Deckbuilder
Stronger dice routes, safer relic picks, cleaner boss clears. Get from first-floor survival to reliable meta builds without burning runs on weak early combinations.
Die in the Dungeon is a dice-based deckbuilding roguelike by ATICO, released into Steam Early Access in May 2026. Instead of cards, you build a bag of dice: you draw them each turn, place them on your board, and trigger their effects to deal damage, block attacks, heal, and apply status effects. The loop is simple — fight through floors, collect new dice and relics, upgrade your build, repeat — but the depth lives in dice synergies, relic stacking, and the placement puzzle you solve every single turn.
The cleanest winning runs protect tempo early, commit to one scaling line before the middle floors, and stop spending gold on cute side grades that do not improve the next real boss check. This hub is organized around that discipline instead of highlight-reel combinations that only work when the RNG cooperates.
With 24 dice types, 56 relics, 12 bosses, and an endless mode after Floor 12, there is a large amount to discover — and a correspondingly large amount of ways to lose a run to a build that never picked a direction. The tables below are the shortlist; the sub-site has the full data.
Top-performing dice combinations ranked for consistency, tempo, and boss-floor reliability.
| Tier | Dice | Role | Win % | Pick % |
|---|---|---|---|---|
| S | Golden Dice | Scaling | 68% | 24% |
| S | Vampire Dice | Sustain | 65% | 18% |
| A | Fire Dice | AOE | 62% | 22% |
| A | Ice Dice | Control | 58% | 15% |
| B | Poison Dice | DoT | 55% | 12% |
| B | Lightning Dice | Burst | 52% | 9% |
| Rarity | Colour | Power Level | Example |
|---|---|---|---|
| Common | Gray | Baseline stats | Basic Attack Dice (1–6 damage) |
| Uncommon | Blue | +1 effect or higher base | Ice Dice (1–4 + freeze) |
| Rare | Purple | Unique mechanics | Vampire Dice (damage + lifesteal) |
| Legendary | Gold | Scaling or multi-effect | Golden Dice (scaling min-roll) |
Buy dice that improve the board you actually have, not the dream board you might never finish assembling.
Relics should confirm a build direction you are already heading toward, instead of dragging you into a new one from zero.
Preserve enough health before elite fights so stronger rewards stay available while the deck is still forming.
Relics are permanent passive bonuses collected through a run. A focused set that all buff the same strategy is dramatically stronger than a random collection of individually powerful relics.
| Priority | Relic Type | Why | Example |
|---|---|---|---|
| 1 — Highest | Dice Draw | More dice per turn means more options every single turn | Dice Bag+ (+1 draw) |
| 2 — High | Scaling | Gets stronger as fights progress, which is where runs are decided | Philosopher's Stone |
| 3 — Medium | Dice Enhancing | Buffs the specific dice types you already use | Sharpened Edge (+2 min-roll) |
| 4 — Situational | Utility | Rerolls, extra inventory, shop effects | Merchant's Coin |
Dice basics, the most forgiving starting setup, relic combos, and the five mistakes that end early runs.
Open guide →The strongest scaling lines and how to commit to one before the middle floors punish indecision.
Open guide →Which relic sets stack into a coherent plan, and which ones only look strong in isolation.
Open guide →All 12 bosses, their telegraphs, and when to block instead of pushing damage.
Open guide →Placement order determines the sequence of effects. Shield Dice first to block before other dice resolve, Heal Dice last to recover damage taken during the turn.
Keep at least one die in reserve for defense or repositioning. Dumping everything on turn one leaves you exposed to the enemy's full attack.
Each relic you take dilutes future relic spawns, because the game weights new offerings against what you already own. Skip off-plan relics.
If the run keeps offering one element, pivot into it. Forcing a predetermined build against what the game is handing you is the fastest way to lose.
Heal, Shop and Rest rooms are not optional. A skipped heal room on Floor 6 is usually what ends the run on Floor 9.
Golden Dice scale into Endless Mode better than any other archetype — worth learning once you can clear Floor 12 reliably.
The complete Die in the Dungeon wiki — dice tier list, build guides, relic synergies, boss patterns and the full database — lives on the sub-site with data tables and walkthroughs.
GameGuideHub is a network of data-first game wikis. The Die in the Dungeon hub focuses on scaling lines, relic discipline, and boss sequencing — the three things that separate a run that ends on Floor 4 from one that reaches Endless Mode.
Pages are reviewed each patch cycle. If a guide saves you a run, you can support the project on UniFans — link in the footer.
Updated: July 2026
Build: 1.0.3
Focus: scaling lines, relic discipline, boss sequencing
Sub-site: dieinthedungeon.gguidehub.com
Last updated: July 2026