A 2-player co-op tactics roguelite for you and a friend. Roll your die, pick a move at the same time, lock in, and watch every plan resolve at once: yours, your partner's, and every enemy's. Sometimes it works. Sometimes your partner was standing in it. Online, hotseat, or solo with 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 game about two people making one plan, and what it grows into should be decided with the duos who play it. The core is in place and it's fun: you each roll, you each pick 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 pairs actually play, how long a run should be, and what keeps a duo coming back after they've won. Two-player balance lives in what real partners do to each other on the board, 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 duos 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 together today. 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, or solo with 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, duo 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 exactly two people. Every turn, you and your partner each roll a die, 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 heroes 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 heroes, 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 hero 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.

AI Generated Content Disclosure

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

Pre-generated content (made with AI tools during development, shipped in the game):

Art: the character, enemy and terrain sprites and the key art were made with AI image tools from our own concept art and style references, then selected, corrected and composited by hand. The interface art is also AI-made: icons, card frames, tabletop backdrops and the logotype. Board tiles, threat shapes and panels are drawn in code.

Music: the menu music, the camp music and one layer of the fight music were generated with Leonardo.ai. The main fight track and every sound effect come from public-domain (CC0) libraries.

Writing: the story, dialogue and interface text were drafted with AI writing assistants, then edited and approved by the developer.

Code: the game's code was written with AI coding assistants and is tested and reviewed by the developer.

Live-generated content: none. Nothing in the game is generated by AI while you play. Online play only passes the players' own choices between the two of them, and the partner bot is ordinary rule-based game code.

The developer is responsible for everything that ships.

System Requirements

Windows
macOS
    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
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