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Dice of Kalma

Updated: 3 hours ago


Dice, Death & Bad Decisions

Dice of Kalma is one of those games that sneaks up on you. At first glance it looks simple, almost cozy in a grim Underworld kind of way. Then suddenly an hour has passed, you are one bad roll away from doom, and you are whispering “just one more run” like Kalma himself is standing behind you judging your life choices. It is a deckbuilding roguelike where dice are your fate, skulls are your tools and the guardian of the Underworld is very happy to watch you fail and come crawling back.



About This Game


Storyline


The setup is clean and effective. You are trapped in the Underworld, and Kalma is the grim guardian who decides whether you get to escape back to the land of the living. There is no wall of lore or long cutscenes, but the personality is there. Kalma feels less like a faceless boss and more like a smug gatekeeper who enjoys your persistence. Every run feels like a personal challenge rather than a scripted story, and that fits the roguelike structure perfectly. You lose, you return, and Kalma almost seems to respect you more each time you try again.


Gameplay Mechanics


At its core, the game is about rolling dice and making smart decisions with what fate gives you. You select dice, reroll the ones you hate, and chase stronger and stronger hands. The tension comes from deciding when to play it safe and when to go all in. Do you burn rerolls early to chase a big hand, or do you pace yourself and hope your skulls can salvage a bad roll?


The deckbuilding side comes from skulls, which act as modifiers and abilities that trigger when certain conditions are met. Some skulls turn weak hands into scoring machines, others reward risky play and pushing your luck. Finding synergies is where the game really shines. A run can feel completely different depending on which skulls you pick, and experimenting with builds is half the fun. Upgrading hands adds another layer, letting you lean into your chosen strategy as the difficulty ramps up.


Luck is a big factor, and the game does not hide that. Sometimes the dice just hate you. But there is enough decision making, reroll management, and skull synergy that losses usually feel like lessons rather than pure nonsense. Usually.



Visuals & Audio


The art style is fantastic. It has a strong mood with pixel art that feels dark, charming, and slightly playful at the same time. Kalma’s design and expressions give the game a ton of personality, and the skulls are visually distinct enough that you quickly recognize what is happening on screen.


The sound design deserves a shoutout too. The dice rolls feel crunchy and satisfying, and every action has weight. It is the kind of audio feedback that makes even a bad roll feel kind of good. Combined with the visuals, the game nails its vibe and sticks with it.



Pros

  • Simple rules with surprising depth

  • Excellent art style and strong atmosphere

  • Skull system adds tons of variety and replayability

  • Perfect for short runs or long sessions

  • Runs great on handhelds like the Steam Deck



Cons

  • Luck can sometimes feel overwhelming

  • Some upgrades feel tedious or unwanted

  • Difficulty spikes can be frustrating

  • Losses can occasionally feel out of your control



Conclusion


Dice of Kalma is proof that you do not need complexity overload to make a compelling roguelike. It takes familiar ideas like dice games and deckbuilding and blends them into something fresh and addictive. It scratches that Yahtzee itch while layering in meaningful choices, smart synergies, and a strong sense of style.


Yes, it can be frustrating. Yes, luck plays a huge role. But that is also part of its charm. Every failed run feels like an invitation to try again, and Kalma is always there, waiting patiently for you to roll just one more hand. It is the kind of game you boot up for ten minutes and accidentally play for hours, and honestly, that is the highest compliment I can give it.



Rating: 9/10



I bet Kalma and I would be amazing friends if he was real, assuming he stopped killing my runs on purpose.



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