Store game · Strategy
A turn-based dice roguelike with three heroes, telegraphed enemies and no ads, timers or energy.
Opens the official store page
Closer to a solitaire puzzle than an action game, Dice Gauntlet is a tactical roguelike played at your own pace. A party of three heroes descends a dungeon of twelve floors, and every enemy reveals what it will do next, so each turn is a matter of rolling dice, locking the faces you want, rerolling the rest and dragging them onto targets. Each hero carries a custom six-sided die of skills, and there are nine classes to learn, 26 monster types and three bosses with two fighting styles apiece. Runs are shaped by relics (40 of them) and by route cards that trade one risk for another before a floor. Daily and weekly seeded challenges give everyone the same dungeon, and even lost runs pay out currency for the Forge, where prices are fixed and nothing is random. There are no ads, timers, energy or subscriptions. Everything runs offline, and the first four floors cost nothing.
A one-person tactical roguelike that the developer compares to solitaire rather than to action games. Three heroes descend twelve dungeon floors, each enemy shows what it will do next, and your turn is spent rolling, locking the faces that help, rerolling what doesn't and dragging results onto targets. There's no clock and no pressure beyond the maths.
Jason Fraser has filled it out well: nine classes, each hero with a custom six-sided skill die, twenty-six monster types, three bosses with two styles each, forty relics, route cards that swap one risk for a different one, and daily and weekly seeded runs.
A run is a sequence of fights, each a puzzle with full information. You can see the enemy's next move, so the question each turn is how to arrange your dice to blunt it while setting up damage. Lock the faces that work, reroll the rest, commit. Between floors a route card offers a trade-off that reshapes the next stretch.
Losing isn't wasted. Every run pays currency into the Forge, whose prices never change and never involve chance, so the long game is a steady opening up of options rather than a gamble. Seeded challenges let players compare identical dungeons.
Mobile players who like tactics have learned to distrust free games, and Dice Gauntlet's listing reads like a direct answer to that: no ads, no timers, no energy, no subscription, works offline, first four floors free. That checklist is what gets it found. The telegraphed-enemy design appeals to people who want to think rather than react.
Expect a top-down or side-on dungeon view with dice front and centre, enemy intent icons above each monster, and a drag-to-target interaction that the five screenshots should make clear. As a solo developer's project, the art is likely functional rather than lavish, though nothing in the listing lets us say more. Strategy games of this type are judged on readability, and the design brief here is clarity of information.
There is no rating and no reviews on the listing, so the game is either very new or very undiscovered. Jason Fraser is a solo developer, so continuity rests on one person, which cuts both ways: no corporate shutdown risk, but no team either. Fixed Forge pricing and no subscription suggest a finished design rather than a live service. The App Store is the only store our page links.
Deliberate turns
Enemies telegraph their moves, so every decision is made with full information and no timer.
Monetisation sceptics
No ads, energy, timers or subscriptions, and the opening four floors cost nothing.
Seeded competition
Daily and weekly challenges hand every player the same dungeon to compare results.
Rated 9+ by the store. The first four floors are free and the remaining eight are presumably a one-time purchase, though the listing doesn't state the price. There are no ads, no energy system and no subscription, all stated explicitly. Everything runs offline. Nothing about an account appears. With zero reviews, there's no crowd to tell you about bugs or balance, so you'd be an early adopter. Download size isn't mentioned.
Our take
Worth a try for anyone who enjoys turn-based tactics and is tired of free-to-play friction; the design philosophy is unusually clean and the free floors are a real demo. The complete absence of reviews is the only reason for hesitation, and it's a reason to try it rather than avoid it. Players who want action or spectacle should pass.