From picking locks to slipping past patrols, every heist plays out as a tactical dice-and-deck challenge where wit is what tames your dicebag's RNG chaos. You are a thief named Chance Dallow. Sassy, sarcastic, a bit irresponsible, and absolutely certain that consequences only happen to other people.

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Planned Release Date: December 2026

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About This Game

Die Lucky

You are a thief named Chance Dallow — sassy, sarcastic, a bit irresponsible, and absolutely certain that consequences only happen to other people.

Jobs always start with a little light breaking and entering. From there, heists play out in tactical dice-and-deck challenges, from picking locks to talking your way past patrols. Wit is what tames the RNG chaos. Draw from your dicebag and deck, roll your dice, then use your gear and abilities to bend the results and assign them to encounter actions. Hit the success numbers and the job moves on. Miss, and it costs you Luck.

Your dice are your attributes. Your deck is your equipment. Your abilities are powered by Luck. And pushing your luck is how you win.

Roll. Steal. Repeat.

Every building is a run. Jobs are assembled procedurally — rooms, hazards, and patrols dealt fresh every time — but the encounters inside them are narrative: each one flips up as a written scene with its own scenario, its own challenge, and its own solution. Random encounters stack on top of the job's story beats, so no two runs through the same building play alike.

Bleakwater's work runs through three guilds. Take a contract off the board, work the job, turn it in for your cut — then go back for another. The reward climbs with the risk, and every guild master you deal with . . . for some reason . . . looks strangely familiar.

Luck runs everything

Luck is the single resource that powers everything — every extra die you draw, every ability you play, every reroll, every escape. You refill it constantly, so it's more like mana than health. Which means it's never a question as to whether you'll ever get lucky again, it's about the danger of running out of Luck when you need it the most.

Build your thief

Abilities, Equipment, and Attribute Dice. Put them together — a luck-fuelled ability, some solid gear, and a stable draw count — to seize control of your dice totals, and the job stops being a gamble and starts being a con you planned on purpose.

Which of the three you feed at any given moment — power, optionality, or longevity — is a constant push and pull, and that's what gives a build its direction.

The three build tensions to navigate:

  • Power — upgrade your dice. Bigger dice hit harder but also miss harder.

  • Optionality — collect loot and abilities. More cards means more answers per encounter.

  • Longevity — grow your luck. The deeper your pool, the longer you stay in the rogue life.

The upgrades that make the job easier:

  • Equipment cards don't cost luck, but they're basically once-per-encounter use — you're limited by your equipping slots.

  • Tool cards don't cost luck either — you're just limited by how many you can draw during an encounter.

  • Ability cards chained along the Move, Mind, and Might ability tree unlocks cost luck every time you use them, but they keep working as long as you can pay.

  • Normal encounters can upgrade one random die in your bag — a d6 becomes a d8, a d8 a d10, etc. — finish a job, beat a boss, or close a guild contract and you get to pick the die to upgrade.

On the table

  • Steal your way through 3 districts, from The Gutters to Highcrown

  • 1,000+ procedural encounters

  • 30+ heist jobs

  • 100+ keyword effects across 200+ equipment items

  • Chance encounters on the streets — flip for fate, push your luck, take a bribe, work a vendor, roll the wild die

  • ~90 minute runs, each run is different.

System Requirements

    Minimum:
    • OS *: Windows XP, Vista, 7, 8/8.1, 10
    • Processor: 2.0 Ghz
    • Memory: 2 GB RAM
    • Graphics: 1 GB graphics card capable of OpenGL 3.0+
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions.
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