Rain - Adds 1 to the number shown on all Numeric and blank faces.
Snaking Multiplier - The snaking multiplier snakes between dice and eats all numeric die faces. Increases the value of the face it is pointing to based on its length and the total numeric value it has eaten. Disappears when it points to nothing or itself.
Voidling - When this face is not rolled, it increases the value of whichever face is rolled by 50. Otherwise has no value.
Lock Pick - When rolled, subtract 2 Lock Value from a random, adjacent, Locked Die. A Lock Pick can only be used once per Complete Roll.
Lock Smith - When rolled, this face has a 2% chance to randomly lock one adjacent die. When a locked die becomes unlocked, if it is adjacent to a Lock Smith, it will create 2 copies of itself instead of 1.
Cloverfield - Four Leaf Clovers are considered to be Viral Faces and have a chance, when rolled, to replace any other adjacent die face with a Four Leaf Clover.
Diagonal Adjacency - Adjacent now includes diagonally adjacent dice.
Circle of Life - When a die is reincremented, it generates a new blank die. All blank faces now spawn with a reincrementor attached to every face.
Recently rolled passives are remembered and won't be given again in the shop
If you hold the roll button for 75 straight rolls, you will start to 'Roll-out' and roll speed will increase!
Custom Share: When you finish editing custom settings, a shareable code is copied to the clipboard. Paste a code from a previous game or from another player to automatically fill out custom settings!
Two new custom/weekly mode modifiers: Survival and Passive Limit
Mobile versions now display which upgrades are free/premium in the dice-o-pedia
Airstrikes are "animated"
Added the option to reset your own highscores
Shortened description of all die faces and added Die Face, Attachment, and Modifier tags
Non-Numeric Adjacency Multipliers no longer get friendly rerolls
Doubler now starts at 64 but requires 4 rerolls to double
Roll 2.0
Thank you so much for being patient while I worked on this update. The game needed a lot of restructuring in its coding architecture to make it more sustainable in the future. This update brings so many changes and new content that I can't possibly remember everything that went into it but here's the biggest chages:
90 new shop items!
3 new game modes: Quick, Weekly, and Custom
Now available on mobile devices!
Dice-o-pedia to view all available items
Post-game statistics
Un-capped rerolls
In-game search, inspect, and undo functions
Fully Resizeable Display
New tutorial
UX Overhaul
Roll: UX Overhaul
New Features, QoL, And Miscellaneous
Every item in the game was given a new description
The aim of this update is to improve readability and clarity of all item descriptions. If you feel any of the descriptions are still confusing or have any typo, grammar, or suggestions regarding the descriptions let me know!
Some items were given a new name/title to better differentiate or describe them
Descriptions can now be accompanied by subdescriptions to help reference other upgrades or game mechanics
Descriptions of die faces can now be viewed from the Expanded Dice View
A preview of the die face you are currently selecting is present in the Expanded Dice View
You will now zoom in to the location of your cursor on the Expanded Dice View when scrolling
Analytic mode will now show you the result of each die's Complete Roll (roll + rerolls).
Analytic mode text has better readability, especially in night mode and on top of die faces
With Analytic mode on you can hover over the Roll Counter (top right corner) to see stats for the entire roll
Entire roll stats (hover top right) will show the total points accrued for each Complete Roll (roll + rerolls) as well as the best 3 performing dice from that roll.
When showing the Entire Roll stats, the 3 best performing dice will be shaded (can be accessed in the Expanded Dice View as well).
Wilds should now properly target Lottery Total Roll Multipliers.
Fixed Left/Right sums gaining excess value on rerolls
Improved graphical quality of the title screen
Improved images for 200/300 roll locks
Left clicking an item you cannot afford will flag it
Added Content
3 New Items
Shop Weight: After purchasing a Shop Weight, the next item purchased from the shop, which is not a Passive Ability, will be more likely to appear in the shop's stock in the future. Can be applied to the same item multiple times.
Shop weights should give you more control about which items are appearing in the shop. This will help you build more into the synergies you are going for.
Cleanse Shop: Removes all Shop Weights everywhere. Any item affected by a Shop Weight that is currently in the shop will have its cost reduced to 1. Additionally, all future Shop Weights will be more effective. Every Shop Weight purchased makes this item more likely to appear. Can be purchased more than once.
Basically incase you get carried away with too many shop weights and you need to change your build's direction. Can also improve your shop weights to be "heavier" and get you some cheap items.
Random Consecutive Die: A die with ascending consecutive numeric faces starting from a random number. Example: 37, 38, 39, 40, 41, 42
This should further facilitate your ability to build better and longer runs.
Updated Content
Item Changes
Passive Hunter: Now only provides 1 free shop refresh instead of 2.
Mail-in Rebate: Multiplies the final accrued value by 100 instead of 10.
Failed lottery reroll: Rerolls failed lottery faces 3 times instead of 2.
Factor 18 Multiplier: Now Factor 50 multiplier, multiplies the result of all dice by 50/(total quantity of dice in play).
Previous Roll Multiplier: Now will always multiply the previous roll unless the previous roll was another Previous Roll Multiplier. Now cannot have its value increased by passive abilities.
Lottery Total Roll Multiplier: 10% 1/4 -> 10% x1/12
Lottery Total Roll Multiplier: 20% 1/4 -> 33% x1/36
Key: A Locked Die can only benefit from a key effect once per Complete Roll (roll + all rerolls).
Locks: 300 & 500 -> 200 & 300
Ninety-Nine Ninety-Nines: Now applies before the roll is calculated
This will allow it to be effective with Only-Numeric Multiplier Squared.
Stop Production: All Generators will no longer have their stated effect. instead, they will be worth:(total quantity of dice in play)
(number of rolls to produce)
(10) or (quantity of free shop refreshes)^3
Now gives points every roll instead of on die/refresh creation
Adjacency Reroll Die: Now every face is a 3x adjacency reroller.
Lottery Die: Now has an equal random chance for each face to be any standard lottery face.
Modified Die: Now every face has a x10 attached multiplier on it
Quantity Die (previously Dice booster): Now has an equal random chance for each face to be any value of die quantity multiplier, while the 6th face is still a Standard Die Generator.
Four Leaf Clover: Now boosts lottery odds on its own die when not rolled as well as all other dice when rolled.
Lucky 7's: 7's and 77's adjacent to a Four Leaf Clover are now multiplied by 77.
Cancelled Upgrades
The following upgrades have been removed from the game: Doubles Reroll, Triples Reroll, Even Reroll, #/5 Reroll, <6 Dice increase, 99 Decrementor, 99 Half Decrementor
Shop Changes
Changed the way droprates are calculated to allow for Shop Weight implementation
Changed the droprates of all items
Increased Shop and Passive Scaling
I will continue to nudge the scaling values around until I can find the right balance.
Hope you enjoy the new stuff :) -Xrai
The '100 Dice Bonus is Busted' Update
Removed 100 Dice Bonus from the game.
The stacking 20% bonus was WAY too powerful at large dice quantities. This upgrade made the entire game reliant on a single passive… This is something I’d like to move away from in general, so the 100 dice bonus has been split up into multiple smaller bonuses which can be stacked as your number of dice increases.
Added 6 new passives
50 Dice bonus (500%)
50 Dice bonus(800%)
100 Dice bonus(1000%)
100 Dice bonus(3000%)
1000 Dice Bonus(5000%)
1000 Dice Bonus(10000%)
The Leaderboard has been reset.
Due to the massive impact 100 Dice Bonus had on scores, local highscores as well as the Top 100 and global rankings have been reset.
Bug Fixes:
Fixed an issue where No Weights passives were triggering with weighted faces
Fixed an issue where Wilds were not properly copying other faces
Fixed an issue where players could roll while viewing the shop
Fixed an issue which would softlock the game and stop decrementing the roll counter (i think)
Fixed an issue where players could purchase 12 bogos
Fixed add previous roll to rerolls and add die quantity passives not occuring before other passives
Upgrade Changes:
< 6 dice reroll (x3)
<6 dice increase(x3)
<13 reroll(x2)
Die rebate 1000 (used to be 500)
Numeric bonus x50 (used to be x5, now tier 4)
Adjacency multiplier x10 (used to be x1, now tier 3)
Made locks less common
Passives Moved to Tier 4: Top 2, No 99’s Reroll, No Weights Increase, Add Die Quantity, Single Set Bonuses, Add Previous Roll to Rerolls, Rigged Machine
Passives Moved to Tier 3: Die Quantity Single Face Multiplier, Numeric Bonus x10, Lucky Rerolls, Lucky 7’s, No Weight 200% Bonus, Perfect Square 200% Bonus, Weight Bonuses
Sweeping Shop Price Changes
I made shop price changes across the board, specifically trying to balance around the scaling ability of each upgrade and focusing more on the stage of the game in which the upgrade is available. (note these changes are to the base price of upgrades and do not affect the overall price scaling)
EXAMPLE: The balance between Single Face Multiplier and Adjacency Multiplier is a good example of this. At face value, a x5 Single Face Multiplier is ~4x weaker than a x5 Adjacency Multiplier. The prices of each upgrade were ROUGHLY balanced around this idea (theres obviously a lot more that goes into it). However, when you consider the multiple passive abilities which apply to Single Face Multipliers allowing them to outscale Adjacency Multipliers, the same evaluation does not hold up. Furthermore, Adjacency Multipliers are available later in the game, making them even less valuable. This line of thinking (along with in-game experiences to back it up) has led me to reduce the cost of Adjacency Multipliers significantly and is exactly the kind of change which I am attempting to replicate across all upgrades.
Keep in mind that these price changes will more heavily influence the early/mid game, whereas the relative cost of upgrades becomes somewhat negligible as shop prices scale later in the game (more adaptive scaling to be potentially addressed in a future update). That being said, I made changes to the price of nearly every upgrade in the game (90% of upgrades?). I won’t be able to list all the changes here, but I will note some of the changes which I feel are most significant, and I highly encourage you to re-evaluate upgrades based on the price at which you see them in-game.
Some Notable Price Increases:
¼ Lottery Multipliers
Previous Roll Multipliers
Top 3
No weight rr
Add die quantity
Single Set Bonus
Rigged Machine
Passive Hunter
All Quantities x5
Some Notable Price Reductions:
Incrementors
Rerollers
Adjacency Rerollers
Adjacency Multipliers
Four Leaf Clovers
Lucky 7’s
Square Bonus
Square Increase
Square Reroll
Weight bonus
Scavenger
Immune Total Mults and Adders
I am trying to keep the game at a fun, competitive, and playable state while also working on some BIG projects that will really bring Roll to the next level. I appreciate the patience and support from everyone as this game continues to develop. I might not be as responsive/engaged as usual for the next month or so while I work diligently on some big updates and spend time with family. Enjoy your holidays, much love, Xrai
Viral Update Quick Fix and Minor Adjustments
Fixed flag not working properly with Add Die Discount Made light weights slightly cheaper Made weights cheaper Very minor reduction to overall shop scaling
The Viral Update
Roll: Viral Update
Added Content
5 New Die Faces
99 Die Adder: Replaces a die face of your choice with a 99 die adder. Every 100 times this face is rolled, it adds a new die with faces (99, 99, 99, 99, 99, 99)
Left Sum: Replaces a die face of your choice with a left sum face. When rolled, this face will have the value of: The sum of each face to the left of this die until reaching the end of the row, or another left/right sum face. If pointing at a right sum face, all dice between the two will be multiplied by double the quantity of dice between them. This effect ignores wilds and faces which multiply the entire roll and this face cannot have its value increased by passive abilities.
Right Sum: Replaces a die face of your choice with a right sum face. When rolled, this face will have the value of: The sum of each face to the right of this die until reaching the end of the row, or another left/right sum face. If pointing at a left sum face, all dice between the two will be multiplied by double the quantity of dice between them. This effect ignores wilds and faces which multiply the entire roll and this face cannot have its value increased by passive abilities.
Exclusive Multiplier: Replaces a die face of your choice with an exclusive multiplier. When across all rolled dice, only 1 exclusive multiplier is rolled, the single exclusive multiplier will have the value of: all wilds and total roll multipliers (left/right sum, total roll lottos, multipliers) + 200% for each other exclusive multiplier in play that was not rolled. Each die can only hold one exclusive multiplier and when more than one of these faces are rolled, it will have no value. Cannot have its value increased by passive abilities.
Dirus: Replaces a die face of your choice with a Dirus. When rolled, this face will have the value of: total dice quantity. This face also has a chance, when rolled, to replace an adjacent, numeric die face with a Dirus. If, across all rolled dice, there are zero numeric faces, Diruses will be worth 10x more.
11 New Passive Abilities
Run Length Multiplier: When you roll a run (3 or more consecutive numbers), the value of all dice in the run will be multiplied by the length of the run.
Mail-In Rebate: When a die gains a rebate, it will not pay out immediately. Instead, it will accrue all rebates over the next 100 rolls. After 100 rolls, the total amount accrued will be multiplied by 10 and paid out.
Only Face Multiplier Squared: If the most common number rolled is also the only number rolled, the result of all multi-face multipliers will be multiplied by the number of occurrences an additional time.
Viral Die Quantity Multipliers: Die quantity multipliers have a chance, when rolled, to replace any adjacent die face with a copy of itself. Additionally, Diruses will be 2x as likely to spread and the value of all Diruses will be multiplied by 10.
Immune 99’s: Upon purchase, numeric 99’s are immune to the effects of Diruses and viral die quantity multipliers
Immune Total Mults and Adders: Upon purchase, total roll multipliers (wilds, left/right sum, total roll lottos, multipliers) and all die/refresh adders are immune to the effects of viral die quantity multipliers.
All Quantites x5: All die faces/passive abilities that gain value based on the total quantity of dice, will instead use 5x that amount.
100 Dice Bonus: For every 100 dice you roll, gain a stacking 20% bonus on all dice. Does not apply to wilds or faces that multiply the entire roll.
Stop Production: All die/refresh adders will no longer add dice/shop refreshes. When they would normally add a die/refresh, they will instead be worth: Quantity of dice
number of rolls to produce
100 or Quantity of shop refreshes ^2
100
Ninety-Nine Ninety-Nines: If you roll 99 or more 99’s, all other rolled numeric faces will have their face value increased to 99.
Add Die Discount: All Dice and Die Adder Faces are 15% Cheaper. Additionally, for each new die you gain, reduce current shop prices by 2%. Does not apply to refresh stock or shop upgrade. (Must refresh stock for 15% discount to apply).
Updated Content
Upgrade Changes
All-In!: The result of all lottery faces will be multiplied by 10. When all lottery faces in a roll are a failure, lose all banked points.
Set All Die Faces: Choose a numeric die face. All other faces on the chosen die will be set to the value of the chosen face. Removes all incrementors.
Add half die quantity: all numeric dice have half the quantity of dice added to their roll result. This effect occurs before bonuses and after multipliers.
Cancelled Upgrades
The following upgrades have been removed from the game: Doubles Increase, Triples Increase, Even Increase, #/5 Increase, #/5 Major Increase, Run Mega Increase, Die with random faces <13, Lotto Die Adder
Shop Changes
Added 2 additional starting free shop refreshes (you now start with 3 free refreshes)
All passives are 15% more expensive to start and now scale slightly faster than other upgrades
Costs more to upgrade to higher shop tiers (excluding shop 1, very minor increase for shop 2)
Slight increase to cost of die quantity multipliers
Add reroll x1/2 and Add half incrementor are now available in the starting shop tier
Cost reduction to add reroll x1/2/3 and half/full incrementor
Cost reduction to basic numeric faces
99’s are more common amongst basic numeric faces
Slight cost reduction to all dice and die adders
Keys are slightly more common
Adjacency multipliers are cheaper and available in earlier shop tiers
High value (x5/10) single face multipliers are available in earlier shop tiers
New Features, QoL, And Miscellaneous
Added a discord button with a link to the roll community discord.
SUBSTANTIAL performance improvements for all performance modes, especially maximum performance.
99^2 or (9801) is now the maximum number of dice you can obtain. Any dice added via the shop or adders after this point will still contribute to Die quantity multiplier, Dirus, 100 Dice Bonus, Stop Production, and Add Die Quantity values, but will not be rolled and will have no value.
You can now click and hold to roll.
You can now navigate between views using the arrow keys.
All fading transitions are now controlled by the transition speed setting.
Different ‘switch view’ sound effects for each of the different transition speed settings that will more accurately match the speed of the transition.
Added a popup that will notify players to turn off analytic mode for lag reduction.
Fixed an issue where multiple users would share the same highscore.
Fixed screen overlay issues between the shop and dice at large dice quantities.
Fixed an issue where the shop indicatore button would disappear at the start of the game.
I think that’s all the changes… honestly so much has changed that it’s hard to keep track at this point. Anyway, hope you enjoy the new stuff :) -Xrai