Humanity has had a pretty good run. We built cities, invented the internet, argued about pineapple on pizza, and somehow managed to send robots to Mars. But according to Dicevaders, our time is up. Earth is now waiting to be invaded, and rather than putting you in the boots of some heroic soldier desperately trying to save civilisation, the game hands you control of the aliens. Your mission is simple: take back what is yours, build an increasingly ridiculous invasion force, and send Earth’s defenders packing.
Developed by Pengonauts and published by Playstack, Dicevaders takes the familiar ingredients of a roguelike deckbuilder, a tactical grid game, and a dice-based strategy title and throws them into a wonderfully chaotic sci-fi blender. It is set within the StarVaders universe, but instead of defending humanity from an alien invasion, you are the one doing the invading. The result is a game that looks playful on the surface but hides a surprisingly deep strategic system underneath. Most importantly, it understands that the best kind of strategy game is one that occasionally lets you feel like you have completely broken it.
Welcome to the Invasion
The basic premise is wonderfully straightforward. You are an alien commander tasked with building an invasion force, and every turn offers opportunities to expand your army, improve your equipment and manipulate the dice that determine your next moves. Units, artefacts, Budge and Chrono all become part of the toolbox you use to build increasingly powerful combinations. The tactical grid gives everything a clear sense of positioning, so where you place something can be just as important as what you choose to put there.
That last point is particularly important because Dicevaders is not simply about accumulating the biggest numbers you can find. Your grid becomes a puzzle in itself, with neighbouring units and combinations creating opportunities for increasingly powerful scoring chains. You begin by making fairly modest decisions, but as your run develops, you start looking several turns ahead. Suddenly, that seemingly insignificant space on the board becomes the key to creating the ridiculous combination you have been building towards.
Dice Without the Guesswork
Dice mechanics are usually associated with uncertainty, but Dicevaders takes a wonderfully different approach. Here, the dice are not simply something you roll and then hope will be kind to you. They are resources you can actively manipulate, allowing you to take control of your fate and turn an unhelpful result into something much more useful.
Chrono is particularly important because it lets you reroll dice and restock the shop, giving you another chance to find the units and tools you need. Budge goes further, letting you alter the outcome of your dice throw. The result is a system where luck is still present, but the game constantly gives you ways to bend that luck in your favour.
This is where the title becomes genuinely clever. A bad roll does not necessarily doom your run because the question is not simply what the dice have given you. The real question is what you can do with what you have been given. Once you start seeing the dice as building blocks rather than obstacles, the entire game opens up.
The Joy of a Good Combo
There is an almost primal satisfaction in watching a carefully constructed combination come together. Aligning dice into pairs, triples and quadruples can trigger increasingly powerful effects, and those combinations can transform an ordinary turn into something spectacular. You begin with a modest attack score and suddenly find yourself watching numbers climb at a rate that makes you wonder whether the game has made a terrible mistake.
Of course, Dicevaders wants you to think it has made a terrible mistake. Breaking the game is practically part of the experience. Finding absurd interactions between units, artefacts and dice manipulation is not something the game punishes you for. It actively encourages experimentation and rewards the player willing to look at the rules and ask how far they can be pushed.
That creates the same addictive quality found in the best roguelike deckbuilders. Every run becomes another opportunity to discover something new. Even when a run collapses spectacularly, you are often left thinking about what you could have done differently or which combination you might try next time. The game has a wonderfully dangerous habit of making defeat feel like an unfinished experiment rather than a waste of time.
Command Your Own Apocalypse
Your choice of commander adds another layer to the experience. Each commander brings a distinct strategic identity, specialised synergies, perks and artefacts, encouraging you to approach runs in different ways rather than simply repeating the same winning formula. One commander might reward a particular style of grid placement, while another opens up different possibilities for scaling your attack score.
This makes experimentation feel meaningful. You are not just swapping characters for cosmetic reasons. Your commander can fundamentally influence how you approach a run and which combinations are worth chasing. That variety gives the game considerable replay value, particularly once you begin to understand which units and artefacts work especially well with each commander.
The XP scaling also helps make progression feel worthwhile. As you become more familiar with the systems, you can begin to plan for longer-term improvements rather than simply hoping for a lucky run. It is a satisfying balance between learning the game and gradually learning how to exploit it.
Humanity Fights Back
Of course, Earth is not simply going to sit there and allow an alien army to turn the planet into an intergalactic car park. The legendary Pilots from StarVaders return to defend humanity, bringing abilities designed to disrupt your carefully assembled invasion.
These encounters provide a welcome reminder that your combo machine is not operating in a vacuum. It is all very well creating a strategy capable of generating enormous attack scores, but you still have to contend with opponents who can interfere with your plans. The Pilots therefore become more than mere obstacles at the end of a stage. They force you to consider whether your strategy is robust or only works when everything goes according to plan.
That can lead to significant difficulty spikes, particularly later in a run. If your early drafting has not produced coherent synergy, reaching one of the tougher Pilots can feel like running into a brick wall. On the other hand, defeating one with a strategy you have carefully constructed can be immensely satisfying.
The Grid Is Your Weapon
Positioning is where Dicevaders sets itself apart from many conventional deckbuilders. Your units are not merely cards waiting to be played into a generic combat sequence. They occupy physical spaces, and those spaces matter. Building your grid becomes a constant exercise in spotting relationships between units, dice and effects.
The best moments come when you realise that a seemingly ordinary placement has created an opportunity several turns down the line. You move one piece, adjust a die, trigger another effect, and suddenly the whole board starts working together. It gives the game a satisfying puzzle element without ever becoming a traditional puzzle game.
It also means there is rarely a single correct way to approach a run. Different combinations can produce dramatically different results, and discovering your own preferred style is part of the fun. The game gives you the ingredients and lets you decide how ridiculous you want the final dish to be.
When Numbers Go Completely Mad
There is a point in Dicevaders where numbers stop feeling like numbers and start feeling like comedy. Attack scores climb, chains trigger, and effects feed into one another until the screen can feel as though it is struggling to keep up with your enthusiasm. These are the moments the game has been building towards, and they are precisely why the experience can become so addictive.
There is, however, a downside to such spectacular chain reactions. When multiple effects trigger at once, the amount of information on screen can be hard to follow. It is possible to recognise that something wonderful has happened without immediately understanding exactly why. For experienced players, that may simply become part of the spectacle, but newcomers could occasionally find themselves staring at a mountain of numbers and wondering what on Earth just exploded.
Thankfully, the underlying systems remain coherent once you have spent enough time with them. The visual noise is the consequence of the game’s ambition rather than an indication that the mechanics themselves are poorly designed. Once you learn what to look for, those enormous chains become something to celebrate rather than something to fear.
Breaking the Game Is the Point
There is a particular type of player who will absolutely adore Dicevaders. They are the people who see a complicated system and immediately start looking for the weakest point in the rules. They want to know whether two effects can stack, whether a particular artefact can be exploited, and whether they can turn a moderately useful dice roll into an attack score that should probably be illegal in several countries.
Dicevaders rewards that mentality. It does not treat experimentation as something to be contained. Instead, it gives you enough interconnected systems to create genuinely ridiculous outcomes and then sits back to see what you can do with them. That freedom is one of the game’s greatest strengths, turning every run into a laboratory for increasingly silly ideas.
Final Verdict
Dicevaders is a wonderfully inventive roguelike deckbuilder that takes dice, traditionally associated with luck, and turns them into one of the most satisfying strategic tools in its arsenal. The combination of grid-based positioning, unit drafting, commander abilities, artefacts and dice manipulation creates a system with enormous potential for experimentation. Every run offers another chance to discover a combination that works better than expected, and every spectacular chain reaction feels like a small personal victory.
There are some rough edges. The sheer volume of information generated during enormous combos can occasionally make the screen feel overwhelming, while later Pilots can produce sharp difficulty spikes if your early build has not come together. The game also expects you to spend some time learning its systems before everything starts to click. But these are relatively minor complaints when measured against the depth beneath the colourful alien invasion.
What really makes Dicevaders special is its attitude towards strategy. It does not tell you to play safely or follow a carefully prescribed path. It encourages you to experiment, manipulate, stack effects and push its systems until something spectacular happens. You are not simply trying to win. You are trying to discover just how completely you can break the game before Earth finally realises that perhaps letting the aliens have a turn was a terrible idea.
And when that ridiculous combination finally comes together, when the dice align, the grid sings and your attack score launches into orbit, Dicevaders delivers exactly the kind of moment that makes roguelike deckbuilders so difficult to put down. One more run suddenly becomes an extremely dangerous phrase.


















