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Roll the dice. Launch the fleet. Don't breach.

A push-your-luck dice roguelike across three sectors of deep space. Roll dice into ship blueprints to launch your fleet. Every die that doesn't fit lands in your hull, and at eight the hull breaches.

How a run works
GenreDice roguelike
PlatformMobile web
Run lengthAbout 10 min
How it plays

Every roll is a bet against your own hull

Push for one more ship, or bank what you’ve built. Runs last about ten minutes, and the dice have no memory of how well yours was going.

Toll Lane card Salvage card Distress Beacon card
01 Pick an adventure Each stop deals you adventures. Every card sets how many dice you roll and what they're allowed to do.
Herald
6
needs 4
HERALD 1/2
02 Roll into blueprints Drop dice into the slots on your blueprints. Fill every slot and the ship launches, pays out gold and joins your fleet.
JUMP GATE → NEXT SECTOR
03 Push through the sectors Launch enough ships to pass each Jump Gate, then fly deeper. Every sector runs longer and plays meaner than the last.
Sectors

Every sector plays differently

Routes stretch longer and the odds turn meaner the deeper you fly. And the map isn't finished: new sectors, ships and adventures arrive in future expansions.

THE SHALLOWSSector 1
Where every run begins. Short routes and room to learn the dice.
THE DRIFTSector 2
Longer routes, a second depot and fewer safe picks.
THE DEEPSector 3
The longest stretch in the game. Every roll counts.
NEXT SECTORFuture expansion
New sectors, ships and adventures are on the way.
The fleet

Creative blueprints for a growing fleet

Every ship has its own blueprint, asking for different dice and paying back in its own way. Bonuses stack for the whole run, so the fleet you build is the strategy.

Herald
HERALDCourierAll-rounder. Strength 1, hold 1.
Kestrel
KESTRELRacerStrength 2, built to contest. Holds nothing.
Barnacle
BARNACLEHaulerHold 3. Lands 3 cargo on launch.
Warden
WARDENTankFirst hull hit each sector is halved.
Siren
SIRENLureBounties pay 1 extra gold.
Sovereign
SOVEREIGNFlagship+2 gold at every Jump Gate.
Wraith
WRAITHScout+1 airlock slot for the rest of the run.
Obsidian
OBSIDIANSmugglerCargo at risk survives one run-ending breach.
Adventures

Endless adventures

Every stop deals a fresh gamble, and the deck keeps growing as you clear runs. Safe picks keep the hull clean; 3 Dot Risk cards are where the big launches come from.

Distress Beacon
DISTRESS BEACON
●○○Draw a blueprint into an open bay, then roll 1.
Toll Lane
TOLL LANE●○○Pay 1 cargo and leftovers are discarded free.
Nebula Drift
NEBULA DRIFT●○○Roll 2. Each die you place rolls another.
Salvage
SALVAGE●●○Roll 2. Dice that hit the hull pay cargo equal to their dots.
Vent
VENT●●○Reroll every hull die. Clean hull: roll 2 instead.
Cargo Sweep
CARGO SWEEP●●○Roll 5. Keep every die of one number.
Deep Scan
DEEP SCAN●●●Roll 6. Place dice totalling exactly 8.
W
From the studio behind Pocket Knights, Don't Die and The Last Draft. Whaledrop builds games for the platforms where players already gather.
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ONE MORE RUN

Three sectors, eight ships and a hull that holds seven. Launch a run on your phone or right here.