A co-op tactics roguelite where two heroes each roll a die and the whole turn goes off at once, enemies and all! Draft cards that bend the rules, push your luck on a big roll, then dig into Endless. Friendly fire stays on. Online, hotseat, or solo: run both heroes or bring a bot.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Die Casting Together is a co-op game about two heroes making one plan: play them with a friend, run both yourself, or team up with a partner bot. What it grows into should be decided with the people who play it. The core is in place and it's fun: each hero rolls, each picks a move, and the whole turn resolves at once. Much of what surrounds that core is still open: which heroes and team-ups the game needs, which modes people actually play, how long a run should be, and what keeps players coming back after they've won. Co-op balance lives in what real players do on the board, friendly fire included, and testing with bots and a small group can't stand in for that. We want players in while their feedback can still change the shape of the game, not just its numbers. Every run exports a replay, so when something feels wrong you can send us exactly what happened.”

Approximately how long will this game be in Early Access?

“Around six to nine months, depending on what players ask for along the way. If that changes, we'll explain why in a news post.”

How is the full version planned to differ from the Early Access version?

“Early Access starts with the core game: the full turn system, a three-act run, four heroes, and the cards, relics and enemies around them. The full version is where that grows, and players will help decide what comes first. We plan to work on more heroes and new ways to play the existing ones; new enemies, bosses, boss variants and kinds of encounters; goals for players who have already beaten the run, such as a deeper endless mode and harder difficulty levels; new ways to play on the same rules, such as a shared daily seed and a head-to-head mode; pings and other tools for online play; Steam Deck support; and more interface languages. This list will change as we learn what players enjoy. Some ideas will grow, some may be dropped, and players will suggest things we haven't thought of.”

What is the current state of the Early Access version?

“The core game works, and you can play a full run today, with a friend or solo. Everything around it is a first version. Right now there are four heroes, three acts with three bosses, over a hundred cards to draft, relics, equipment, merchants and rest stops, an endless mode, and online play by lobby code, hotseat, and solo, where you run both heroes or play beside a partner bot. The turn itself (roll, pick, everything resolves at once) is the part we're confident in. Balance will change often, some art and effects aren't final, and the roster, modes and long-term goals are smaller than we want them to be at 1.0.”

Will the game be priced differently during and after Early Access?

“The price will rise modestly at 1.0, as the game grows. Early Access buyers keep the game at the price they paid.”

How are you planning on involving the Community in your development process?

“We'll build the rest of the game with the people playing it. Steam discussions and a Discord server are where we collect ideas, run stories and bug reports, and we'll ask players directly when we choose what to build next: which hero, mode or enemy. Every run exports a replay; attach it to a report and we can replay your game turn by turn. Larger changes go to an opt-in beta branch first, so players can try them and tell us what they think before they reach everyone. Patch notes will say which player reports led to which changes.”
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About This Game



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, 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!

It all happens on a papercraft board in a little paper room: sticker heroes, cut-out goblins, and a room of its own for every act. Spin it, tilt it, zoom in on the trouble. No take-backs, and no waiting for your turn. 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!

Five heroes, start with two

  • Thok, the Bruiser. The slowest hero 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. Quick, fragile, and first into every kill race. Skirmish Shots, a Bolt that goes straight through the line, and Blink Guard to get out of trouble.
  • Gustav, the Windcaller. Gusts one goblin back, Gales a whole line away, and Repels anything that gets too close. Win a run and he joins you!
  • 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. Reach act two to recruit her.
  • Venn, the Knifeshade. Tiny knife, big entrance. Daggers hit a lone enemy twice as hard, and a Piercing Dash cuts straight through a lane. Venn waits deep in Endless and fights in Endless runs.
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!
  • Push your luck. Carve a face, bank a reroll, let a big roll ride, or go All In together and pray for doubles!
  • Strangers on the road. A roadside shrine, a stranded porter, a folding table with a house die. Every deal costs something, and you each pick your own.
  • Relics, gear, merchants, camps. Bet on the Bounty Clock if you think you're quick. 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.

Won it? Keep going

  • Endless. The full run, and then the road keeps going, harder every act. Buy a class at a boss camp (ten of them, two per hero) and see how deep the two of you can get!
  • Heat. Win a full run to open five Heat levels: shielded foes, leaner purses, earlier fury, shorter camps.

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: two fights on the Road, a stranger with a deal, then the Warden. Beat him together and Gustav joins the roster!

AI Generated Content Disclosure

The developers describe how their game uses AI Generated Content like this:

The art, some of the music and the in-game text were made with AI tools during development, then selected and edited by the developer. Nothing is generated by AI while you play.

System Requirements

Windows
macOS
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Any x64 CPU from 2015 or later
    • Memory: 4 GB RAM
    • Graphics: Integrated graphics, 1280×720
    • DirectX: Version 11
    • Storage: 1 GB available space
    • Additional Notes: Broadband internet for online co-op only; offline play needs none
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires an Apple processor
    • OS: macOS 12 or later
    • Processor: Apple Silicon (M1 or later)
    • Memory: 4 GB RAM
    • Graphics: Apple Silicon integrated GPU, 1280×720
    • Storage: 1 GB available space
    • Additional Notes: Broadband internet for online co-op only; offline play needs none
    Recommended:
    • Requires an Apple processor
    Minimum:
    • OS: SteamOS 3 or Ubuntu 22.04, 64-bit
    • Processor: Any x64 CPU from 2015 or later
    • Memory: 4 GB RAM
    • Graphics: Vulkan capable integrated graphics, 1280×720
    • Storage: 1 GB available space
    • Additional Notes: Broadband internet for online co-op only; offline play needs none
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