Dice Have No Eyes
Franek · 2026 · $9.99 · Casual · deal grade B
Measured on 2026-10-03 10:05 UTC, 2 days ago. The whole catalog is re-measured daily; a game that just launched can move fast between passes.
- Estimated net residual revenue: $1.9k to $2.9k per month
- Opportunity: $3.1k per month at x1.30 dormancy
- Estimated lifetime owners: 10.1k
- 95% positive across 262 reviews · 29.0 reviews/month
Why it's flagged
- Developer active, last post 2 months ago
- Studio active elsewhere (2 titles tracked), so this one may welcome a partner
- Store page localized in only 1 language(s)
- Last discounted 2 months ago, 3 sales in the last 12 months
Analyst notes (AI-assisted)
Note written 2026-08-29; the live figures above take precedence over any numbers in it.
A deck-building roguelike built around dice synergy and high-risk gambling mechanics, drawing stylistic inspiration from recent indie hits but standing as its own system.
Dice Have No Eyes is a quiet performer earning solid three-figure monthly residuals from a devoted but small player base that consistently praises its art, sound, and breakability ceiling. The game shipped in early access less than a month ago with zero discount history, suggesting the developer is testing audience fit before deeper marketing or sales pushes. For a publisher or acquisition-minded studio, this represents an early-stage bet on a niche mechanic (dice-as-deck) with strong per-player engagement (median 11+ hours, 55% still playing) and near-universal sentiment, though the current player count and lack of platform promotion indicate either patience with early access or resource constraints worth understanding before acquisition. Most realistic play: watch.
- Risk: Niche mechanic and tiny active player base (single digits) may not scale without marketing intervention or content expansion beyond what a solo or two-person studio can sustain.
- Risk: No discount strategy deployed in first year suggests either deliberate premium positioning or incomplete go-to-market planning; unclear which risks retention if competitors undercut at sale windows.
- Risk: Early access status with minimal developer communication (one post per 1.2 months on average) raises questions about update velocity and feature roadmap clarity for players.
This case as Markdown · Estimates carry ±30-50% error per title.