ROLL一下勇士 Preview: A Tactical Roguelike Dice Casino


Stove Studio has released a demo for ROLL一下勇士, a tactical roguelike that blends squad positioning, rune-based dice rolls, and roguelike progression into a single system. According to a hands-on preview published by Ali213, the title mixes genres in a way that feels less like a conventional strategy game and more like running a casino on a chessboard — every move requires calculation, yet every hand still depends on luck. The preview describes the game as having both very strong and very weak points, with its dice-driven combat standing out as the clearest highlight of the demo.
Combat centers on a shared resource pool rather than raw dice totals. Each character has an independent dice pool, and different classes produce different rune ratios and point distributions. Every round, rolls generate four rune types — sword, shield, staff, and star — which are added to a common pool. Skills draw on that pool, and as characters level up, more powerful abilities demand more points and offer greater variety. If the pool cannot meet a skill’s requirement, even a well-built squad is left without options. Players who dislike a given round may restart a single encounter before it ends.

At the start of a run, players choose three characters from five classes: Militia, Guard, Hunter, Apprentice, and Priest, the last of which unlocks after clearing the first chapter. A run can eventually field up to six controllable characters. Every class offers multiple evolution paths, and each upgrade strengthens its dice pool and skills while unlocking special effects — for example, standing in the middle column can buff allies. Because positioning and upgrade paths interact directly with the dice pool, the preview notes that squad-building effectively begins the moment a run starts.

Battles follow a level-based structure: players pick a direction on the map, encountering enemy, reward, and shop tiles before a boss at each stage’s end. The demo currently stops at the fourth level. Early stages teach rune and formation logic gently, but the fourth level spikes sharply, and failure sends players back to level one with little in the way of rewards, making the roguelike penalty feel heavy. Many map events and shop sections remain locked, leaving reward variety thin. Even so, the preview concludes that the full version is worth watching — randomness here is designed as part of the strategy rather than its enemy.


