Die Casting Together is a co-op tactics roguelite for two heroes who each throw a die every turn. Take one each with a friend, or go solo and run both yourself, or let a partner bot take one. Roll, pick one move apiece, lock in, and the whole turn plays out at once, every enemy included!No take-backs, and nobody waits on anyone. You talk it through, half-agree, commit, and then find out what you actually did. Your partner is usually fine. Usually.
The die is cast
- Roll first, then decide. The face on your die is how hard you hit this turn, and you both see it before anyone picks. A big roll is a kill you build the turn 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. Plans get shared, argued over, and now and then even followed.
- Then it all goes off together. Fast heroes move before slow ones. Attacks land on the cell you aimed at, not wherever the goblin wandered off to.
- Enemies don't roll. Their attacks are marked on the board before you choose, and the numbers are exact. You know what's coming. The question is what the two of you do about it.
- Friendly fire stays on. The Bolt that catches your partner isn't a bug. It's the story you tell at dinner!
Four heroes, pick two
- Thok, the Bruiser. Slowest thing on the board and everyone is still scared of him. 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 Bolt that goes straight through the line, and a Blink to get out of trouble.
- Magrid, the Anchor. The reason enemies are never where they meant to be. A Chain that hooks them in, a Scatterblast, and a Bulwark that shields you both.
- Gustav, the Windcaller. Gusts one goblin back, Gales a whole line away, and Repels anything that gets too close.
Both want Fizzwick? Go for it! "Wait, we're BOTH glass?" is a valid strategy.
A run that changes the rules
- Three acts, three bosses. Each one has a windup you can read and a punish you can plan. Reading it is the easy part.
- Draft between fights. One of three, over a hundred cards, and the good ones mess with the turn itself: who moves first, what a collision costs, what the die can do.
- Build as a team. Your partner sees your cards. One of you sets it up, the other cashes in!
- Load the die. Weight a face, bank a reroll, get paid when you both roll the same!
- Relics, gear, merchants, camps. And a seed on every run, so you can hand a good one to a friend or replay a bad one turn for turn.
What's waiting past act one, we'd rather you found out yourselves.
Play however you two are
- Online by lobby code. One of you reads out five characters, the other types them in.
- Hotseat on one screen, or over Remote Play Together with a friend who doesn't own it.
- Solo running both heroes yourself, or with a partner bot that plays by the same rules you do. It can be revived after it walks into your Gale.
- Offline first. No account, no live service, no battle pass.
The free demo is act one: three fights on the Road, then the Warden. Beat him together and Gustav joins the roster!