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First release
Ten targets, three rolls each. Get close - going over hurts as much as short.
A dice game about getting close. Every round draws a target and hands you a few dice and three rolls. Bank the dice you want, roll the rest - but your total only ever grows, so pushing for one more point can just as easily carry you past the number. Going over hurts exactly as much as stopping short. Ten rounds, one score, and the itch to beat it. THREE WAYS TO PLAY - Free pick: take any dice you like, one at a time. Four dice to start, and the forgiving one - it's also the mode a run is built to grow. - Faces: bank a number instead of a die, and every die showing it goes in together. Control is coarse on purpose, which is what makes an exact hit worth something. - Split: two targets a round, and no die may sit it out - every one goes to one side or the other, so feeding one target is always refusing the other. The two scores multiply, so a target you give up on takes the whole round down with it. A RUN THAT GROWS Landing close pays marks. Between rounds the market opens with two shelves. Dice are bought once and stay in your hand for the rest of the run - a spare die, a lead d4, a heavy d8 - so a run is something you build. Talismans last the next round only and can be bought again: a fourth roll, a free reroll, a nudge. A free charm arrives on rounds 2, 4, 6 and 8, and a second copy of one stacks with the first. Two rare dice turn up on the counter now and then. The gold die is yours for the rest of the run and the only die you set by hand instead of rolling. The wooden die you can snap down to a smaller number - three times, then it is kindling, and in Split shedding weight is the one thing no other die can do. TWELVE ACHIEVEMENTS From landing a first target exactly to a whole run of them. Each one pays coins into the same purse the shop spends, so they are a reason to try a mode you would otherwise skip. Finished runs pay coins, and coins buy permanent upgrades - a steadier hand, a more forgiving miss, an heirloom charm, a fourth roll, an extra die. BUILT SMALL - A few minutes a run - No ads, no purchases, no account, no internet needed - Scores, statistics, purchases and achievements stay on your phone - A separate leaderboard for each mode, because the scores are not comparable
past month, based on 1 day
Downloads
Low confidence22
From install count ÷ months since release
In-app revenue
$0
No in-app purchases
Ads
$0
No ads
Total
$0
In-app + ads
Google Play only. Downloads from daily Top free ranks (or the store's install count); in-app revenue from Top grossing ranks, calibrated on AppTweak's US estimates, or else from downloads; ads from public ad benchmarks. Not reported figures.