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Steam News30 September 20259mo ago

Dice Dice Baby Demo 1.2

Hello everyone, Once again, thank you all for the precious and very encouraging feedback you gave me on the Dice Dice Baby demo.

Full notes

Full Dice Dice Baby update

Read the full published notes in a cleaner layout. The original post stays linked below.

Repeated intro

Hello everyone,

What changed

1 fix5 additions6 changes0 removals
  • Gameplay
  • Events
  • UI and audio
  • Security
changedThanks to all these feedbacks and suggestions, I managed to identify several areas of improvement on the current demo build and I decided to keep updating the demo for as long as possible instead of keeping these improvements for the full game release.
addedAs always, I really hope you enjoy these new features and changes. Please let us know your thoughts in the community page or by leaving a review on the demo page <3
addedFeature:
addedNew feature: House Rules Identified issue: There seems to be a lack of run variety, chaos, and short term objectives for the player. Players' only objective is to reach the last round, with no intermediary steps toward that objective. To solve this issue, I've added a new event panel that will appear every 5 rounds. The event panel will propose 2 special effects or run modifiers that will be applied immediately or change the rules for the next round. These events are designed to be punishing and run-breaking, but only if you play with certain combos and strategies. The goal of this mechanic is to challenge the player to identify and select the option that has the least impact on their current strategy. Completing a round with a special objective gives a bonus coin reward. As I didn't want this feature to be too RNG driven, in case you have a very bad roll and both options are run-ending, you can reroll the proposed objectives. However, rerolling the objectives is a resource limited per run, with more or less of it depending on the difficulty level you play. This should add a bit of resource management to the run strategy, as using your objective rerolls on an early game objective could mean sealing your fate later down the road.
addedRound reward has been reduced to compensate with the new special objective round reward. This means players will have less money in the rounds between special objectives but get a money burst every 5 rounds, for more interesting and strategic spending.
changedGeneral difficulty of the normal mode round targets has been increased, as it seemed a bit too easy to complete runs without a proper strategy.

Dice Dice Baby changes

changedThanks to all these feedbacks and suggestions, I managed to identify several areas of improvement on the current demo build and I decided to keep updating the demo for as long as possible instead of keeping these improvements for the full game release.
addedAs always, I really hope you enjoy these new features and changes. Please let us know your thoughts in the community page or by leaving a review on the demo page <3
addedFeature:
addedNew feature: House Rules Identified issue: There seems to be a lack of run variety, chaos, and short term objectives for the player. Players' only objective is to reach the last round, with no intermediary steps toward that objective. To solve this issue, I've added a new event panel that will appear every 5 rounds. The event panel will propose 2 special effects or run modifiers that will be applied immediately or change the rules for the next round. These events are designed to be punishing and run-breaking, but only if you play with certain combos and strategies. The goal of this mechanic is to challenge the player to identify and select the option that has the least impact on their current strategy. Completing a round with a special objective gives a bonus coin reward. As I didn't want this feature to be too RNG driven, in case you have a very bad roll and both options are run-ending, you can reroll the proposed objectives. However, rerolling the objectives is a resource limited per run, with more or less of it depending on the difficulty level you play. This should add a bit of resource management to the run strategy, as using your objective rerolls on an early game objective could mean sealing your fate later down the road.
addedRound reward has been reduced to compensate with the new special objective round reward. This means players will have less money in the rounds between special objectives but get a money burst every 5 rounds, for more interesting and strategic spending.

Once again, thank you all for the precious and very encouraging feedback you gave me on the Dice Dice Baby demo. It has been a real pleasure to exchange with the players and to keep learning and improve the game as much as possible to prepare for the full release :)

Thanks to all these feedbacks and suggestions, I managed to identify several areas of improvement on the current demo build and I decided to keep updating the demo for as long as possible instead of keeping these improvements for the full game release.

As always, I really hope you enjoy these new features and changes. Please let us know your thoughts in the community page or by leaving a review on the demo page <3

Full patch note:

Feature:

  • New feature: House Rules

    • Identified issue: There seems to be a lack of run variety, chaos, and short term objectives for the player. Players' only objective is to reach the last round, with no intermediary steps toward that objective.

    • To solve this issue, I've added a new event panel that will appear every 5 rounds.

    • The event panel will propose 2 special effects or run modifiers that will be applied immediately or change the rules for the next round.

    • These events are designed to be punishing and run-breaking, but only if you play with certain combos and strategies. The goal of this mechanic is to challenge the player to identify and select the option that has the least impact on their current strategy.

    • Completing a round with a special objective gives a bonus coin reward.

    • As I didn't want this feature to be too RNG driven, in case you have a very bad roll and both options are run-ending, you can reroll the proposed objectives.

    • However, rerolling the objectives is a resource limited per run, with more or less of it depending on the difficulty level you play. This should add a bit of resource management to the run strategy, as using your objective rerolls on an early game objective could mean sealing your fate later down the road.

Balancing:

  • Round reward has been reduced to compensate with the new special objective round reward. This means players will have less money in the rounds between special objectives but get a money burst every 5 rounds, for more interesting and strategic spending.

  • General difficulty of the normal mode round targets has been increased, as it seemed a bit too easy to complete runs without a proper strategy.

  • Dice level is now limited to 99.

  • Increased the mult. given by "5 of a kind" and higher, to better reward longer combos.

UX:

  • Synergy tooltip panel overlay has been reworked for better information hierarchy.

  • Overkill feedbacks have been improved to feel more powerful and celebratory.

  • Victory/defeat panel has been improved to feel more celebratory.

  • New high scores are now displayed in the victory/defeat screen.

  • Reworded many description texts which felt unclear.

Bugs:

  • Fixed an exploit where spamming the reward button gave infinite money.

Source

Steam News / 30 September 2025

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