Every hero is a die
Blade, Shield, Priestess, Ninja, Poisoner. Each member of your party is a six-sided die.
HIT strikes the front enemy, GUARD blocks damage this turn, HEAL mends the most wounded ally.
Which face comes up is up to the die. All you can do is shape the dice before the fight.
Combat plays itself
When battle begins, everyone rolls at once and acts in order of speed. You cannot give orders mid-fight. Take your hands off the keyboard and watch the dice tumble.
HIT always targets the front of the line; only PIERCE reaches the rear. Formation is your whole strategy.
See their dice before you fight
Before every battle you get a formation phase: read the enemy's six faces and traits, then decide who stands in front.
The Blade hits harder at the front. The Shield carries half its Guard into the next turn. Every hero's trait changes who belongs where.
A new face replaces an old one
Win a fight and you earn a new face. Put it over any face of any die. The old one is gone for good.
Replace the Shield's BLANK with GUARD 3? Or swap the Blade's HIT 1 for PIERCE 2 and send it after the back row?
Level up or visit the market to load a face so it rolls more often. Rare SWEEP, TWIN and RIPOSTE faces can change a die's whole personality.
A journey in three chapters
Village roads at dusk, a misty mountain pass, a castle of oni. Choose your path through each chapter and face its boss at the end.
Buy faces and load your dice at the market, rest at the inn, revive the fallen at the shrine. Fallen heroes return only at a shrine, or with 1 HP when the next chapter begins.
A run takes 20–30 minutes. Earn unlock points to recruit the Oni, then climb five difficulty levels, each adding a new rule.
Charms reshape every run
There are 32 charms in all. Find them after elite fights, in chests midway through each chapter, and at the market. Beat the Chapter 1 or 2 boss and pick one of three powerful charms, each with a drawback.
Every run unlocks more charms, and unlock points buy Training that gives your next run a small head start.
The ending depends on who is still standing
Shuten-doji of Mount Oe has stolen the village's luck, and your party marches on his castle. Who is still standing at the end decides how the story closes. There are 13 endings in all.
Foes you meet, charms you find and endings you see are kept in your Journal.
In the Daily Adventure, the date decides the path and the party. Everyone plays the same run that day, once per day.
Features
- Fully automatic turn-based combat, with ×1 / ×2 / ×4 speed
- One unit = one die. Gear and skills are all just faces
- A formation phase before every fight: read enemy dice, build around hero traits
- Five difficulty levels, each adding a new rule
- 32 charms, plus Training that gives every run a head start
- 13 endings decided by who survives, and a Journal to collect them
- A Daily Adventure: the same path and party for everyone, once a day
- Japanese and English, 13 Steam Achievements, Steam Cloud, full controller support
Streaming and videos
You are welcome to stream ROKUMENSHU and post videos of it, whether you are an individual or a company. Monetization is fine, and you do not need to ask first. A link to the Steam store page in your description is appreciated.