GAME DETAIL
Die Lucky
From picking locks to slipping past patrols, every heist plays out as a tactical dice-and-deck challenge where wit is what tames your dicebag's RNG chaos. You are a thief named Chance Dallow. Sassy, sarcastic, a bit irresponsible, and absolutely certain that consequences only happen to other people.
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Die Lucky
You are a thief named Chance Dallow — sassy, sarcastic, a bit irresponsible, and absolutely certain that consequences only happen to other people.
Jobs always start with a little light breaking and entering. From there, heists play out in tactical dice-and-deck challenges, from picking locks to talking your way past patrols. Wit is what tames the RNG chaos. Draw from your dicebag and deck, roll your dice, then use your gear and abilities to bend the results and assign them to encounter actions. Hit the success numbers and the job moves on. Miss, and it costs you Luck.
Your dice are your attributes. Your deck is your equipment. Your abilities are powered by Luck. And pushing your luck is how you win.
Roll. Steal. Repeat.
Every building is a run. Jobs are assembled procedurally — rooms, hazards, and patrols dealt fresh every time — but the encounters inside them are narrative: each one flips up as a written scene with its own scenario, its own challenge, and its own solution. Random encounters stack on top of the job's story beats, so no two runs through the same building play alike.
Bleakwater's work runs through three guilds. Take a contract off the board, work the job, turn it in for your cut — then go back for another. The reward climbs with the risk, and every guild master you deal with . . . for some reason . . . looks strangely familiar.
Luck runs everything
Luck is the single resource that powers everything — every extra die you draw, every ability you play, every reroll, every escape. You refill it constantly, so it's more like mana than health. Which means it's never a question as to whether you'll ever get lucky again, it's about the danger of running out of Luck when you need it the most.
Build your thief
Abilities, Equipment, and Attribute Dice. Put them together — a luck-fuelled ability, some solid gear, and a stable draw count — to seize control of your dice totals, and the job stops being a gamble and starts being a con you planned on purpose.
Which of the three you feed at any given moment — power, optionality, or longevity — is a constant push and pull, and that's what gives a build its direction.
The three build tensions to navigate:
Power — upgrade your dice. Bigger dice hit harder but also miss harder.
Optionality — collect loot and abilities. More cards means more answers per encounter.
Longevity — grow your luck. The deeper your pool, the longer you stay in the rogue life.
The upgrades that make the job easier:
Equipment cards don't cost luck, but they're basically once-per-encounter use — you're limited by your equipping slots.
Tool cards don't cost luck either — you're just limited by how many you can draw during an encounter.
Ability cards chained along the Move, Mind, and Might ability tree unlocks cost luck every time you use them, but they keep working as long as you can pay.
Normal encounters can upgrade one random die in your bag — a d6 becomes a d8, a d8 a d10, etc. — finish a job, beat a boss, or close a guild contract and you get to pick the die to upgrade.
On the table
Steal your way through 3 districts, from The Gutters to Highcrown
1,000+ procedural encounters
30+ heist jobs
100+ keyword effects across 200+ equipment items
Chance encounters on the streets — flip for fate, push your luck, take a bribe, work a vendor, roll the wild die
~90 minute runs, each run is different.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 16人 | 最終観測:2026年11月1日 10:43(2日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 初回観測済み・直近7日 1件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
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