Sun Feb 22 2026
Meta progression with unlockable challenges.
New skulls and new achievements.
Balance adjustments.
Quality-of-life updates.
Bugfixes and stability improvements.
Notch avoidance setting.
Supporter packs that add a stylish crown for Kalma.
Dice of Kalma is a masterclass in risk management disguised as a tabletop RPG. It belongs to the growing genre of 'dice-builders,' where your primary weapon isn't a deck of cards, but a custom set of polyhedrals. The strategy here is immense—you aren't just rolling and hoping; you’re building your dice to have higher probabilities for specific elemental types or defensive shields.
The game feels incredibly tactile for a digital experience. There’s a weight to the dice physics that makes a critical roll feel genuinely impactful. The synergy between relics and your dice faces is where the true depth lies. It’s a game where a 'bad roll' isn't necessarily a failure, but a prompt to use your reroll resources or secondary abilities to salvage the turn. For fans of Slay the Spire or Balatro, this is a perfect next step.
Deep dice-face customization
Tactical reroll and locking mechanics
Over 100 mystical relics to collect
Procedural world map with branching paths
Don't go all-in on damage. Ensure your dice have at least two 'Shield' or 'Heal' faces to survive the attrition of later stages. Luck can be mitigated with a balanced build.
You get two rerolls per turn. Lock in your 'Utility' dice first—these provide mana for your relics. Then, spend your rerolls chasing the big damage combinations needed for elite enemies.
No. Strategy lies in how you customize your dice faces and mitigate risk through rerolls and relic abilities.
I see a lot of people commenting how hard it is to win in this game. I actually think that’s a positive. I played a lot of games that I’ve enjoyed a lot where eventually I do everything there is to do and then I just lose my incentive to keep playing. Even though I’ve already won in dice of kalma I still enjoy playing because it’s so hard to win again. It’s a great game and while I can certainly suggest some improvements I think it’s currently very well done.
It’s pretty fun to play a few times until you beat level 25, but the game would be so much better if you could modify the dice in some way. Every single skull has a conditional to meet, and right now the game is built around manipulating the dice to activate as many as possible, but it would be far more interesting to be able to manipulate the odds outside of battle to strategically help activate certain conditionals and avoid certain rolls. Perhaps whenever you win a battle/skip a skull (would have to be implemented), you could gain currency, then spend it at some kind of shop to change the numbers on dice/fully replace dice with new custom dice. I just don’t understand how we took Balatro, then completely removed the tarot card system, remaining card system, and purchasing card system that helped make gameplay so interesting and simply replaced them with more discards/rerolls. If different dice had different odds to roll certain numbers, gameplay would involve so many more decisions, both in and out of combat. The lack of customization in that regard completely shocked me, as it’s such an obvious staple of the genre, and for good reason. As aside, I must say that hand leveling is handled really weirdly. Why do they all scale equally by +5 chips and +1 mult? In terms of a percentage increase, that’s way more impactful for the “weaker” hands, and since skulls are basically all your points anyways, you’re incentivized to go for “weaker” hands to activate more skulls. Hands should scale proportionately to their base values.
Overall, I enjoy the gameplay but dislike a couple of mechanics and ability to play offline. From a gameplay perspective, I like the poker dice gameplay loop, and the points per round are reasonable. There are no permanent upgrades to make future runs easier, so it is truly a roguelike vs a roguelite. A big negative is how the skull modifiers are handled. For example, the skull modifiers are things like “+5 Bones and +2 Multi When playing a hand if at least one dice is equal to the sum of its two adjacent dice.” That’s one of the easier ones, but you have to remember up to 24 of those depending on where you’re at in the run. I find myself spending more time scrolling the skulls list after a few rounds. You can also get the same skull but in different colors. No idea what the colors mean, and I’ve yet to see it explained in-game. The most egregious problem is that the game just completely locks up my phone if I lose connectivity. I was playing the game on a roadtrip, and it crashed so hard in low connectivity situations that my iPhone 16 Pro restarted itself. Twice. I’ve even paid for the ad unlock, so there is no excuse for this behavior. Without ads, everything should be client-side, but it is clear there is something server-side when completing a round that isn’t handled gracefully. It really soured me on the game.
It's got all the makings of a great "deck"builder, but the choice space during the actual rounds is limited, and many of the skull abilities are situational at best. If you had the ability to drag dice into different positions before playing a hand the choices would be much more interesting (do I order them even/odd for a +10 point bonus or drag the high dice to the edges to take a x2 mult?). Adding the ability to modify dice faces would also add a lot of depth, would be able to build for 3 of a kind, two pair, straight, etc. Also disappointing is the uniformity and lack of control over hand leveling. From what I can tell it's always the same progression of choices roughly, so it's very hard to optimize for a given hand. Pretty much you're leveling 2 pair/3 of a kind/full house at roughly the same rate each run, and then choosing either full house, 4 of a kind, or single pair as a backup. High dice is very hard to hit with only 5 dice, only a skip straight hits it and it's worth nothing so avoid. Even the skull for it only adds 2 mult/10 points, just not worth it. As it stands, most of the runs feel very samey as the decision space is limited to what skulls you pick, many of which are very situational or super op (one skull gives you 2 mult for having a 6, super easy to hit, another skull gives you 2 mult for having all five dice be within one digit of each neighboring dice, muuuuuuch harder). A little work and this could be great, but for now it's fun until you beat it once, not much there after.
Maybe I’m just skilled issued but I tend to be pretty good at roguelikes and here I can’t even get halfway through the stages. After failing around 30 different attempts going with the flow of which skulls I had to choose from, I specifically tried to make a 4 and 5 of a kind run around 10-15 times in a row, picking the skulls that would seem most likely to help, but it would always fail around stage 11. I know the main point of the game is luck rolling dice, but at least in other similar games like luck be a landlord or balatro you never feel like it’s completely out of your hand or just due to bad luck. Maybe there needs to be a third type of strategic system to help you progress rather than just skulls. Or a deeper layer to the game after you beat it once and then it gets harder. I’ll definitely be playing more though and see what happens.
I thank the developer for replying to my feedback. (I’m leaving my original review below for context.) Your explanation of the new monetizing makes complete sense and is fair. I feel comfortable recommending the game now. I do think I the later levels of the game (14 and on maybe) need balancing. You need an extra play each round at the very least. I’ve only gotten to level 18. It’s too difficult at later levels unless you’re somehow super lucky. So I hope it gets a little balancing. There are a couple occult symbols in the game, which I’m not a fan of. But of course they can just be ignored. Kinda don’t like those symbols though. Anyway, thank you for the reply. This is a good game and I appreciate the developer responding. - - - Original Review: The game was ok, though riddled with ads. So when it first came out I bought the original IAP to remove ads. That improves gameplay, though some balancing is needed. Now I see there are a lot of new IAP to remove ads and support the developer at different tiers, some quite expensive. What?! This is a simple game. I deleted the game and won’t buy from this developer again due to this greedy bait and switch routine.
This simple roguelike shares a lot with Balatro. The hand-leveling system, the various skulls you can buy for bonuses, and the round requirements make it pretty clear where its inspiration comes from. While I think it does a good job of recreating that style with the dice, I feel like it can do more with the gameplay. Maybe if there were ways to change your dice in some way or add/remove them for benefits would give more complexity to the gameplay. Overall, its a fun little game that everyone should try, even if its not the most complex game in the world. I hope for the best for the devs!
As the game is now, it’s really great. The only notable issue I have is the lack of synergy with skulls and each other. As the game is now, every skull only adds to either the bones or mult, with the occasional skull that adds rerolls. It would be nice if you got a greater buff when collecting sets, like a +2 mult becoming +2.25, then +2.5, and +3 with a complete set. It’s not an extremely significant buff, but it encourages collecting multiple of the same type of skull as a kind of “all in” strategy. Then you could add skulls that interact with other skulls, like a skull that randomly copies another skull’s effects and conditions, or one that forces another skull to activate. Of course, I can see these skulls potentially breaking the game or lowering the difficulty, so you can have them appear rarely, say as a bonus with every 10th level, while increasing the game’s difficulty curve just enough so they fit perfectly.




![Playing Roguelike Dice Against Kalma - Dice of Kalma [First Time] - YouTube](https://img.youtube.com/vi/mw_QtiZFO_0/0.jpg)




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