playing Dice'n Goblins but it also indicates which map you are in.
From now on, we will focus on finishing the writing of the end of the game. After that, all we will have left to do will be clean up the bugs and help our translation team.
Stay tuned for more news until the game releases!
Hello, Ember here, In this update we bring you: - A boss fight. We're setting up some story with that guy in a later level. If you already completed the demo, just load the automatic save at the end of demo and turn around, he should be waiting for you. He shouldn't be too hard yet, since we're still balancing the whole game. - Added a toggle dot for people experiencing Motion Sickness. Find it in Settings. - Added a toggle to deactivate camera shake. Find it in Settings. - Reduce Camera shake overall. - It's now more obvious where to go in the infamous "room with holes". I hope. If this doesn't work, I'm gonna try weird lights, something jumping in and if nothing works it will be Yellow Paint lunar2019coolpig - Chests are now in the middle of tiles due to popular demand. - Fixed issue with Lower Skill. - Fixed an issue where restarting your game after finishing, the demo would not clear Player State. - Lot of bugfixes where buttons would not focus correctly, forcing the player to use touchscreen or mouse. About performance/stutters you can encounter, the game engine we're using released an update that should solve most issues. Once it's stable, I'll update the game (and the demo). We're working hard on finishing the game and then giving it the amount of balance and polish it needs. If you encounter issues, contact us!
Last month, we released the Demo of Dice'n Goblins. If you didn't have time to play, you can still download it from your Steam client. We received a lot of positive feedback about the demo, but one thing that stuck out was that the UX needed to be improved.
We've taken into account this feedback and decided to simplify the combat interface. Now, it should be more intuitive, require fewer clicks, and make error states impossible:
The inventory system also received a bit of cleanup. It now has fewer tabs, less unused space, and most importantly BIGGER DICE:
The victory screen was also made to be better looking, and generally more readable:
Aside from the feedback received during the demo, we also have been working hard on finishing the moon levels this month. The three moon maps are now entirely playable, with a few hours of exploration, fights, and loot included. From now on, we're moving onto the very last level of Dice'n Goblins.
This last map will feature an environment not unfamiliar to our little Goblin. Most importantly, it will feature strong enemies for you to defeat before heading into the final boss and conclusion of Dice'n Goblin story.
We're not going to tell you too much about it right now, because we don't want to spoil you too much (yet).
Hello! It's been a few days since the Demo of Dice'n Goblins is out, and we're starting to get feedback about what you like and dislike about the game. Not all the feedback is positive and we're addressing that. - The Combat UI was streamlined the UI to have fewer clicks and button pushes. It's also friendlier to mouse and you can now drag and drop dice icons during the combat! - Adding some SFX - Thanks to Rogueduck, our publisher, we have translations in Turkish, Spanish, Portuguese, Russian, Polish, and German. - Planned Asian languages (Simplified Chinese, Traditional Chinese, Japanese, and Korean) require more attention from our partners. I apologize for the delay. - English text has been edited thanks to the community. - Autosaves have been added on Rest - Fix issue where you could see through walls and object while peeking down. - Fix issue on Steam Deck where you would be forced to use the touchscreen instead of buttons. - Fix issue with the Smite II and III skills by transforming the dice correctly, but not adding the bonus. - And a bunch of little details boring to list and read. Thanks for all your feedback! I hope to see you in the Dungeon at the release date!
During the Steam Next Fest, we have 4 free game demos up for you to try out. If you played a game published by Rogue Duck Interactive before, you probably love replayable strategy games! Let me start introducing our games, during the Next Fest, download the demos you are interested and become part of the development by giving us your valueable feedback.
Let's celebrate upcoming indie strategy games together! During the Steam Next Fest, we have 4 free game demos up for you to try out. If you played a game published by Rogue Duck Interactive before, you probably love replayable strategy games! Let me start introducing our games, during the Next Fest, download the demos you are interested and become part of the development by giving us your valueable feedback.
Hello! It's been a few days the Demo of Dice'n Goblins is out, and we're starting to get feedback about what you like and dislike about the game. Not all the feedback is positive and we'll address that in the upcoming weeks with small patches, to improve aspect of the game. In this very first patch: - Rework the Inventory Screen to be more straightforward and less clunky. We fixed bugs, added sounds, and polished the look - Rework the Victory Screen so it doesn't clash visually with the rest of the game. Added Icons for Gold, Skill Point, and gaining Health - Hide the mouse after a while if you're using only Keyboard or only Controller - Fix a bug on Victory Screen, when, on controller, you would not be able to press "Next" - Fix a bug on Key Remapping that would allow you to bind two keys to the same action And that's all! Next time, we'll focus on streamlining combat UI!
Hello, this month, it's me Ember writing the devlog.
Finally, it's here! The Demo is available to play.
It contains the first level and should give you an idea of what the gameplay would look like. I wanted to show much more, but it's hard to keep it short! Expect more dice, more NPC to talk to, and maps to be slightly bigger, in the next level. If you play now, you can keep your save for the full game.
We also got a publisher! RogueDuck Interactive, who published Dice&Fold, another dice-based game. They will help us improve the game and distribute it to new countries. I'm so happy about this.
At the end of the demo, there is a form to leave comments and feedback. Please do it, we're already improving the game based on this.
This month, we ensured the demo ran well on all devices, adding support for multiple resolutions, FSR, and other options. As a result, I'm proud to say it runs like a charm on the Steam Deck. Playing your game on a handheld is a nice feeling...
Besides those, the 8th level is completely scripted and the 9th level is mapped. A 3D artist is helping me making the 9th level extra cool. I've also drawn a lot of new monsters and NPC, and I can't wait for you to meet them in the game. The UI also got a coat of paint!
Overall I'm happy how the game is turning and we're getting some positive feedback! We'll continue to polish the Game and the Demo, so be prepared for an update in the next few days.
Dice'n Goblins is moving closer and closer to being complete. Since we have been working as a duo for a little while, our workflow has made progress with development and game design much faster.
We have now been working on the 7th and 8th levels of the game, both set on the Moon. Those levels will contain scary threats to our little Goblin, but also new non-player characters and lore elements to discover.
We have decided to change the gameplay a bit, by introducing a skill tree. This system makes fighting monsters more rewarding by allowing players to unlock new skills for Gobby as they level up. Skills are used to exchange dice during combat, giving you more control over each throw.
As we're entering the final stages of development, we're paying more and more attention to fixing bugs and polishing the player experience. Thanks to the help of our playtesters, we have been able to catch dozens of issues, which will ensure the game releases in a stable state. We've also spent considerable time making sure the game animations and sound effects are satisfying.
On another note, we are very close to having a demo ready. The demo will contain the full first level of Dice'n Goblins. It will allow you to try out the exploration and combat before the game releases. Stay tuned for more updates about this!
Dicen Goblins is still advancing steadily. This month, Ive received the help of my business partner Alice, and a bunch of stuff is moving at a greater pace.
On my side, I finished designing, scripting, and filling the levels 4, 5 and 6. The scenario for this part have been written as well. The game have a main story, but each set of level have their own storyline. This particular set focus on your companion Skelly, and his old friends.
The zone contains 15 monsters, all with their moveset and with 10 unique sprites. Im pretty happy with how its turning out. Overall, this part of the dungeon has been a lot of work and it's great being able to move from it!
On UI side, we have improved the look of things a lot again, with a combat disk, breaking down combat turns.
We have drag and drop for the inventory, because I was seeing playtesters fight with the controls. I develop my games aiming for controllers, since I find it more comfortable after a day of development or drawing. This is why playtests are important. The game has full controller support, as well as keyboard and mouse+keyboard and you can rebind controls to your liking.
We added particules and animation on the dice during combat to better explain what was happening.
Finally, I added some bigger dice for the end game! Poor Gobby drowning under all the dice!
The most fun this month must have been working on cutscenes. I feel like Im directing a little movie and its very rewarding. Alice worked on getting a Steam Build and the Steam integration for the game (Achievements and such), something we wont have to rush at release.
Next month will be full of surprises! First, Im taking some holidays (my arms will fall if I code more), Im starting the Moon Levels for which I have plenty of ideas and we will prepare a demo, to be hopefully released in September.
Here some development picture of next zone:
Hello everyone! I'm Ember, the solo developer of Dice'n Goblins, and I will talk about the development. Dice'n Goblins is a Dungeon Crawler, where you move on a grid and you resolve conflicts with turn-based dice-based combat. I have been developing it for around a year, and most of its bones were made from earlier games and prototypes. The game will be divided into sections of 3 levels, distinct from each other in themes and encounters. As I write this, the first section has been completed and the second section is about to be completed. That's roughly 50% of the content I envision for the game.
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