Wed Nov 04 2026
- The [Wind Era] Season is about to begin.
- The new Orb Build Hero [Aella] has arrived.
- [Aella]'s outfit [Blazing Phoenix] has arrived.
- New story [Summit Trial] is now open.
- On [Wind Era] Season Day 20, the third Coilbreaker event opens, with Crystal series outfits and rare rewards.
- Added 2 Gem Fund tiers: Campaign Chapters 301–350 and 351–400.
- Improved skill translation accuracy and unified terms.
- Fixed various red dot errors.
Dicero successfully manages the difficult task of making a dice-based game feel strategic rather than frustrating. It leans into the 'weighted luck' philosophy—you know you’re rolling dice, but you’ve spent so much time crafting those dice that you feel in control of the outcome.
The art direction is fantastic, with a moody, hand-drawn look that fits the high-stakes combat perfectly. Each encounter feels like a puzzle: how do I use my limited re-rolls to turn this mediocre hand into a winning strike? The progression system is rewarding, as unlocking a new legendary die feels like a major power spike.
It’s a great title for players who enjoy games like Dicey Dungeons but want something with a bit more of a traditional RPG feel. It’s polished, original, and highly addictive.
Unique dice-based combat system
Deep hero and dice customization
Atmospheric dark fantasy art
Challenging tactical boss battles
Epic campaign mode
Use the shards you collect from battles to 'reforge' your dice. Replacing a low-value '1' face with a 'Shield' face can drastically increase your survivability in boss fights.
Never rely purely on luck. Use your character's 'Willpower' points to re-roll a bad result or lock a specific die before the next turn to ensure you have the defense you need.
While there is luck involved, the game provides many strategic tools to control and influence your rolls.
Title. As little as my suggestions are going to matter I’m bored and want this game to improve. 1st. Remove energy/ meat system. You get 6 games then have to wait 50 minutes for another. 2nd. Make the arcana / card system a bit more impactful. This is kind of a staple of HABBY games, but this time it just feels not impactful enough. Maybe increase values, lower the increasing cost rate, and add a few more cards. Some cards you could add (assuming these aren’t all in the game since I haven’t unlocked them all yet): EXP increase (maybe 3% increase / level?), Idle gain time increase (maybe 5%/level?), and Energy cooldown reduction (if you have to keep the energy system) 3rd. Add a few more events. So far we only have 3 (frog, angle, chest) and it becomes kind of predictable Edit: Also, orbs need a buff. I think that the chance to restore hp on orb hit should apply each hit to create a heavy sustain build. If it’s too much healing then reduce it to 0.5% or reduce the chance. Also increase the attack damage to 4%. Additionally, poison should be total damage dealt, not just from basic attack. It makes it really hard to combo with anything other than hammer and sword.
The core conceit of the game is quite fun - a Yahtzee roguelike run akin to Balatro. Get your multipliers up and rig your dice as much as possible to defeat the boss at the end. It’s also a Gacha game, which isn’t necessarily a bad thing. The problem is there is a huge disconnect between the actual minute-to-minute gameplay and the Gacha mechanics. All you gather outside of battles is generic equipment that boosts your generic Gacha stats. Attack and HP go up, then you play the next level where enemy attack and HP go up. And within the game runs, there’s so little variety in the dice that you basically can get the same setup every battle. This could have been like Puzzle and Dragons where you are doing Gacha rolls to build a team of “dice”, but instead I’m left wondering what I’m even expected to use the premium currency on. More generic weapon chests? Maybe in a year or two this game will have enough weapon and dice upgrade variety to be worth sticking with, but as it currently stands, there is not enough investment in making the actual dice-rolling roguelike game balanced or interesting.
Unfortunately the dice rolls in this game are not random. This game is set up to block you from progressing and forces you to replay the same stage multiple times again and again before you can beat the boss, and worse yet, it hard-requires you to have the ‘recommended’ power level for each stage by rigging the dice against you and making the good hands impossible. You can easily predict when your dice are gonna be literally unable to reroll into four or five-of-a-kind. Conveniently, it almost always happens when you’re playing a stage in which your power level is below the recommended number. It also happens during the seasonal trials if your talents aren’t leveled high enough. But if your power level is higher than the recommended, suddenly you will almost always be able to roll a 4 or 5-of-kind and clear the stage. Very funny that the devs replying to the comments here are telling us this is real RNG. It’s certainly not. If you play and experience it, you will see what I mean. It’s impossible to unsee it. Really ruins the gameplay. I gave it 2 out of 5 because the builds and the progression systems could (and would) be fun if it were not for the fact that the outcome is predetermined.
You have a good addicting game. I enjoy the gameplay. The progression has been smooth up until now. I feel like I’ve reach the top of the S curve in terms of progression at this point. Some critiques that I think would help me want to keep playing while on top of the S curve would be: 1. Allow an offline mode of some kind. I get absolutely no signal at work (where, like most people, I spend most of my day) and I can’t play your game at all because it makes me log in and connect to a server. You can tell this game is heavily inspired by Balatro. One of the best things about Balatro was that it can be played anywhere and everywhere regardless of signal strength. At least implement some offline minigame that allows you to earn some rewards. 2. Allow us to equip and transmog the look of our character using the basic outfits you find at the beginning. It seems like you can only change your characters outfit by buying certain outfits. I wish I could change my outfit just based off of everything I have. It would give people most incentive to buy the more powerful outfits that you guys have. 3. Make the game less reliant on luck. A more diverse option of power ups after you defeat an enemy could help with this. Get creative with (not game breaking) with the types of power ups you can choose from while going through the main gameplay loop. I might change my score at time goes on and if these features are implemented. For the time being, I think this is a fair score.
My biggest gripe with this game is that there is really only one consistently viable weapon. The hammer is required for half of the levels since you are almost always fighting multiple enemies at once. Even the staff is unreliable because you’ll need to get decent orb dice by the time you hit a boss or else you are single target and doing minimal damage compared to hitting multiple people at once with the hammer. the great sword is just gone the second you get a hammer. I played 20 chapters before I realized that the reason I wasn’t getting great sword dice was because some dice are tied to the weapon. I can’t use my best gear because most levels are multi-enemy and I’ll need insane luck to get a build that can compete with your average hammer build. The single target weapons need to be buffed to do more damage because it’s not even consistent to get your weapon’s dice in a timely manner. So one hammer dice gives you equal damage to all enemies which just turns the game into a dps check. You take too many turns (more hits) with other weapons because you’ll need to fight one by one.
I’ve played this game for around 10 hours, and let me tell you, does it get boring quick after that. The idea of the game is creative, but the execution is honestly terrible. It takes multiple runs of the same level to just barely get past it, and then you get to repeat that process for the next level and the next after that. Hooray. On top of that, you need to navigate a somewhat cluttered UI just to claim all kinds of rewards that just barely help you further in the game. I understand that it’s luck based, but even when I do get “lucky” (the dice rolls are so obviously predetermined), I get to a boss that kills me in 4 hits, and have to spend another 20 minutes claiming all sorts of useless rewards to die again to the same boss. Writing this review to make some kind of change to reinstall the game, but I expect this game to die out (haha pun) after the initial novelty runs out, just like all the other Habby games. Unfortunate.
At first the game seemed fun. And after every main campaign round something new got unlocked and before you know it you’re feeling overwhelmed with content. But once you use up you fishing lures in the summer campaign, for example, you’re kind of stuck. You can’t progress. Unless you pay money for it. At first keys were raining in, which are the in-game currency for summoning equipment. But soon that dries up. I’m stuck trying to move past round 13 of the main campaign. I need better equipment to get past it, and if I go back and clear rounds I’ve already cleared I might get one common key. Same with dying mid-way through the round I’m trying to clear. If I want to move forward, I either need a LOT of painful grinding or I need to pump real money into the game. And pumping real money in isn’t something I want to do, especially since everything is RNG. Even if I buy a pack with the gold keys (for the better equipment) there’s absolutely no guarantee I’ll get anything I need. So, it starts off fun, but like so many garbage games out there. It quickly turns into a pay to win situation.
I enjoy this game, I really do. But events are explicitly designed so you can’t finish them without shelling out minimum of $15 each and even then it’s only a CHANCE you’ll be able to finish them. The fishing event right now? Can’t get past the second area because you don’t get enough fishing bobbers. Both mount events? Can’t save up enough currency to get the mount. New character events? Same problem you’re not gonna get enough currency without spending $15-$20. It’s ridiculous. It would be one thing if it was harder to upgrade without money, but not being able to even acquire new stuff is insane and being unable to make progress in events is unbalanced as hell. Edit: in response to the developer response, I genuinely don’t believe you. Every update and event continues to be intentionally tuned to be physically unwinnable without shelling out money. It’s not possible to be doing this unintentionally. You are doing this on purpose and it is shameful.