
GAME PROFILE
Die Casting TogetherDie Casting Together
Die Casting Together is a co-op tactics roguelite for exactly two people. You each play a roller, a hero who throws a die every turn. Roll, then each pick one move. Every enemy on the board has already picked theirs. Then you lock in, and the whole turn plays out at once. No take-backs, no waiting for the other player.…
Die Casting Together is a co-op tactics roguelite for exactly two people. You each play a roller, a hero who throws a die every turn. Roll, then each pick one move. Every enemy on the board has already picked theirs. Then you lock in, and the whole turn plays out at once.
No take-backs, no waiting for the other player. You talk it through, half-agree, commit, and find out what you actually did. Sometimes it's brilliant. Sometimes your partner was standing in it.
The die is cast
- Roll first, then decide. Your roll sets how hard you hit this turn, and you see the number before you choose. So does your partner. A big roll is a kill you plan around. A small one is a turn you play safe, or don't.
- Everyone commits at once. Your partner sees your pick before you lock, so plans are shared, argued about, and often wrong.
- Everything resolves at once. Fast rollers act before slow ones. Attacks land where you aimed, not where the enemy went.
- Every enemy attack is telegraphed, and enemies never roll. Their numbers are always exact. You always know what's coming. The only question is what the two of you do about it.
- Friendly fire is always on. The shot that hits your partner isn't a bug. It's the story you tell afterwards.
Four rollers, one duo
- Thok, the Bruiser. Slowest thing on the board and everyone is scared of him anyway. Slams, Heroic Leaps, and a Riposte he calls before the hit lands.
- Fizzwick, the Tempest. Acts first, dies first, starts every kill race. Skirmish Shots, a piercing Bolt, and a Blink that dodges and repositions.
- Magrid, the Anchor. The reason enemies are never where they meant to be. A Chain hook, a shell-fed Scatterblast, and a Bulwark that shields you both.
- Gustav, the Windcaller. Gusts one enemy back, blows a whole line away, and Repels whatever reaches him.
Pick the same roller as your partner if you want. "Wait, we're BOTH glass?" is a valid strategy.
A run that changes the rules
- Three acts, nine fights, three bosses. Each boss has a windup you can read and a punish you can plan.
- Draft 1-of-3 between fights. Over a hundred cards, and the best ones change how the turn itself works: who goes first, what a collision does, what a whiff does.
- Build as a team. Your partner sees your cards. What one of you sets up, the other cashes in.
- Load the die. Cards and relics that weight a face, bank a reroll, or pay out when you both roll the same.
- Relics, gear, merchants, rest stops. And a seed on every run, so you can share it, restart it, or replay it turn for turn.
Play however you two are
- Online by lobby code. One of you sends five characters, the other types them in.
- Hotseat on one screen, or over Remote Play Together with a friend who doesn't own the game.
- Solo with a partner bot that follows the same rules you do, and can be revived after it walks into your Gale.
- Offline first. No account, no live service, no battle pass. One price.
What this game is not
- Not real-time. There is no action phase and no execution skill.
- Not hidden-information. Your partner always sees your plan and your cards.
- Not a game where the dice betray you. Your die rolls before you choose, never after — you plan around a face you can already see, and a reroll is a card you spend, not a prayer. Enemies never roll at all: every telegraphed number is exact.
CHEATS
游戏修改项
当前没有可用修改项
您仍可浏览游戏资料;如后续支持修改器,修改项会显示在这里。
DISCOVER MORE








评论