- Release Year: 2023
- Platforms: Windows
- Publisher: Fivemid Studio
- Developer: Fivemid Studio
- Genre: Strategy, Tactics
- Perspective: Diagonal-down
- Game Mode: Co-op, Online PVP, Single-player
- Gameplay: City management, construction simulation, Turn-based
- Average Score: 88/100
Description
Dice Kingdoms is a turn-based multiplayer strategy game set in a vibrant, medieval-inspired world of blocky islands and colorful kingdoms, where players roll dice to gather resources and develop their territories into thriving civilizations. Compete against friends or AI by strategically building cities, managing layouts to withstand attacks and diseases, and pursuing victory through paths like military conquest, cultural and religious advancement, or constructing magnificent wonders, blending luck, adaptability, and tactical city-building in solo, co-op, or PvP modes.
Gameplay Videos
Where to Buy Dice Kingdoms
PC
Guides & Walkthroughs
Reviews & Reception
steambase.io (85/100): Very Positive rating from 632 total reviews.
neonlightsmedia.com (92/100): A fantastic game that is both accessible yet deep.
Dice Kingdoms: Review
Introduction
In a gaming landscape dominated by hyper-realistic epics and endless battle royales, Dice Kingdoms emerges like a forgotten board game pulled from your childhood attic—vibrant, unpredictable, and brimming with the thrill of chance intertwined with cunning strategy. Released in Early Access in April 2023 and reaching full version status in April 2024, this indie title from Fivemid Studio transforms the familiar act of rolling dice into a tense multiplayer showdown on procedurally generated islands. As a professional game journalist and historian, I’ve long appreciated titles that blend procedural randomness with emergent narratives, evoking classics like Settlers of Catan or Risk but digitized for modern play. Dice Kingdoms stands as a testament to accessible genius: a game where fortune favors the bold planner, not the reckless gambler. My thesis is straightforward yet profound—Dice Kingdoms masterfully balances luck’s whimsy with strategic depth, carving a niche as a must-play for multiplayer enthusiasts, though its reliance on dice can occasionally tip the scales toward frustration, limiting its appeal to solo purists.
Development History & Context
Fivemid Studio, a small Swiss-based indie outfit founded by co-founders Amaury Rouiller and Marc Ducret, poured their passion into Dice Kingdoms as their debut project. Rouiller doubled as the lead artist, infusing the game with a handcrafted charm, while programmers Marc Ducret, Elodie Ducret, and Mathieu Fehr handled the backend logic. With just 17 credited individuals—bolstered by open-source assets like Unity Engine, Flaticon icons, Freesound effects, and music from composers such as Alexander Nakarada—this was a lean operation, emblematic of the post-2020 indie boom where small teams leverage accessible tools to punch above their weight.
The game’s vision crystallized around a “board game on PC” ethos, born from the founders’ desire to digitize the tactile joy of dice-rolling sessions with friends. Early Access launched on April 3, 2023, via Steam, allowing iterative feedback amid Unity’s forgiving development pipeline. Technological constraints were minimal thanks to Unity’s free camera and diagonal-down perspective, which enabled smooth 3D rendering on modest hardware (Intel i3 minimum, 4GB RAM). However, the era’s challenges loomed large: the 2023 indie scene was saturated with strategy hybrids like Against the Storm and Dune: Spice Wars, amid a broader market shift toward live-service models and AI-assisted content (notably, the game’s capsule art was AI-generated, a disclosure Fivemid handled transparently).
At release, the gaming landscape was rebounding from pandemic isolation, craving quick, social experiences. Dice Kingdoms fit perfectly into this void—its sessions under an hour echoed the rise of digital board games like Wingspan Digital or Root, but with a medieval twist. Fivemid’s focus on Steam integration (including matchmaking, Discord community, and family sharing) addressed multiplayer fragmentation, while features like team modes for 2-3 players per side anticipated cooperative trends in titles like It Takes Two. The studio’s press kit emphasized streaming potential, capitalizing on platforms like Twitch where dice unpredictability breeds viral moments. Yet, as a solo dev effort, it faced hurdles like balancing AI (three difficulties: General, King, Sorcerer, with escalating perks) and post-launch patches for disaster mechanics, reflecting the indie grind of community-driven refinement.
Narrative & Thematic Deep Dive
Dice Kingdoms eschews traditional storytelling for procedural emergence, a deliberate choice that aligns with its board-game roots—there’s no scripted plot, voiced characters, or branching dialogue trees. Instead, the “narrative” unfolds through player-driven conquests on isolated islands, where each turn crafts a tale of ambition, betrayal, and resilience. You begin as a fledgling ruler, plopping down a castle amid debris-strewn terrain, your starting resources (3 food, 3 wood, 2 stone, 4 tools, 8 culture) a humble spark for empire-building. As islands evolve, so do the emergent stories: a culture-focused priest amasses followers in cathedrals, only for a rival’s tidal wave to drown their flock; a militarist barracks pumps out soldiers for domination, but a meteor scorches their docks, forcing desperate rerolls.
Thematically, the game probes the eternal tension between fate and free will. Dice rolls symbolize capricious destiny—skulls herald disasters like plagues or invasions, mirroring real-world unpredictability in medieval societies (think Black Death or Viking raids). Resources like culture evoke enlightenment versus conquest, with win conditions splitting paths: cultural victory demands sustaining double the rivals’ influence for two turns, a nod to soft power; domination requires eliminating foes through pillage, underscoring brutal realpolitik; the Wonder build (60 wood, 10 stone, 15 gold) represents monumental hubris, vulnerable to sabotage yet rewarding ingenuity. No dialogue exists, but unit “personalities” shine in combat—peasants from cottages are fodder-yielders, priests convert slain enemies, sorcerers from towers unleash skull-fueled havoc—creating flavorful, if voiceless, archetypes.
Underlying themes draw from historical kingdom-building: efficient layouts anticipate sieges and diseases, echoing urban planning in ancient Rome or feudal Europe. The multiplayer lens amplifies rivalry’s psychology—raiding a neighbor’s market for 3 each of food, wood, stone, gold, and tools feels like opportunistic feudalism, while shared disasters foster uneasy alliances in team mode. Critiques arise in thematic shallowness; without lore or character arcs, victories feel tactical triumphs rather than epic sagas, potentially alienating narrative-driven players. Yet, this restraint enhances replayability, letting player anecdotes (e.g., “I survived 43 meteors!”) become the lore, a meta-narrative as enduring as any scripted tale.
Gameplay Mechanics & Systems
At its core, Dice Kingdoms revolves around a four-phase turn loop: Harvest, Disaster, Building, and Combat, ingeniously fused with dice-driven randomness for a fresh take on city-builders. The Harvest Phase kicks off with rolling dice per functional building (starting with your castle’s versatile outcomes: 2 food, soldiers, gold, etc.), yielding resources like food (for upkeep), wood/stone (construction), tools (repairs/clearing), culture (tech/upkeep), gold (markets/upgrades), and dreaded skulls (disasters). Specialized structures expand your dice pool—farms flat-yield 1 food, cottages roll for 4 food or tools—while rerolls (twice base, thrice with University research) let you chase needs but risk more skulls. This loop masterfully blends luck and skill: early-game poverty demands conservative rolls, mid-game booms reward optimized layouts (e.g., clustering farms near windmills for multiplier bonuses).
Character progression ties to buildings and research. The University unlocks Tier II tech (e.g., 15 culture for extra rerolls, 200 for sorcerer units with 5x building damage), fostering asymmetric builds—culture empires stack churches/cathedrals (3 culture base, adjacency bonuses), militarists erect barracks (up to 4 soldiers per roll) and guard towers (ranged fire, upgradable range/speed). UI is point-and-click minimalist: a free camera orbits islands, tooltips detail dice probabilities (e.g., barracks: 2/6 chance for 3+ soldiers), and phases auto-advance with timers (30-90 seconds, customizable). Innovative systems shine in disasters—odd skulls trigger player-targeted events like tidal waves (eroding coastlines), even ones self-inflict plagues (disabling buildings via food shortages)—adding risk-reward to aggressive expansion. The pickaxe tool clears debris for resources (trees=wood, scorches=skulls), enabling clever terraforming.
Combat innovates with auto-battles: spend up to 8 soldiers per dock to target enemy structures, watching real-time pathing as units (peasants low attack/parry, kings high) navigate obstacles, slay villagers for loot (e.g., 2 food/wood from cottages), and retreat. Defenses auto-spawn from barracks, with towers providing cover fire. Flaws emerge in luck’s swing—late-game dice droughts can stall empires, feeling “unfair” as noted in reviews, and AI (challenging but predictable) lacks human cunning in solo play. UI quirks, like no manual save in singleplayer, frustrate, and balance issues (e.g., sorcerer towers too punitive) persist post-1.0. Still, the loop’s addictiveness—short bursts building to climactic wonders or sieges—makes it a strategy gem, scoring high for accessibility (easy to learn, hard to master) despite probabilistic pitfalls.
World-Building, Art & Sound
Dice Kingdoms crafts a whimsical medieval archipelago, where each player’s island starts as a 20×20 grid of beaches, forests, rocks, and mountains—procedural yet intimate, forcing adaptive layouts (docks hug coasts, hospitals buffer plague-prone clusters). The world-building emphasizes ecology and vulnerability: disasters reshape terrain (meteors leave scorched craters reclaimable for space), while adjacency rules (e.g., docks spread disease) demand thoughtful urbanism, evoking historical sieges where logistics spell doom. Atmosphere builds tension through phases—harvest’s hopeful rolls contrast disaster’s chaos, combat’s frenzy a cathartic release—fostering a sense of precarious prosperity amid rival islands visible in the camera’s sweep.
Visually, the cute, colorful art style—blocky buildings with charming details like fluttering banners or steaming windmills—blends board-game tactility with 3D polish, all in a stylized palette of greens, blues, and golds. Amaury Rouiller’s designs make even destruction endearing: burning barracks yield loot animations, tidal waves crash with cartoonish splashes. The free camera enhances immersion, letting you zoom from god’s-eye overview to unit skirmishes, though occasional pathing glitches (soldiers stuck on boats) break the spell. Sound design complements via Freesound library effects—dice clatters, wood chops, ominous rumbles for meteors—layered with nostalgic tracks from Nakarada and others, evoking tavern bards amid orchestral swells for victories. No voice acting fits the abstract tone, but audio cues (skull warnings, battle clashes) guide intuition. Overall, these elements amplify the experience: visuals invite cozy sessions, sounds heighten unpredictability, creating an atmosphere that’s lighthearted yet strategically grave, though more environmental variety (e.g., biomes) could deepen immersion.
Reception & Legacy
Upon Early Access launch, Dice Kingdoms garnered a “Very Positive” Steam verdict (85% of 530 reviews), praised for addictive multiplayer and charm, though some decried luck’s frustrations (“tergend” or maddening dice, per a Benelux critique from Gameplay magazine). Commercially, it priced at $14.99 (often $8.99 on sale), achieving modest success for an indie—over 600 total reviews by mid-2024, with curators lauding its streaming appeal. The Neonlightsmedia review awarded 9.2/10, hailing its depth and visuals while suggesting expansions like team modes (ironically added in 1.0). MobyGames lists no aggregate score yet, but user collections (3 owners) hint at niche appeal.
Post-launch, reputation evolved positively: patches refined balancing (e.g., AI tools, reroll stats), and community guides (e.g., Ansam’s building bible, Swapiti’s probability analysis) fostered engagement on Steam and Discord. Critically, it’s seen as a fresh dice-strategy hybrid, influencing micro-trends in procedural board-games like upcoming Dice Gambit (2025). Its legacy, though young, lies in democratizing multiplayer strategy—up to 12 players in FFA or teams, with bots for solo—bridging casual and competitive scenes. Industry-wide, it exemplifies indie resilience: AI art disclosure sparked minor debates, but transparent updates built trust. Influencing successors, it could inspire more “dice-builders” emphasizing adaptability over perfection, cementing Fivemid’s role in the evolving indie strategy wave. Drawbacks like matchmaking queues persist, tempering its cult status, but for social gamers, it’s a enduring hit.
Conclusion
Dice Kingdoms weaves a tapestry of whimsy and warfare, where dice dictate destiny but strategy scripts survival—a lean, lively evolution of board-game DNA in digital form. From Fivemid’s intimate development to its emergent themes of fate versus fortitude, exhaustive mechanics like reroll gambles and auto-battles, and a charming audiovisual embrace of medieval mischief, it delivers profound engagement in bite-sized turns. Reception affirms its addictiveness, with a legacy poised to ripple through indie strategy, even as luck’s frustrations remind us: not every roll crowns a king. As a historian, I place it firmly in video game pantheon as an accessible innovator, ideal for friends seeking unpredictable rivalries. Verdict: Essential for multiplayer aficionados (9/10), a solid curiosity for solo strategists—roll the dice, and claim your throne.