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Steam News19 November 20257mo ago

1.1.0 - First major update!

Features Run Modifiers It is now possible to add modifiers to your runs! Here is a breakdown of what you need to know about them: They add a special behavior for your run (see the list below for examples) It is possible

In this update8

Full notes

Full Pip My Dice update

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

What changed

5 fixes5 additions7 changes2 removals
  • Gameplay
  • Balance
  • Events
  • Store
  • Compatibility
  • Fixes
addedRun ModifiersIt is now possible to add modifiers to your runs! Here is a breakdown of what you need to know about them:
addedRun ModifiersThey add a special behavior for your run (see the list below for examples)
changedRun ModifiersIt is possible to stack as many run modifiers as you want (although it might make the run extremely difficult - or extremely fun!)
addedRun ModifiersIf multiple run modifiers are selected, target score multipliers are added multiplicatively
addedRun ModifiersYou can add any run modifiers to any Cup and Difficulty setting that you wish
removedRun ModifiersMitosis : When a die breaks, get 2 copies of the die. If a modifier is responsible for the destruction, it is removed from the copies

Pip My Dice changes

addedIt is now possible to add modifiers to your runs! Here is a breakdown of what you need to know about them:
addedThey add a special behavior for your run (see the list below for examples)
changedIt is possible to stack as many run modifiers as you want (although it might make the run extremely difficult - or extremely fun!)
addedIf multiple run modifiers are selected, target score multipliers are added multiplicatively
addedYou can add any run modifiers to any Cup and Difficulty setting that you wish

Features

Run Modifiers

It is now possible to add modifiers to your runs! Here is a breakdown of what you need to know about them:

  1. They add a special behavior for your run (see the list below for examples)

  2. It is possible to stack as many run modifiers as you want (although it might make the run extremely difficult - or extremely fun!)

  3. Most of them affect the score targets by a multiplier, it applies to all rounds.

  4. Some of them change the amount of money you start the run with

  5. If multiple run modifiers are selected, target score multipliers are added multiplicatively

  6. You can add any run modifiers to any Cup and Difficulty setting that you wish

  7. Leaderboards/Unlocks/Achievements are locked when using run modifiers

  8. During a run, if you want to check what run modifiers are applied, you can check it under the information menu (same place as where you can see how the combination scores are calculated)

  9. Winning a run with a modifier grants you a stamp for it, the stamp adjusts based on the difficulty you beat the run with

Here is the full list of modifiers for this update:

Fertilizer: All changes to the face values are applied twice

Target Score Multiplier: x1.2

Housing Crisis: Instead of receiving money at the end of a round, you have to pay for it

Target Score Multiplier: x1.2 - Initial cash bonus: +$100

Mitosis: When a die breaks, get 2 copies of the die. If a modifier is responsible for the destruction, it is removed from the copies

Target Score Multiplier: x1.5

Antiquarianism: All round rewards are relics

Target Score Multiplier: x1.3 - Initial cash bonus: -$15

Balanced: The purple value and the red value are evened out at the moment of scoring

Target Score Multiplier: x2

Pipless: Can't modify the dice at all

Target Score Multiplier:

Stencil: Painting a die doesn't replace its faces

Target Score Multiplier: x2

Mycosis: Start the run with the relic Mushroom

Target Score Multiplier: x1.5

Commoner: You can only obtain items of rarity Common

Target Score Multiplier: -

Doom Shopping: After a boss fight, refreshing the shop is free

Target Score Multiplier: x2 - Initial cash bonus: -$15

The target score multipliers and initial cash bonus are maybe not definitive. More run modifiers are planned, and I am very curious to hear your suggestions!

For the next update, I also want to introduce run modifiers in daily runs to spice them up! Feel free to share your thoughts on this as well (how many run modifiers per run? should there be run modifiers every day? half the time? ...)

Profiles & Unlock all content

  • It is now possible to switch between 3 different profiles (Each of them are technically a separate save file)

  • For each of these, it is possible to unlock all the in-game content

  • It is also possible to "obtain" all the content, meaning that it will show in the compendium

  • Unlocking all content/obtaining all content will lock some achievements, for obvious reasons.

  • It is possible to reset a profile, achievements will then be unlocked again.

  • Unlocking all /Obtaining all / Reseting a profile are irreversible actions, so be careful!

  • Backup: In case you end up messing up your save file a backup of your save file from 1.0 will be located under %USERPROFILE%/AppData/LocalLow/DivingSwanGames/Pip My Dice/1_0_backup.pmd on Windows or $XDG_CONFIG_HOME//unity3d/DivingSwanGames/Pip My Dice/1_0_backup.pmd for Linux. You can make a copy of this file in this folder and name it "data.pmd" to restore

True Endless Ending

I'm truly sorry for how underwhelming it was until now to reach the "end" of endless , when the score target reaches infinity. I have now added quite a cool animation to end it properly, I hope at least one person gets to see that :D

Bug fixes

  • Fixed that checkboxes could be "pre-ticked" even if the cursor/controller was not hovering over it

  • Fixed that sorting a large amount of dice was generating frame drops

  • Fixed that the text could overflow for the run date in the run history

  • Fixed that sometimes a dice preview was shown in the dice selection menu even if not hovered

  • Fixed that some buttons stayed highlighted when they shouldn't after navigating the menu with controllers

Balancing

  • The Guard Boss nerf: The target score goes up by 1% for each relic triggered (Previously 2%)

QoL

  • The dice sorting is now done automatically after each Roll/Reroll

  • 3 Sorting options are available:

  1. No sort (by default, same behaviour as before)

  2. Ascending

  3. Descending

  • Color sorting is still working as it was

  • The end screen now displays both difficulty and the cup used for that run

Misc

  • Removed some unwanted visual artifacts

  • Some improvements and corrections for the translations based on feedback

Also I want to quickly mention that I have pushed a patch more than a month ago that fixes the recently found Unity Vulnerability (CVE-2025-59489). I haven't made a post about it but I thought it would be good to share since someone asked in the Community Hub.

Join us on discord

You'll find the discord icon at the bottom of this text! It's the perfect place to share and discuss strategies and builds around the run modifiers, and also to give me feedback and suggestions. If you enjoy Pippin', please consider leaving a review to help me out! Until next time, take care everyone, and have fun <3 /Guillaume

Source

Steam News / 19 November 2025

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