About the Game
You like big numbers? Sure, got you covered.

Dice A Million is a roguelike deckbuilder about rolling dice to try and get to a million points. That's the whole point. (get it?!)
You're trapped in this dice rolling facility, so let's get rolling and try to escape. Combine the effects of more than 120 different dice and discover powerful synergies. Get through ever-increasing debts and challenging bosses that will require perfect symbiosis in your bag in order to be beaten.
Will you be able to push luck to your side?

The game is called "Dice A Million" but dice alone won't get you anywhere far. Gear up your hand with more than 80 unique rings with that will act as your passive items. They're always active and trigger wacky effects in your dice. Get a bunch of them and you'll be hitting those dopamine receptors sooner than later!
And most importantly...
Break the game (It is one of those)
Screenshots
12 images
Version Information
Steam Patch Notes
Official update history
Changes:
- Pocket TV's screen is now dimmer when hidden by a blackout effect (but still visible) (this was a bug but I like it so it's now a feature lol)
Bugfixes:
- Fixed Shirt Button not working properly
- Fixed ghost dice getting added to your bag after using a transform card on them
- Fixed final dice (if you know you know) getting added to your bag after using a transform card on them
- Fixed Aquarium sometimes creating an infinite loop when rolled
- Fixed Aquarium & Anchor counting as rolled for Deja Vu Ring, even when left in hand
- Fixed Amber counting as zero for the Parity Indicator, despite being a 1
- Fixed plus bosses being rerolled into normal variants with the boss reroll button
Hey there! Sorry for the wait on this update, I've been getting my life together and moving out, and I also wanted to fix a couple of big things on this one, so it took longer than expected. But I finally have my new set up done and working so I'm back at it! I basically fixed 2 of the most requested issues you were having for this update. No more stack overflow crashes and no more drawing dice beyond the screen ;). This patch also brings the boss reroll mechanic to the main branch! It's still subject to change, but I feel it's in a pretty sweet spot now, let me know what you think :) Checkout the changelog below for a more in depth explanation on these.
Apart from that, I buffed Alphabet Block a pretty good amount and I finally added Korean!
Hope you enjoy! :)
[img src="{STEAM_CLAN_IMAGE}/45415352/57b738ae8df9de837b15464c7961da805eebd47e.gif"]
Changelog:
- Added Korean
- Added the boss reroll button:
- When you have a boss round in front of you, you can reroll and banish for the run the boss as many times as you want. The first time in a run is free. After that, everytime you do it you'll permanently lose 2 max rings slots.
- My reasoning: maybe you got really unlucky with a boss that kills your build so one is fine, but if you need to reroll too many times... maybe you deserved to lose ;)
- Reworked drawn dice movement code:
- When drawing a lot of dice, rows will squeeze to occupy the same maximum space (4 rows) instead of going over the hand and beyond the edge of the screen. There's still no maximum draw amount.
- Selecting dice feels smoother in general
- Reworked save file enconding method:
- The one I was using before caused some problems when working with a huge bag of dice (+400), so I reworked it, and the stack overflow crash should be completely gone! No matter how big your dice bag is, it should save and work perfectly fine. Expect a bit of lag when having +1000 dice tho, but hey that's to be expected with such a crazy run right?!
Changes:
- Alphabet Block has been greatly buffed. Now copies the sum of every face around it, not just one. It still copies it permanently, so be careful when using it, as you only have one shot at making one big die!
- Alphabet Block now works with Echo too (gains double face value)
- Magic Sponge buffed from +10 to +20 face value per trigger
- Double Dice now counts as two 6-sixed dice for D Diablo
- Jet area of effect has been reduced
- The Frost boss is now banned on the ''Carlos was here'' challenge
- Shirt Button can no longer make randomized dice stay on table, to avoid inconsistencies (Static Die, Lucky Block, etc)
- Added a visual effect for Tainted Coin
- You can now turn on Debug Mode ingame by going into the collection and holding F8 for a couple of seconds (WARNING: this disables achievements on that save file permanently, I only added this so Game Pass users have a way to access debug mode)
- Reworded Ace up the finger's description to be more clear
Bugfixes:
- Fixed Gilded Ring effect not displaying on booster packs gotten from skipping a round
- Fixed Glitched challenge title not displaying properly in the ingame hud
- FIxed a bunch of UI related issues
- Fixed a typo on Magic Sponge's description
- Fixed Fire Ring not multiplying score rings if no dice are on the table
- Fixed Ultraodd and Ultraeven Rings reunlocking after being already unlocked
- Fixed ghost dice getting into your bag as regular dice after using a Reroll Card
- Fixed a crash involving Jet and Spindown Die
- Fixed Cherub's Die being triggered by highest or lowest face effects, despite having just 1
- Fixed a couple of inconsistencies on the German translation
- Fixed cards and booster packs having no price when having the Bling Bling ring far into The Vortex
- Fixed value on Alphabet Block not being displayed in the right way
- Fixed Evil Eye not destroying itself properly
- Fixed Evil Eye sometimes not working properly on Bicolor Hand
- Fixed some unintended dice area effects being triggered by electric/explosive area effect
- Fixed not being able to use Reroll cards on Enchant Rooms while using controller
- Fixed Shadow Glass not giving you a permanent die copy
- Fixed backups not creating as much as intended
I've also... been working on something else. not dice a million related. you'll see when the time comes, but in the meantime, here's the changelog :)
Changes:
- Reworded a bunch of item descriptions to make them clearer
- Tweaked one certain background because of it resembling something that wasn't intended LOL
Bugfixes:
- Fixed booster packs freezing the game
- Fixed Ancient Die being able to give you a marble instead of a legendary when having a marble run
- Fixed Anchor and Aquarium losing their mult acquired via mult card even when not rolled
- Fixed Mini-Vortex being affected by consolation prize and smiley medal
- Fixed a bug involving Equity Ring, Third Eye and Fractal Ring
- Fixed The Modest+ not working as intended
- Fixed Blank Ring not affecting Fishdice from Aquarium
- Fixed Mono Token's value being resetted by Prime Die
- Fixed some UI problems on the Witch boss
- Fixed an error in the Turkish translation
Hey all! This past week I've been setting up two new languages for the game, revamping the Backup system, and fixing a ton of stuff. Hope you enjoy everything! :) Even though I've been working to add Korean and Turkish, only the latter is included in this patch. Korean is coming in the next few days, as it still needs a bit more polish, but I wanted to release this update either way :)
Also, quick note on the German translation, I've noticed a few people expressing their feedback on the translation, as it seemingly is not very accurate in some points. Of course I don't speak German myself so I can't know for sure, but it seems like a major point of discussion, so we'll definitely find a way to fix that soon, for sure!
New:
- Added Turkish language
- Reworked how save backups are stored, now stores 1 each day, up to 5 (per profile, so 15 in total)
- Added a way to restore backup data for Xbox Game Pass. Check out a little tutorial for both GP and Steam at the bottom of this changelog! (Though some users that reported data loss on Game Pass have discovered that it was a sync problem with their accounts and they managed to get it back by relogging. Please make sure it's not that before messing with save file backups, to avoid accidentally overwriting anything)
Boss Reroll changes:
(ONLY AVALIABLE ON BETA BRANCH FOR NOW, ACCESSED WITH THE PASSWORD ''diceamillionbossreroll" )
- First reroll is now free, but ups the value of of every future round after (similar to how Power IV does)
I haven't had the time to work much on this this past week, but it'll be my priority next update, let me know your thoughts as always!
Changes:
- Rubik's Cube now gets the sum of all extra value gotten by its pieces during a roll (so if 4 of its pieces gain +5 extra value, Rubik's will get 20 in total)
- Hermit's Stone now affects Pocket Pencil
- Cell Ring is now affected by the Double Rings effect
- Aquarium is now triggered before Vampire Die
- Marble's increased chance of appearing now caps out at 80%, making it possible to still find other dice on marble runs
- You can now use the spacebar to confirm the roll with the Manually confirm score option on
- Double Die's inner face is now affected by Angel Die, and also made it trigger later so it can benefit from Angel's value change
- Reduced area effect flickering when using the Photosensitive Mode
- During the ''I can't believe it's not a D6'' challenge, removing a Double Die now gives you a normal D6, instead of a Minidie
- During the ''I can't believe it's not a D6'' challenge, Hexagonal Ring now always gives you a ghost uncommon die, instead of a legendary one
- Tweaked a bit how the language menu looks to make room for more languages
- Tweaked some special characters like Ç to be more readable in some situations
Bugfixes:
- Fixed Bicolor Hand not being able to change parity on deactivated dice
- Fixed a bug that caused runs to be lost if you successfully beat Dice Rush in the last roll
- Fixed Electric Die area not being affected by Aura Ring
- Fixed Blackjack challenge sometimes not giving you the stamp upgrade menu
- Fixed Gilded Cell Ring not working properly
- Fixed a game freeze regarding the trade event and marbles
- Fixed a UI collision mismatch on the upgrade event
- Fixed animated dice not animating when rolling for rewards on the map
- Fixed selling a card counting as using a card for the stats menu
- Fixed a crash involving ring rooms and NaN score
- Fixed Anchor copies sometimes triggering their effects on the table despite not being their intended behaviour
- Fixed being able to use Lucky Ring's reroll button when paused
- Fixed being able to infinitely reroll end of round rewards with Lucky Ring after saving and loading
- Fixed occult dice counting as rare/legendary for some niche interactions
- Fixed a situation that allowed you to select any hand on the tutorial run (again lol)
- Fixed Bottle of Caps giving you the bottlecaps on some unintended situations
- Fixed a couple of UI problems on some languages
- Added a failsafe to avoid some crashes related to Spindown Die
- Fixed using a transform card on a selected Minidie causing the handsize counter to become negative
- Fixed a certain late game transformative die being able to transform story-related dice
- Fixed a UI problem on the boss performance screen
- Fixed various UI problems on the main menu
- Fixed a crash involving Glitched Die transforming another die into Alphabet Block
- Fixed stacked roll effects (time die, ice die, etc) not showing up their quantity in their description
- Fixed Casino Die not working properly with Equity Ring
- Fixed Die of Fortune giving you a marble if you had too many
- Fixed Ancient Die being able to give you unintended dice while playing as the Final Hand
- Fixed an exploit involving holding R on the map
- Fixed various Japanese font related issues
Restoring a backup:
If your save file gets corrupted or just disappears completely, here's the way to restore it:
- Head up to the save file location (found in AppData > local > dice_a_million > default > backup)
- Here you can see your backups with their date on the file name, following this structure: ''data_\_backup\\\.sav''
(you may see a_back/b_back etc files from a previous iteration of this system, just ignore and/or delete them)
- Take the most recent one (or whichever you want) and rename it to ''data_\.sav'', where \ is just the number corresponding to the profile you used to create that data. so it should end up looking as ''data_1.sav'', ''data_2.sav'' or ''data_3.sav''
- IF YOU'RE ON STEAM/ITCH: Just put the file on the ''default'' folder, replacing any other existing one and you should be good to go! (if it still doesn't work, try turning off Steam Cloud)
- IF YOU'RE ON GAME PASS: Exit the backup folder and inside ''default'' create a folder named ''restore'', put your data_X.sav there. Upon booting the game, it should load that up and replace your current cloud save file, as well as deleting the file you put in restore. (make a copy of it before doing so, just in case something fails!)
Hey there! I've been taking a few days off to think about the boss reroll mechanic. Made a poll on the discord server (which you should totally join btw...) and well, 95% of the players really wanted or would be happy about the feature.
I gave it some thought and came up with something I think is pretty clever, you can read more about it below on the patch notes! However, since it's a pretty big gameplay change, I wanted to get some feedback first, so I pushed specifically that to a beta branch, which you can access with the password ''diceamillionbossreroll". Everything else listed in this changelog is avaliable on the default branch :) There's also some balance to Bicolor Hand, which a lot of you have been asking for, and a few pretty big optimizations to the code, it is definitely the biggest update to date!
As always, let me know your opinions on everything, til next time ;)
Also WARNING: this version breaks previous run saves, so finish off any pending runs before updating!
[img src="{STEAM_CLAN_IMAGE}/45415352/ee6999a23e8b0630b82196132bf56b3bc0801f4c.png"]
Boss Reroll:
(ONLY AVALIABLE ON BETA BRANCH FOR NOW, ACCESSED WITH THE PASSWORD ''diceamillionbossreroll")
- When you are in the map and have a boss round next up, there's a new button to reroll the boss with no pip cost.
- This will banish that boss for the rest of the run (not counting Dice Rush), and reduce your maximum ring capacity by 2. If you had more rings than your new max, 2 random ones are removed.
- You can use this feature up to 5 times in a run, since by that point, you won't be able to carry any rings at all. (Blue Hand gets an extra use, since it has 6 fingers)
- This feature is disabled on the Ringless and Natural 6 challenges.
[img src="{STEAM_CLAN_IMAGE}/45415352/8e8b8312d3199b074224f98493e53e97a602f613.png"]
Bicolor Hand Balance:
- Bicolor Hand now has 6 handsize
- Bicolor Hand now has 6 dice per turn
- When using Bicolor Hand or the Parity Indicator setting, dice score boxes now have a slight color tint indicating the parity on the dice (orange for even, blue for odd and black for zero)
- The Even and The Odd bosses are now banned for Bicolor Hand
- Fixed 0 sometimes counting as even (as it should count as neither odd nor even)
Changes:
- Reworked the roll effects code (effects like time die, ice, double ring etc)
This should make them practically lag-free, and much easier for modders to mess with
Also added a couple of new UI animations regarding them
- Added/removed a bunch of keyword descriptions that were missing or incorrectly assigned
- Added an accesibility option to reduce flashing lights from static-like effects
- Added the correct Fibonacci sequence to the keywords descriptions (up to 1597)
- Red Giant is now affected by Pocket Pencil
- Natural 6 and Ringless challenges now start with 2 less D3
- Using a Gift Card to draw a Minidie now draws another random one
- Minidie with Echo now draws two additional dice
- You can now use reroll cards on Starter Packs and Dice Rush entry rewards
- Water Ring now always triggers before Spring
- You can no longer use Choose Face cards on dice hidden by the Blackout or other things
- Put a limit to electric bolts spawned by Electric Die to avoid extreme lag (this is only visual, everything still gets the effect)
- Fixed and added some translations for French and Russian
Bugfixes:
- Fixed some visual bugs regarding gilded rings (still not perfect tho, I'm working on the shader)
- Fixed NaN score becoming 0 when halving it
- Fixed Blackout+ not actually giving you -1 handsize despite its description stating it
- Fixed mult from cards not being saved when exiting and loading a run
- Fixed Choose Face card not working on Piñatas
- Fixed Gift Card not working with Donut Ring
- FIxed Donut Ring sometimes giving more extra value than intended
- Fixed being able to get a duplicate Friendship Ring during a run
- Fixed rings reppearing on the avaliable list after saving and exiting a run
- Fixed The Witch being able to target non-rolled dice
- Fixed Mimic Ring not triggering when rolling no dice
- Fixed a bunch of exploits regarding hitting ESC and the settings menu
- Fixed a bug where you could play as any hand after deleting your save data
- Fixed discarded dice effects sometimes being barely visible on the top of the screen
- Fixed a small visual bug on the map dice roll screen
- Fixed some typos in Spanish
- Fixed more spelling errors
Hey there! I've been taking a few days off to think about the boss reroll mechanic. Made a poll on the discord server (which you should totally join btw...) and well, 95% of the players really wanted or would be happy about the feature.
I gave it some thought and came up with something I think is pretty clever, you can read more about it below on the patch notes! However, since it's a pretty big gameplay change, I wanted to get some feedback first, so I pushed specifically that to a beta branch, which you can access with the password ''diceamillionbossreroll". Everything else listed in this changelog is avaliable on the default branch :) There's also some balance to Bicolor Hand, which a lot of you have been asking for, and a few pretty big optimizations to the code, it is definitely the biggest update to date!
As always, let me know your opinions on everything, til next time ;)
Also WARNING: this version breaks previous run saves, so finish off any pending runs before updating!
[img src="{STEAM_CLAN_IMAGE}/45415352/ee6999a23e8b0630b82196132bf56b3bc0801f4c.png"]
Boss Reroll:
(ONLY AVALIABLE ON BETA BRANCH FOR NOW, ACCESSED WITH THE PASSWORD ''diceamillionbossreroll")
- When you are in the map and have a boss round next up, there's a new button to reroll the boss with no pip cost.
- This will banish that boss for the rest of the run (not counting Dice Rush), and reduce your maximum ring capacity by 2. If you had more rings than your new max, 2 random ones are removed.
- You can use this feature up to 5 times in a run, since by that point, you won't be able to carry any rings at all. (Blue Hand gets an extra use, since it has 6 fingers)
- This feature is disabled on the Ringless and Natural 6 challenges.
[img src="{STEAM_CLAN_IMAGE}/45415352/8e8b8312d3199b074224f98493e53e97a602f613.png"]
Bicolor Hand Balance:
- Bicolor Hand now has 6 handsize
- Bicolor Hand now has 6 dice per turn
- When using Bicolor Hand or the Parity Indicator setting, dice score boxes now have a slight color tint indicating the parity on the dice (orange for even, blue for odd and black for zero)
- The Even and The Odd bosses are now banned for Bicolor Hand
- Fixed 0 sometimes counting as even (as it should count as neither odd nor even)
Changes:
- Reworked the roll effects code (effects like time die, ice, double ring etc)
This should make them practically lag-free, and much easier for modders to mess with
Also added a couple of new UI animations regarding them
- Added/removed a bunch of keyword descriptions that were missing or incorrectly assigned
- Added an accesibility option to reduce flashing lights from static-like effects
- Added the correct Fibonacci sequence to the keywords descriptions (up to 1597)
- Red Giant is now affected by Pocket Pencil
- Natural 6 and Ringless challenges now start with 2 less D3
- Using a Gift Card to draw a Minidie now draws another random one
- Minidie with Echo now draws two additional dice
- You can now use reroll cards on Starter Packs and Dice Rush entry rewards
- Water Ring now always triggers before Spring
- You can no longer use Choose Face cards on dice hidden by the Blackout or other things
- Put a limit to electric bolts spawned by Electric Die to avoid extreme lag (this is only visual, everything still gets the effect)
- Fixed and added some translations for French and Russian
Bugfixes:
- Fixed some visual bugs regarding gilded rings (still not perfect tho, I'm working on the shader)
- Fixed NaN score becoming 0 when halving it
- Fixed Blackout+ not actually giving you -1 handsize despite its description stating it
- Fixed mult from cards not being saved when exiting and loading a run
- Fixed Choose Face card not working on Piñatas
- Fixed Gift Card not working with Donut Ring
- FIxed Donut Ring sometimes giving more extra value than intended
- Fixed being able to get a duplicate Friendship Ring during a run
- Fixed rings reppearing on the avaliable list after saving and exiting a run
- Fixed The Witch being able to target non-rolled dice
- Fixed Mimic Ring not triggering when rolling no dice
- Fixed a bunch of exploits regarding hitting ESC and the settings menu
- Fixed a bug where you could play as any hand after deleting your save data
- Fixed discarded dice effects sometimes being barely visible on the top of the screen
- Fixed a small visual bug on the map dice roll screen
- Fixed some typos in Spanish
- Fixed more spelling errors
Current Release
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Uploaded Apr 30, 2026
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How to Install
dice a million.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
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C1DE1390
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