Yes!!!! That’s what I’ve said!!!!! I’m shaking very violently!!!!!!! I'm really happy to announce that Dice a Million's 2nd DEMO is out now!!!! There's a LOT new to see here, I'll explain most of the things in this post, but essentially, apart from new dice, rings, and all of that, you'll notice the game feels super fresh because of all the new features and visual revamps, I’m sure you’ll enjoy it… OK I got no time to explain anything else, so let's get to the POINT! (or the pip whatever you wanna call it)
DICE A MILLION HAS A PUBLISHER?!
Oh boy, that's right! I'm so excited to announce that I'll be working with 2 Left Thumbs to help me out with marketing, publishing, and all that stuff that doesn't involve the game itself! To celebrate, please look at this amazing new logo + key art that we got done by the amazing Octigone!

To clarify, this won't have much impact on the game itself whatsoever (apart from feedback and improvements they might suggest :)), I'll still be in control and head of development as much as before. This collaboration will mostly ensure that the marketing side of things is handled by a competent person (which clearly I'm NOT) and I get to focus all my attention on DICE!
THE MAP
Last time I talked about a feature I was working on revamping and wasn't ready to be shared yet. Well, take a look at the new map! 
I always wanted to include some kind of branching path system in Dice A Million, but I wanted to do something different than your typical “choose between 3 paths” system. After a lot of reworking and trying out multiple systems, this iteration felt the most right to me. You still advance in a straight line to the boss, just like before. Remember those chests that could randomly appear after finishing a round? Well now those are treated as that round’s “special reward”, and as you can see, they’re visible on the map. However, you can of course try to opt for something better than that good old dusty chest. Here’s where the branching paths come into place.
If you’re feeling confident in your deck, you can bet a small amount of pips to try and roll YOUR dice and get the faces that these special rewards are asking for.
I tried to make sure this system added a new interesting strategic component, but still is quick, easy to understand, and ensures the focus of the game keeps being on rolling dice as usual. I’m sure you’ll like it :)
VISUAL OVERHAUL
I’ve been also working on adding a lot of little cool custom animations for most of the effects in the game!

This, apart from looking pretty sick, will ensure it’s easier to read everything that happens on the board.
Also as you may have noticed, there’s a new background!! This will be the new default background for now, but the old one isn’t gone forever. You are be able to change them in game, and… well, you’ll see what I have in mind!
COLLECTION REWORK
Something I've been hiding for a while is a complete rework of the collection menu!! This comes with new tabs for bosses and enchantments, as well as a stats system, so you can keep track of how many times you roll a dice or take a ring. Finally, you'll be able to brag to your friends about your addiction to taking Bottle of Caps every single time!!!!

More features like different sorting methods and graphs are in development, I got you covered, my statistics nerds ;)
AND... FULL GAME RELEASE????!!!!!
OKAY let’s calm down. The game isn’t quite ready yet, there’s still a lot to do and a lot of walls to bang my head against, buuuut we’re definitely getting closer! Apart from getting everything for the new demo set up, these months I also focused on narrowing down the scope of the game and what exactly I want in the 1.0 release. I think I can confidently say that the game will come out in late 2025 / early 2026[[/b]. There will be a lot of hands, difficulty levels, achievements, objectives to work towards, dice, rings, and of course, tons of secrets.
Also!! I wanted to thank Graeme from 2LT for all the help and feedback he’s been giving me! He’s basically making sure the dice-based gambling meal I’m cooking is in perfect state for you guys.
Anyways, that's all for now! Be sure to join the official discord server to keep up with updates and let me know of any bugs you find!!
Here's the full changelog, happy gambling!!
CHANGELOG:
New dice:
- Translucid D6, Echo Cube, Casino Die, Electric Die, Anchor, Pandora's Box, Ivory Die, Granite Die, Porcelain Figurine, Pigdie, Mirror Cube
New rings:
- Blackring, Cell Ring, Fishbone Charm, Mini-AWP, Smiley Medal, Stamp Ring, Platinum Ring, Electric Ring, Radiowave
New cards:
- Charge, Reward
New bosses:
- The Blackout, The Cautious
New features:
- reworked map system, you can now roll your dice to get some special after round rewards, as well as use cards while in the map screen
- new stamp system. upgrade face numbers globally throughout your run. silver ones give you +0.2 mult and golden ones give you +0.5 mult
- added new booster packs to the shop (enchanted dice pack & stamp pack)
- beating a boss now gives its usual rare dice reward plus a new golden stamp
- skipping end of round rewards now gives you pips
- added gilded rings (essentially rings with "echo" enchantment)
- added new parity check indicator (toggleable in settings). allows you to easily tell wether your roll is all odd, even, or mixed
- added several new unique animations and sound effects for most of the dice/rings in the game, making everything more stylish and also hopefully improving readability
- added new tabs and statistics to the collection menu
- new "charges" system used by a couple of dice. everytime you roll one of these a charge is added. their effect will only be triggered once they're rolled while fully charged, using up their charges
- added red dice rooms. think of these as your "elites" or "minibosses". harder regular rounds that will always reward you with rare dice selections. unlocked by beating the game at least once.
- removed the permanent shop ring per face, replaced with another booster pack slot. there's now plenty of new ways to obtain rings with the new map system, so this felt pointless
Changes:
- changed how big numbers work internally, should be more stable in general, this is something a bit experimental I wanted to test with you guys. this also resets your old score records, but isn't it more fun starting fresh?
- changed the default background, the old one is still accesible through the settings menu
- selling cards now gives you more pips based on which face you currently are (F1 -> 5, F2 -> 50, F3 -> 500)
- odd of dice / even of dice now discard themselves if their requirements aren't met, instead of changing their value to 0. this allows you to use them with the eternal enchantment. also updated their sprites
- bandaid ring nerfed from +5 to +3 extra value
- magnetic die physics reworked, plus now it gives +1 charge to charged dice
- changed the name of "Multiplier Die" to "Carlos's Die"
- updated 2-faced coin, lucky block and ice die sprites
- ice die and fire die are now unlocked by beating their respective bosses (if you've played the old demo before you already have them unlocked)
- ancient die now works with the new charge system, making it more viable (also technically buffed since it now requires 8 rolls, instead of 10)
- updated fire die sprite and buffed from 20-25 to 30-35
- vampire die now discards dice instead of changing their value to 0 (again, makes the eternal enchantment much more useful)
- pocket pencil is now worth 3 instead of 0, and also buffed its mult from 3X to 4X
- incubus die now gains "base value" instead of extra value that doesn't disappear. this makes everything more consistent, and allows it to gain extra value on top of its base, but also makes it so the base only goes up whenever it eats other dice, which wsa always its intended use
- unbalanced die is now worth 51 on its highest face instead of 50, ensuring it's always odd
- magic ring nerfed from 3X to 2X
- large number dice (d100, d666, piñata) now display their face when rolled
- standard dice packs on the shop now contain at least uncommon dice
- added titles to end-of-round rewards to show what type of reward you're getting
- updated several item descriptions to be more clear
- added several UI and game animations
